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	<updated>2026-06-05T06:45:25Z</updated>
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		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Chain_of_Command&amp;diff=31099</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Chain_of_Command&amp;diff=31099"/>
		<updated>2020-09-09T03:43:46Z</updated>

		<summary type="html">&lt;p&gt;VeteranKyl: /* Other Management Roles */ Added the Flight Leader as the head of the ships flight team.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The chain of command represents how orders are distributed throughout the station. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of some Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the station function as efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
The Heads should '''not''' start doing the simplest tasks themselves unless the station's already beyond saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[File:Identification_console.png]] Notice:'''&lt;br /&gt;
&lt;br /&gt;
'''Heads can demote their staff by using the [[Identification Console]] and removing the subordinate's access to their department from their ID.'''&lt;br /&gt;
&lt;br /&gt;
'''So if one of your guys isn't acting like an appropriate team player, don't hesitate to show them who's boss.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Job tree3.png|1191px|The station hierarchy]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
[[File:Bridge small.png|thumb|300px|The Bridge, safe haven of the Heads.]]&lt;br /&gt;
'''A.K.A. the command staff.''' These are the men and women charged with the administration of the ship. Each of them have access to the [[Bridge]] and [[Brig]], the keycard authentication devices, the command radio channel (accessed with :c), the ability to make station-wide announcements, access to identification consoles and may call/recall the [[Escape Shuttle]] using a communications console. They are also the targets during a [[Revolution]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic captain.png|64px]] [[Captain]]===&lt;br /&gt;
The Commanding Officer with authority over the entire ship. Eventually dies and has the Executive Officer take over. Limited only by style - Just don't forget the [[High-risk_items#Nuclear_authentication_disk|disk]].&lt;br /&gt;
The only position that can issue death warrants without a trial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How the AI works. What other Heads should be doing.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Check in with your Heads of Staff. Secure the nuclear authorization disk and give the pinpointer to [[Clown|someone trustworthy]] for maximum safety.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Making sure your heads are doing their jobs, figure out what needs to be done and delegate. Keep the disk close to you. &lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Many [[high-risk items]] start in your office or directly in your possession. And your shiny gold id card is coveted by almost every troublemaker. Expect many attempts to be made on your life for these things.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hop.png|64px]] [[Executive Officer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Becomes acting Captain if the original Captain is dead or MIA. Responsible for staffing and HR-related duties.&lt;br /&gt;
Authority over all civil and supply departments, including the [[Bridge Staff]], [[Janitor]], [[Chef]], [[Barman]], [[Clown]], [[Mime]], [[Assistant]]s, [[Quartermaster]], [[Shaft Miner]]s, [[Lawyer]]s, [[Chaplain]], [[Curator]], [[Botanist]]s and [[Cargo Technician|Cargo Techs]].&lt;br /&gt;
&lt;br /&gt;
The Executive Officer can either be a Godsend or worse than a banana-flinging clown for the station. He can also savor the prestige or feel shackled to the [[Computers#ID_Modification_Console|ID computer]]. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
&lt;br /&gt;
'''1. Support the Captain.'''&lt;br /&gt;
&lt;br /&gt;
Always be on the captain's side, at least publicly. Remember that since you'll take up his banner if, or more often when, he's slain, you're the ''de facto'' second in command. Be sure to work as a team to lead the crew. If he's demanding, be persuasive. If he's soft-spoken, be a task-master. This means anyone annoyed at his leadership style will likely follow yours, but it also means he has to trust you. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance, like assigning new Heads or calling the shuttle. Recognize, however, that you do not outrank any other Heads of Staff. You are simply sitting at the Captain's right hand, entrusted to the keys to the station, while all other Heads must beg at your feet for access to so much as the bar. Don't let it go to your head, and the Head of Security won't brain you.&lt;br /&gt;
&lt;br /&gt;
'''2. Uphold the Rights of Crewmen.'''&lt;br /&gt;
&lt;br /&gt;
Only the Captain can authorize a death warrant, and you are sometimes tasked with judging trials under [[Space Law]]. You are normally considered the most impartial officer for this task, which prevents the appearance of a mere kangaroo court. Furthermore, Security often commits excesses and the Captain is either dead or personally involved in a case. For these reasons, you need to be sure to call for trials for high crimes before the accused gets left to rot in a permacell forever. While this may put you at odds with Security, you should find them fanatically loyal to the Captain, who hopefully makes clear his full confidence in you. This delicate balance of power prevents excesses against the crew. Almost always, a weak Captain and Head of Personnel will result in [[shitcurity|shitcurity]].&lt;br /&gt;
&lt;br /&gt;
'''3. Follow the Principle of Least Privilege.'''&lt;br /&gt;
&lt;br /&gt;
When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access or just for you to open the door for him while he gets a suit. If the chaplain is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure from thieves weaseling their way to their targets and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a sheet of paper and give it a good stamping so the janitor will be able to show why he's mopping Medbay's floors.&lt;br /&gt;
&lt;br /&gt;
'''4. Talk to the Crew.'''&lt;br /&gt;
&lt;br /&gt;
The Captain gets nervous when someone stands next to him for too long. The Head of Security is too busy beating the clown. The Research Director is on fire, the Chief Medical Officer is up to his elbows in gore, the Master At Arms is taking a joyride in the fighter tug, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You're really the only head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the robusted to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
&lt;br /&gt;
'''5. Manage your Department First.'''&lt;br /&gt;
&lt;br /&gt;
While technically you can demote everyone who's ID you seize to assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the chef to throw a pizza party, ensuring the [[Quartermaster]] is on top of things, and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad security officers or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the Heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How to use the Identification Console. A rough idea of how access is distributed throughout the ship. What Cargo, Kitchen, Hydroponics and the Janitor should be doing.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Stay at your desk for at least the first 10 minutes to manage the shift-start rush.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Manage IDs.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Your department (the civil department) doesn't ever acknowledge you as their boss. It's your duty to make that a thing of the past!&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hos.png|64px]] [[Head of Security]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Although he technically has access, other Heads may deny him from entering their domains. Usually withheld from a promotion to acting Captain if other Heads are available, however in times of crisis he may usually force himself into the position as acting Captain to better control the crisis.&lt;br /&gt;
Oversees security matters with authority over [[Security Officer]]s, the [[Warden]] and the [[Detective]]. Expected to detain and handle those who endanger the ship, including other heads of staff, and in some cases, the Captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How to use security equipment, a firm grasp on Space Law, and rough idea of what kind of internal threats the ship will have to face and how to deal with them.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Get your officers to report in, if they don't, remind them that the security force doesn't work without teamwork and communication, and have them demoted if they're still acting like a lone mute wolf.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Try to keep the crew as safe as possible. Keep your officers from degenerating to shitcurity when things get rough.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Assistants pushing each other is '''not''' a big problem, you shouldn't have to spend much time on those. Focus on major threats to the crew. Your team will be on the front lines if the Syndicate try to board the ship or some unholy creature gets onboard.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_maa.png|64px]] [[Master At Arms]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. You're the person that makes sure the ship can fight back when the ship gets attacked by enemy ships. Manages and maintains the ship's weapons, the ammunition, and fighters. Has authority over [[Munitions Technician]], the [[Flight Leader]], [[Fighter Pilot]], and [[Air Traffic Controller]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Know how to load, arm, and maintain the various ship weapons. Understand torpedo construction. Know how to maintain fighters, fuel them, and load missiles/torpedoes. &lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Load all the ship weapons. Check the ammunition stocks and order any extra you may need. Make sure the pilots are prepped and ready to fly. Build torps.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Manage your squad of Munitions Techs. Keep an eye on the pilots if there's no Air Traffic Controller. Keep the ship weapons loaded at all times. Make sure the guns get maintenance in between fights if needed. Remind munition squads to wear their helmet to prevent hearing loss. Repair and maintain the fighters. Communicate with cargo if you need additional ammo for the guns.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Ship weapons are ammo hungry and require frequent reloading. Make sure the safeties are off during combat. Pilots may get shot down and require rescue, so make sure the bridge is aware of when this happens.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic rd.png|64px]] [[Research Director]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Due to AI access, often promoted to acting Captain if there is neither a Captain nor a HoP.&lt;br /&gt;
Oversees research efforts with authority over [[Scientist]]s, [[Roboticist]]s, and [[Geneticist|Genetics Research]]. Maintains the integrity of the [[AI]] and its [[Cyborg]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Know how R&amp;amp;D works, how to upgrade machines, how xenobiology works, how telescience works and how robotics work.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Make sure one of your scientist is doing R&amp;amp;D and help him out if needed. Ask if there are miners around and request the minerals your R&amp;amp;D and Robotics both need.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Upgrading machines across the ships. Make sure research is progressing.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Bombs made in toxins usually get sneaked out and exploded. Check on them from time to time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic ce.png|64px]] [[Chief Engineer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff.&lt;br /&gt;
Oversees the maintenance of the ship, with authority over [[Station Engineer]]s and [[Atmospheric Technician]]s. Authority over [[Telecoms]] maintenance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How the telecommunications, atmospherics, solars and the ship [[engine]] work. [[Malfunction|How to deconstruct an APC.]]. Know how to repair the ship's armor.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Have your team start the [[engine]] correctly and have power flowing to the station. Make sure the atmospheric system is set up correctly. Set the [[Guide to Ship Superstructure and Armor|armor repair well.]]&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Listening the radio for people yelling about ship damage and delegating your engineers there with appropriate tools and materials.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' The ship is bound to have explosions or at least minor holes in it during the shift. Learn how to tackle the exploded telecommunications -situation and you'll be irreplaceable in more than one shift, guaranteed.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic cmo.png|64px]] [[Chief Medical Officer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. If a Head of Staff is acting medically unstable, it is the CMO's duty to disable and treat them till they are once again fit for duty (which could be never).&lt;br /&gt;
Oversees ship-wide medical issues with authority over the [[Virologist]], [[Chemist]]s, [[Medical Doctor]]s and [[Geneticist|Genetics Cloning]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How to cure viruses and create vaccines. Formulas for the most common medicines. How to prepare and administer clean SEs.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Make an announcement to the crew about maxing out their suit sensors so you'll be able to help them when they get in trouble. Check that the cryogenic tubes get set up, possibly with a more efficient mixture of chemicals from the chemist.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Check the Crew Monitoring Console from time to time for dead/dying people.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Medical jobs are a common choice for new players seeking a relevant role. So when not absent, dead, or traitorous, expect your staff to need constant babysitting and guidance on how to perform even basic treatments.&lt;br /&gt;
&lt;br /&gt;
==Other Management Roles==&lt;br /&gt;
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_qm.png|64px]] [[Quartermaster]]===&lt;br /&gt;
Subordinate to the [[Head of Personnel]].&lt;br /&gt;
&lt;br /&gt;
Authority over the supply sector, including [[Cargo Technician]]s and [[Shaft Miner]]s.&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Managing Cargo Tech's, how to operate the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Check how many Cargo Tech's are on shift, get them doing something useful such as collecting crates.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Processing crew order requests.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Hostile and impatient crew members, syndicate sympathizers, miners not appreciating you taking some plasma for points, inept cargo techs, miners dying in the first five minutes, lava land lizards, and Security. Depending on your loyalty to the ship you will either face problems from Security or revolutionary's/ cultists/ the grey-tide. People telling you that you're not a &amp;quot;real head&amp;quot;, and it hurts because they're right.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_warden.png|64px]] [[Warden]]===&lt;br /&gt;
Subordinate to the [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
Authority over the brig, [[Security Officer]]s, and all personnel of equal rank and below as long as they are within the brig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Processing prisoners, managing Security operations and personnel and keeping the brig secure.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Ensure the brig is secure, check if there is a HoS/Sec Officers present.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Keeping the brig as secure as possible, ensuring no one attempts to loot the brig, keeping prisoners in check and ensuring they are released on schedule. &lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Non-compliant Security Officers. &amp;lt;s&amp;gt;HoP handing out Armory access.&amp;lt;/s&amp;gt; People attempting to break into the brig.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_fl.png|64px]] [[Flight Leader]]===&lt;br /&gt;
Subordinate to the [[Master At Arms]].&lt;br /&gt;
&lt;br /&gt;
You're the leader of the ship's flight team, putting you in charge of all of the [[Fighter Pilot|Fighter Pilots]] and any squads assigned to flight duty. Keep an eye on your squad and do your best to make sure everyone comes home.&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Know how to fly the various fighters. Understand fighter maintenance and repair.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Get acquainted with your squad. Prepare the fighters for combat. Make sure you have tools, fuel, and missiles/torpedoes on standby when you return from combat.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Engage the syndicate in ship to ship combat. Monitor and coordinate attack strategies with flight team. Repair and rearm the fighters if the Munitions Techs are busy.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Your rookie pilots are likely to have issues flying their fighters, and there's always the possibility someone gets shot down and needs rescue.&lt;br /&gt;
&lt;br /&gt;
===[[File:centcomofficial.png|64px]] [[Centcom Official]]===&lt;br /&gt;
Subordinate to the [[Captain]] while he is on the ship.&lt;br /&gt;
&lt;br /&gt;
Depending on his rank, he may have the authority to dismiss the Captain from his position, or even outrank the Captain. Otherwise, he possesses no actual authority over anyone on ship and is reliant on ingratiating himself with the command staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' The Chain of Command, knowing what your assigned task is from Central Command. Having good social skills.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Inform the command staff of your presence.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Whatever Central Command assigned you.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Suspicious Security Officers, non-compliant heads of staff and enemies of the corporation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Captain Ian.png|64px]] [[Ian|Captain Ian]]===&lt;br /&gt;
The Captain the ship deserves. &lt;br /&gt;
&lt;br /&gt;
Authority over snacks. Obey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Yip!&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Get dressed.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Dance.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' The Head of Personnel is often incompetent and needs watching over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>VeteranKyl</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Chain_of_Command&amp;diff=31098</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Chain_of_Command&amp;diff=31098"/>
		<updated>2020-09-08T23:17:40Z</updated>

		<summary type="html">&lt;p&gt;VeteranKyl: /* Heads of Staff */ Added the Master At Arms to the list of heads of staff. Small changes addressing that this is a ship and not a station.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The chain of command represents how orders are distributed throughout the station. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of some Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the station function as efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
The Heads should '''not''' start doing the simplest tasks themselves unless the station's already beyond saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[File:Identification_console.png]] Notice:'''&lt;br /&gt;
&lt;br /&gt;
'''Heads can demote their staff by using the [[Identification Console]] and removing the subordinate's access to their department from their ID.'''&lt;br /&gt;
&lt;br /&gt;
'''So if one of your guys isn't acting like an appropriate team player, don't hesitate to show them who's boss.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Job tree3.png|1191px|The station hierarchy]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
[[File:Bridge small.png|thumb|300px|The Bridge, safe haven of the Heads.]]&lt;br /&gt;
'''A.K.A. the command staff.''' These are the men and women charged with the administration of the ship. Each of them have access to the [[Bridge]] and [[Brig]], the keycard authentication devices, the command radio channel (accessed with :c), the ability to make station-wide announcements, access to identification consoles and may call/recall the [[Escape Shuttle]] using a communications console. They are also the targets during a [[Revolution]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic captain.png|64px]] [[Captain]]===&lt;br /&gt;
The Commanding Officer with authority over the entire ship. Eventually dies and has the Executive Officer take over. Limited only by style - Just don't forget the [[High-risk_items#Nuclear_authentication_disk|disk]].&lt;br /&gt;
The only position that can issue death warrants without a trial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How the AI works. What other Heads should be doing.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Check in with your Heads of Staff. Secure the nuclear authorization disk and give the pinpointer to [[Clown|someone trustworthy]] for maximum safety.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Making sure your heads are doing their jobs, figure out what needs to be done and delegate. Keep the disk close to you. &lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Many [[high-risk items]] start in your office or directly in your possession. And your shiny gold id card is coveted by almost every troublemaker. Expect many attempts to be made on your life for these things.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hop.png|64px]] [[Executive Officer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Becomes acting Captain if the original Captain is dead or MIA. Responsible for staffing and HR-related duties.&lt;br /&gt;
Authority over all civil and supply departments, including the [[Bridge Staff]], [[Janitor]], [[Chef]], [[Barman]], [[Clown]], [[Mime]], [[Assistant]]s, [[Quartermaster]], [[Shaft Miner]]s, [[Lawyer]]s, [[Chaplain]], [[Curator]], [[Botanist]]s and [[Cargo Technician|Cargo Techs]].&lt;br /&gt;
&lt;br /&gt;
The Executive Officer can either be a Godsend or worse than a banana-flinging clown for the station. He can also savor the prestige or feel shackled to the [[Computers#ID_Modification_Console|ID computer]]. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
&lt;br /&gt;
'''1. Support the Captain.'''&lt;br /&gt;
&lt;br /&gt;
Always be on the captain's side, at least publicly. Remember that since you'll take up his banner if, or more often when, he's slain, you're the ''de facto'' second in command. Be sure to work as a team to lead the crew. If he's demanding, be persuasive. If he's soft-spoken, be a task-master. This means anyone annoyed at his leadership style will likely follow yours, but it also means he has to trust you. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance, like assigning new Heads or calling the shuttle. Recognize, however, that you do not outrank any other Heads of Staff. You are simply sitting at the Captain's right hand, entrusted to the keys to the station, while all other Heads must beg at your feet for access to so much as the bar. Don't let it go to your head, and the Head of Security won't brain you.&lt;br /&gt;
&lt;br /&gt;
'''2. Uphold the Rights of Crewmen.'''&lt;br /&gt;
&lt;br /&gt;
Only the Captain can authorize a death warrant, and you are sometimes tasked with judging trials under [[Space Law]]. You are normally considered the most impartial officer for this task, which prevents the appearance of a mere kangaroo court. Furthermore, Security often commits excesses and the Captain is either dead or personally involved in a case. For these reasons, you need to be sure to call for trials for high crimes before the accused gets left to rot in a permacell forever. While this may put you at odds with Security, you should find them fanatically loyal to the Captain, who hopefully makes clear his full confidence in you. This delicate balance of power prevents excesses against the crew. Almost always, a weak Captain and Head of Personnel will result in [[shitcurity|shitcurity]].&lt;br /&gt;
&lt;br /&gt;
'''3. Follow the Principle of Least Privilege.'''&lt;br /&gt;
&lt;br /&gt;
When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access or just for you to open the door for him while he gets a suit. If the chaplain is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure from thieves weaseling their way to their targets and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a sheet of paper and give it a good stamping so the janitor will be able to show why he's mopping Medbay's floors.&lt;br /&gt;
&lt;br /&gt;
'''4. Talk to the Crew.'''&lt;br /&gt;
&lt;br /&gt;
The Captain gets nervous when someone stands next to him for too long. The Head of Security is too busy beating the clown. The Research Director is on fire, the Chief Medical Officer is up to his elbows in gore, the Master At Arms is taking a joyride in the fighter tug, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You're really the only head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the robusted to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
&lt;br /&gt;
'''5. Manage your Department First.'''&lt;br /&gt;
&lt;br /&gt;
While technically you can demote everyone who's ID you seize to assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the chef to throw a pizza party, ensuring the [[Quartermaster]] is on top of things, and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad security officers or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the Heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How to use the Identification Console. A rough idea of how access is distributed throughout the ship. What Cargo, Kitchen, Hydroponics and the Janitor should be doing.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Stay at your desk for at least the first 10 minutes to manage the shift-start rush.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Manage IDs.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Your department (the civil department) doesn't ever acknowledge you as their boss. It's your duty to make that a thing of the past!&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hos.png|64px]] [[Head of Security]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Although he technically has access, other Heads may deny him from entering their domains. Usually withheld from a promotion to acting Captain if other Heads are available, however in times of crisis he may usually force himself into the position as acting Captain to better control the crisis.&lt;br /&gt;
Oversees security matters with authority over [[Security Officer]]s, the [[Warden]] and the [[Detective]]. Expected to detain and handle those who endanger the ship, including other heads of staff, and in some cases, the Captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How to use security equipment, a firm grasp on Space Law, and rough idea of what kind of internal threats the ship will have to face and how to deal with them.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Get your officers to report in, if they don't, remind them that the security force doesn't work without teamwork and communication, and have them demoted if they're still acting like a lone mute wolf.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Try to keep the crew as safe as possible. Keep your officers from degenerating to shitcurity when things get rough.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Assistants pushing each other is '''not''' a big problem, you shouldn't have to spend much time on those. Focus on major threats to the crew. Your team will be on the front lines if the Syndicate try to board the ship or some unholy creature gets onboard.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_maa.png|64px]] [[Master At Arms]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. You're the person that makes sure the ship can fight back when the ship gets attacked by enemy ships. Manages and maintains the ship's weapons, the ammunition, and fighters. Has authority over [[Munitions Technician]], the [[Flight Leader]], [[Fighter Pilot]], and [[Air Traffic Controller]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Know how to load, arm, and maintain the various ship weapons. Understand torpedo construction. Know how to maintain fighters, fuel them, and load missiles/torpedoes. &lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Load all the ship weapons. Check the ammunition stocks and order any extra you may need. Make sure the pilots are prepped and ready to fly. Build torps.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Manage your squad of Munitions Techs. Keep an eye on the pilots if there's no Air Traffic Controller. Keep the ship weapons loaded at all times. Make sure the guns get maintenance in between fights if needed. Remind munition squads to wear their helmet to prevent hearing loss. Repair and maintain the fighters. Communicate with cargo if you need additional ammo for the guns.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Ship weapons are ammo hungry and require frequent reloading. Make sure the safeties are off during combat. Pilots may get shot down and require rescue, so make sure the bridge is aware of when this happens.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic rd.png|64px]] [[Research Director]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Due to AI access, often promoted to acting Captain if there is neither a Captain nor a HoP.&lt;br /&gt;
Oversees research efforts with authority over [[Scientist]]s, [[Roboticist]]s, and [[Geneticist|Genetics Research]]. Maintains the integrity of the [[AI]] and its [[Cyborg]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Know how R&amp;amp;D works, how to upgrade machines, how xenobiology works, how telescience works and how robotics work.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Make sure one of your scientist is doing R&amp;amp;D and help him out if needed. Ask if there are miners around and request the minerals your R&amp;amp;D and Robotics both need.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Upgrading machines across the ships. Make sure research is progressing.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Bombs made in toxins usually get sneaked out and exploded. Check on them from time to time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic ce.png|64px]] [[Chief Engineer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff.&lt;br /&gt;
Oversees the maintenance of the ship, with authority over [[Station Engineer]]s and [[Atmospheric Technician]]s. Authority over [[Telecoms]] maintenance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How the telecommunications, atmospherics, solars and the ship [[engine]] work. [[Malfunction|How to deconstruct an APC.]]. Know how to repair the ship's armor.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Have your team start the [[engine]] correctly and have power flowing to the station. Make sure the atmospheric system is set up correctly. Set the [[Guide to Ship Superstructure and Armor|armor repair well.]]&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Listening the radio for people yelling about ship damage and delegating your engineers there with appropriate tools and materials.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' The ship is bound to have explosions or at least minor holes in it during the shift. Learn how to tackle the exploded telecommunications -situation and you'll be irreplaceable in more than one shift, guaranteed.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic cmo.png|64px]] [[Chief Medical Officer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. If a Head of Staff is acting medically unstable, it is the CMO's duty to disable and treat them till they are once again fit for duty (which could be never).&lt;br /&gt;
Oversees ship-wide medical issues with authority over the [[Virologist]], [[Chemist]]s, [[Medical Doctor]]s and [[Geneticist|Genetics Cloning]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How to cure viruses and create vaccines. Formulas for the most common medicines. How to prepare and administer clean SEs.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Make an announcement to the crew about maxing out their suit sensors so you'll be able to help them when they get in trouble. Check that the cryogenic tubes get set up, possibly with a more efficient mixture of chemicals from the chemist.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Check the Crew Monitoring Console from time to time for dead/dying people.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Medical jobs are a common choice for new players seeking a relevant role. So when not absent, dead, or traitorous, expect your staff to need constant babysitting and guidance on how to perform even basic treatments.&lt;br /&gt;
&lt;br /&gt;
==Other Management Roles==&lt;br /&gt;
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_qm.png|64px]] [[Quartermaster]]===&lt;br /&gt;
Subordinate to the [[Head of Personnel]].&lt;br /&gt;
&lt;br /&gt;
Authority over the supply sector, including [[Cargo Technician]]s and [[Shaft Miner]]s.&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Managing Cargo Tech's, how to operate the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Check how many Cargo Tech's are on shift, get them doing something useful such as collecting crates.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Processing crew order requests.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Hostile and impatient crew members, syndicate sympathizers, miners not appreciating you taking some plasma for points, inept cargo techs, miners dying in the first five minutes, lava land lizards, and Security. Depending on your loyalty to the station you will either face problems from Security or revolutionary's/ cultists/ the grey-tide. People telling you that you're not a &amp;quot;real head&amp;quot;, and it hurts because they're right.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_warden.png|64px]] [[Warden]]===&lt;br /&gt;
Subordinate to the [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
Authority over the brig, [[Security Officer]]s, and all personnel of equal rank and below as long as they are within the brig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Processing prisoners, managing Security operations and personnel and keeping the brig secure.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Ensure the brig is secure, check if there is a HoS/Sec Officers present.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Keeping the brig as secure as possible, ensuring no one attempts to loot the brig, keeping prisoners in check and ensuring they are released on schedule. &lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Non-compliant Security Officers. &amp;lt;s&amp;gt;HoP handing out Armory access.&amp;lt;/s&amp;gt; People attempting to break into the brig.&lt;br /&gt;
&lt;br /&gt;
===[[File:centcomofficial.png|64px]] [[Centcom Official]]===&lt;br /&gt;
Subordinate to the [[Captain]] while he is on the station.&lt;br /&gt;
&lt;br /&gt;
Depending on his rank, he may have the authority to dismiss the Captain from his position, or even outrank the Captain. Otherwise, he possesses no actual authority over anyone on station and is reliant on ingratiating himself with the command staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' The Chain of Command, knowing what your assigned task is from Central Command. Having good social skills.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Inform the command staff of your presence.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Whatever Central Command assigned you.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Suspicious Security Officers, non-compliant heads of staff and enemies of the corporation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Captain Ian.png|64px]] [[Ian|Captain Ian]]===&lt;br /&gt;
The Captain the station deserves. &lt;br /&gt;
&lt;br /&gt;
Authority over snacks. Obey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Yip!&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Get dressed.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Dance.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Head of Personnel often incompetent and needs watching over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>VeteranKyl</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Munitions_Technician&amp;diff=30809</id>
		<title>Munitions Technician</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Munitions_Technician&amp;diff=30809"/>
		<updated>2020-07-22T16:39:38Z</updated>

		<summary type="html">&lt;p&gt;VeteranKyl: /* Big Guns */ Grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_mt.png&lt;br /&gt;
|img = Mt.png&lt;br /&gt;
|jobtitle = Munitions Technician&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Master At Arms]]&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;
|quote = &amp;quot;MAKE TORP.&amp;quot;&lt;br /&gt;
}}&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;
&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/MAC cannons, while others will have nearly every weapon type. All ships are equipped with PDCs and Flak, 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 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;
== Hanger 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. 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;
&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;
* '''MAC Cannon:''' A bigger railgun that can only hold one shot, but deals more damage with that shot. Will likely require frequent reloading due to it's low ammo capacity.&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;
* '''PDC (Point Defense Cannon):''' Small, fast-moving, rapid fire shots that do light damage. They are best used against fighters or incoming torpedoes.&lt;br /&gt;
* '''Gauss Gun:''' ''Only available on multi-z ships!'' A manned turret that can either fire Gauss or PDC rounds. Gauss rounds are slow moving but do good damage, while PDC mode acts similar to the Point Defense Cannon rounds.&lt;br /&gt;
* '''Flak:''' Anti-air weaponry. Automatically fires at nearby fighters and torpedoes.&lt;br /&gt;
* '''Phase Cannons:''' An energy based weapon that fires lasers. Yell at engineering to divert power to weapons if you don't have enough to fire them.&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;
For wall mounted weapons (PDC and Flak), 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 (MAC, 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 Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>VeteranKyl</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Munitions&amp;diff=30787</id>
		<title>Guide to Munitions</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Munitions&amp;diff=30787"/>
		<updated>2020-07-22T06:07:16Z</updated>

		<summary type="html">&lt;p&gt;VeteranKyl: /* Torpedoes */ Added information on all the currently available torpedo types.&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;
&lt;br /&gt;
==Loading the guns==&lt;br /&gt;
As a Munitions Technician, munitions assigned squad member, or Master At Arms, your job is to supply the various weapons on the ship with the ammo they need to continue firing. This includes the Point Defence Cannons (PDC), the Railgun, the Torpedo tubes, and the Gauss turrets. The faster you can load and prepare these weapons, the faster the bridge 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;
&lt;br /&gt;
[[File:Hammerhead_Munitions_Bay.png|right|thumb|An example of a munitions bay configuration.]]&lt;br /&gt;
&lt;br /&gt;
===Point Defense Cannons===&lt;br /&gt;
Point defense cannons are the lifeblood of combat, serving as a rapid-fire, semi-inaccurate close-to-midrange weapon that is effective at taking down enemy fighters that other weapons may miss and dealing heavy damage to larger ships at close range when all bullets are able to hit. The Point Defense Cannons do not require any form of maintenance.&lt;br /&gt;
&lt;br /&gt;
The PDC loading racks are typically located to the north of the munitions bay attached directly to a wall. They require ammo from the PDC ammo crates, which are colored yellow and red. To load the racks, you simply grab some ammo and stuff it in. There may number between 3 to five total PDC racks on any given ship. Each magazine contains several hundred bullets and drains relatively quickly from continuous use. Once you do need to replace them, simply click a rack with a full magazine, and you'll swap it out for the empty one.&lt;br /&gt;
&lt;br /&gt;
===Railgun===&lt;br /&gt;
The Railgun is a heavy-duty cannon that fires powerful burst rounds. It is the only weapon controlled by the navigation console in the bridge and requires regular maintenance.&lt;br /&gt;
&lt;br /&gt;
This is the great big thing that does great big damage. It uses Teflon-coated tungsten rounds, which can be found in metal crates round start. You can load up to four of these at once before the railgun is full - once it's loaded, go to the console in front of the railgun, click &amp;quot;Load Tray&amp;quot;, then &amp;quot;Chamber Tray Payload&amp;quot;, and finally &amp;quot;Disengage safeties&amp;quot;. You'll have to click all of these in reverse order to re-load the weapon.&lt;br /&gt;
&lt;br /&gt;
===Magnetic Accelerator (MAC)===&lt;br /&gt;
The Magnetic Accelerator, otherwise known as the MAC &amp;lt;s&amp;gt; tonight &amp;lt;/s&amp;gt;, is the stronger older brother of the Railgun. Instead of firing burst rounds, the MAC fires a single powerful piercing shot but must be reloaded immediately afterward. The MAC requires the most frequent maintenance of any weapon.&lt;br /&gt;
&lt;br /&gt;
The MAC functions almost identically to the Railgun, accepting the same ammo of Tungsten rounds but must be reloaded often and has a much faster durability decay. To maximize MAC usage, keep Tungsten rounds adjacent to the MAC at all times to load immediately and call out over munitions radio the status of the MAC so that CIC will be aware of when it will be down for maintenance and can plan accordingly.&lt;br /&gt;
&lt;br /&gt;
===Torpedo Tubes===&lt;br /&gt;
Torpedo tubes, as the name suggests, fire high-velocity torpedoes which detonate immediately upon impact. Torpedo tubes are slow loading, require maintenance, and can be inaccurate due to their travel time but are capable of dealing incredible damage.&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;
&lt;br /&gt;
===Gauss Guns===&lt;br /&gt;
Gauss guns can be found exclusively on multi-z maps, and fire 300mm Teflon coated tungsten rounds. Unlike other ship weaponry, these are not controlled by [[Bridge Staff]] using the tactical console and are typically manned by Munitions Technicians. 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. Be aware that there is '''no oxygen in gauss gun cockpits''', so wear your internals to avoid asphyxiating and dying inside a turret. 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. In the event of a deceased individual being stuck in a Gauss gunner seat, use a crowbar to pull the seat back down manually.&lt;br /&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;
&lt;br /&gt;
===PDC/Railgun/MAC===&lt;br /&gt;
These are the easiest ammunition types to acquire. PDC ammo can be acquired from cargo in crates containing several sheets of ammo. Do not overestimate the amount within these crates, however - order multiple as PDC fire will go through all of this ammo quickly. Railgun and MAC rounds are shared and can be acquired the same way but do not require as many orders to remain stocked.&lt;br /&gt;
&lt;br /&gt;
===Torpedoes===&lt;br /&gt;
Torpedoes, 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, acquire a set of tools, a cable coil, and flip down the welding shield on your helmet, then it's time to slap it together!&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;
&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;
&lt;br /&gt;
==Weapon maintenance==&lt;br /&gt;
The Torpedo Tubes, Railgun, and MAC require maintenance when they're used too much. You probably want to perform maintenance between each bout of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: make sure there's nothing in the weapons and that the safeties are on, to prevent unnecessary explosions. &lt;br /&gt;
&lt;br /&gt;
# Unscrew the maintenance hatch on the primary external casing &lt;br /&gt;
# Unbolt (wrench) the internal maintenance panel &lt;br /&gt;
# Use a crowbar to carefully lever out the internal panel &lt;br /&gt;
# Apply 10 units of Oil to the exposed internal machinery, repeat as needed&lt;br /&gt;
# Replace (crowbar) and bolt (wrench) the panel, then fix (screwdriver) the hatch back in place&lt;br /&gt;
&lt;br /&gt;
==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;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>VeteranKyl</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Munitions_Technician&amp;diff=30781</id>
		<title>Munitions Technician</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Munitions_Technician&amp;diff=30781"/>
		<updated>2020-07-22T04:52:40Z</updated>

		<summary type="html">&lt;p&gt;VeteranKyl: Overhauled the page by fleshing out several sections and adding updated information on weapon mechanics and job duties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MUNITIONS&lt;br /&gt;
|imagebgcolor = #d3706c&lt;br /&gt;
|img_generic = Generic_mt.png&lt;br /&gt;
|img = Mt.png&lt;br /&gt;
|jobtitle = Munitions Technician&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]&lt;br /&gt;
|additional = Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Master At Arms]]&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;
|quote = &amp;quot;MAKE TORP.&amp;quot;&lt;br /&gt;
}}&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;
&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/MAC cannons, while others will have nearly every weapon type. All ships are equipped with PDCs and Flak, 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 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;
== Hanger 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. 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;
&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;
* '''MAC Cannon:''' A bigger railgun that can only hold one shot, but deals more damage with that shot. Will likely require frequent reloading due to it's low ammo capacity.&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;
* '''PDC (Point Defense Cannon):''' Small, fast-moving, rapid fire shots that do light damage. They are best used against fighters or incoming torpedoes.&lt;br /&gt;
* '''Gauss Gun:''' ''Only available on multi-z ships!'' A manned turret that can either fire Gauss or PDC rounds. Gauss rounds are slow moving but do good damage, while PDC mode acts similar to the Point Defense Cannon rounds.&lt;br /&gt;
* '''Flak:''' Anti-air weaponry. Automatically fires at nearby fighters and torpedoes.&lt;br /&gt;
* '''Phaze Cannons:''' An energy based weapon that fires lasers. Yell at engineering to divert power to weapons if you don't have enough to fire them.&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;
For wall mounted weapons (PDC and Flak), 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 (MAC, 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 Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds. &lt;br /&gt;
&lt;br /&gt;
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>VeteranKyl</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Syndicate_Drop_Trooper&amp;diff=30769</id>
		<title>Syndicate Drop Trooper</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Syndicate_Drop_Trooper&amp;diff=30769"/>
		<updated>2020-07-21T19:14:57Z</updated>

		<summary type="html">&lt;p&gt;VeteranKyl: Page Created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = SYNDICATE&lt;br /&gt;
|imagebgcolor = #BB0000&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = Traitor.png&lt;br /&gt;
|jobtitle = Syndicate Border&lt;br /&gt;
|access = Syndicate Facilities, Public, Maintenance&lt;br /&gt;
|additional = Wherever you can gain [[illicit access]] to&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[The Syndicate]]&lt;br /&gt;
|duties = Board Nanotrasen ships, force the shuttle call, steal the shuttle.&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Where's the F*&amp;amp;% is the bridge?!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This role is similar in some aspects to the [[Traitor]] role. For additional information, visit that page. For information on the Syndicate organization, see [[The Syndicate]].&lt;br /&gt;
&lt;br /&gt;
Syndicate borders (Also known as Syndicate Drop Trooper) are a group of combat trained commandos tasked with the goal of taking over and hijacking ships. The border is a midround antag that can spawn when a Syndicate boarding vessel is able to fly in close to a player controlled ship. When this is accomplished, ghosts that have their Midround Antagonist preference enabled will be given a prompt to join as a Syndicate drop trooper. After which, the team will spawn in a multi-seat fighter in space next to the ship. That's when the real fun begins.&lt;br /&gt;
&lt;br /&gt;
==Mission Briefing==&lt;br /&gt;
As agents of the syndicate, your job is to force a shuttle call and then hijack said shuttle, ensuring no Nanotrasen loyal crew are aboard by the time it docks. Other syndicate agents, silicon creatures (Not including IPC crew), and animals don’t count against this objective.&lt;br /&gt;
&lt;br /&gt;
===The Boarding Craft===&lt;br /&gt;
You and your fellow commandos will all spawn within a fighter just off of the ship. From here, you can fly around and find a point of entry. Avoid flying out into open space, as doing so puts you at risk of being shot down by the ship. The fighter lacks weapons and is only equipped with a turbo engine in case you need a quick speed boost.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
When you spawn, you’ll be given a basic gear set to work with. You may also get additional telecrystals to spend on additional gear, depending on the size of the crew. Upon spawning in, you'll get the following items;&lt;br /&gt;
&lt;br /&gt;
* '''Syndicate Drop Trooper Space Suit''' - This very easy to identify suit is space proof and reinforced with armor plates. Also included are combat gloves, boots, and a syndicate mask. A box with a spare O2 tank and mask are also provided.&lt;br /&gt;
* '''Syndicate Headset''' - Contains a syndicate encryption key, allowing you to listen in on all radio channels and gives access to a secret syndicat channel, accessed with :h or :t&lt;br /&gt;
* '''Syndicate Utility Belt''' - Contains a full set of hacking and deconstruction tools. Useful for getting into locked locations. The combat gloves are shock proof, so you’re safe to hack doors.&lt;br /&gt;
* '''Agent ID''' - This card can be modified to give it any appearance you choose, but more importantly, it can copy the access settings of any card it’s swiped over. The access is additive, meaning every card you swipe will have its access added to this ID.&lt;br /&gt;
* '''C-20r SMG''' - A two round burst/semi-automatic ballistic gun that comes loaded with 24 rounds with three additional magazines in your bag. Can have a combat knife attached as a bayonet, or a silencer to reduce the noise it makes.&lt;br /&gt;
* '''Stechkin APS Pistol''' - A fairly powerful handgun that can be set to semi-automatic or three round burst. Contains 15 rounds of ammo.&lt;br /&gt;
* '''Combat Knife''' - A fairly robust melee weapon. Can be attached to your SMG as a bayonet, or slotted into your boot as a back-up weapon in case you lose your guns.&lt;br /&gt;
* '''Station Bounce Radio/Syndicate Uplink''' - Your standard traitor uplink. Allows you to purchase additional gear with Telecrystals.&lt;br /&gt;
* '''Microbomb Implant''' - Upon death or manual activation, this implant in your skull will cause you and all of your carried equipment to explode, violently gibbing you and damaging anyone and anything nearby. Use this to avoid capture, to destroy your gear if you’re being stripped, or as a last resort to inflict damage against someone or something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Taking Control==&lt;br /&gt;
&lt;br /&gt;
Your fighter has landed on the enemy ship, and you’re all geared up and ready to roll. Remember, your objective is to hijack the emergency shuttle. To do this, you first need to force a shuttle call. There are a few possible ways to do this.&lt;br /&gt;
&lt;br /&gt;
* Gain access to an ID with command console access. Using this, you can call the escape shuttle yourself from any command console. However, be aware that any crew with access can recall the shuttle. You’ll either need to defend the consoles to prevent a recall, or give the crew reason to not want to recall.&lt;br /&gt;
* Sabotage the ship. If the ship is unable to properly function, the crew will be inclined to call the shuttle themselves. This can be done in a variety of ways, including destroying the ship’s weapons if they’re in a firefight, sabotage the power net, or cause the ships reactor to explode (Beware of radiation or other harmful side effects).&lt;br /&gt;
* Kill important crew members. A crew without a leader is easy to scare. Taking out heads of staff like the captain, executive officer, and head of security may be enough to scare the crew into calling the shuttle.&lt;br /&gt;
&lt;br /&gt;
Once the shuttle call has been made, get you and your team to escape and hold the line. No Nanotrasen crew may be allowed to escape on the shuttle, so kill any non-syndicate that try to board. AIs and borgs may not count against this objective, but their laws require them to safeguard the crew, so expect them to be hostile. Once the shuttle arrives, get on and keep fighting till you depart. After the shuttle departs, double check crates and closets for stowaways. Once you’re clear, breath a sigh of relief and celebrate with your fellow syndi on a job well done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>VeteranKyl</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=30518</id>
		<title>Guide to the Stormdrive Engine</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=30518"/>
		<updated>2020-07-16T07:27:46Z</updated>

		<summary type="html">&lt;p&gt;VeteranKyl: /* Meltdown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you find yourself in the unfortunate situation of being the only engineer and not knowing how to set up this space age nuclear fission reactor you've come to the right place! This guide will tell you all about setting up the stormdrive and making sure it doesn't explode for at least another 30 minutes after that!&lt;br /&gt;
&lt;br /&gt;
[[File:StormdriveOn.gif|right]]&lt;br /&gt;
==Dangers of the Stormdrive==&lt;br /&gt;
Of course every awesome form of power generation comes with some downsides, so this is what you'll need to watch out for:&lt;br /&gt;
*If the Stormdrive somehow explodes it'll send a storm of acid and plutonium sludge across the entire ship, irradiating everything that passes over it, this sludge can be removed with a shovel. The acid can however not be removed and will destroy everything it lands on.&lt;br /&gt;
*The Stormdrive also emits radioactive particles during normal operation, so be careful when entering the chamber!&lt;br /&gt;
*Don't forget to load in the control rods at the start of the shift, you'll only know you've messed up when it's already too late.&lt;br /&gt;
*It's very important to communicate with the people working in atmospherics, you don't want them to accidentally pump Tritium into the reactor!&lt;br /&gt;
&lt;br /&gt;
==The numbers, what do they mean?==&lt;br /&gt;
In contrast to most other engines, the Stormdrive works with numbers ''and'' gases, more of those in a bit. But instead of just pumping in the perfect gas mix an leaving it like you would do with the supermatter, you'll also have to adjust the control rods to make sure the reactor stays stable and replace them from time to time to avoid a meltdown.&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
This is probably the most important value when it comes to handling the Stormdrive. The temperature directly impacts the amount of energy you produce and also how high the reaction rate is. Here are a few important things to note down:&lt;br /&gt;
*Higher temperature means higher power output and reaction rate&lt;br /&gt;
*The higher the temperature gets the closer the reactor is to overheating, so try to keep it balanced.&lt;br /&gt;
*Certain gases can reinforce the maximum temperature cap and thus allow you to run the reactor hotter before causing an explosion.&lt;br /&gt;
*Other gases can also actively lower the reactor temperature, allowing you to quickly cool down the reactor in case of a meltdown.&lt;br /&gt;
&lt;br /&gt;
===Control Rods===&lt;br /&gt;
[[File:ControlRod.png|right|thumb|noborder|A standard control rod]]&lt;br /&gt;
Control rods are big sticks designed to lower the rate of the reaction. At the start of the shift you will have to put these in yourself by setting the reactor to maintenance mode and directly inserting them. It is also possible to do this while the reactor is running, but this isn't recommended if you don't have any heat insulation because the reactor runs at very high temperatures. The control rods can also be upgraded, though only to a certain extent. In order to acquire the most premium of rods you will have to convince [[Cargo Bay|Cargo]] to buy them by waving your department's budget card at them.&amp;lt;br&amp;gt; When they're inside the reactor you can control the control rod lowering percentage using the slider (or by manually editing the number). The console will also inform you of their integrity so you know when it's time to turn off the reactor for control rod maintenance.&lt;br /&gt;
&lt;br /&gt;
===Rate Of Reaction===&lt;br /&gt;
The rate of reaction (RoR, Mol/tick) represents the rate at which gasses are being reacted in the reactor, or more practically: the rate at which your reactor gains heat. This can be indicative of an uncontrolled reaction which is likely to lead to a meltdown if left unchecked, so ensure that you keep an eye on it. This figure can be managed with the reactor's control rods. Raise the control rods to raise the rate of reaction, and lower them to lower it.&lt;br /&gt;
&lt;br /&gt;
===Reactor Fuel===&lt;br /&gt;
The Stormdrive uses plasma based fuels for sustained fission reaction. These fuels are all inserted in gas form and are necissary to start and run the reactor, if there's no fuel there's no ongoing reaction.&lt;br /&gt;
The three gases you can use as fuel are:&lt;br /&gt;
* Constricted plasma, this is made by putting plasma through a constrictor (very strange I know) and is the most balanced fuel type.&lt;br /&gt;
* Plasma, regular plasma can also be put in the reactor, though it has a lower reaction rate than constricted plasma. It is recommended to use this when starting out.&lt;br /&gt;
* Tritium, this is by far the most volatile fuel, it has an increased rate of reaction, radiation output and temperature. It also reinforces the maximum temperature cap, but using tritium is only recommended for people that are experienced with the Stormdrive.&lt;br /&gt;
&lt;br /&gt;
==A Step By Step Guide==&lt;br /&gt;
[[File:Stormguide.png|right|The Stormdrive Engine in engineering]]&lt;br /&gt;
If you're here, you've either read a lot or not much. You'll see a great big set of stuff in engineering (image to the right) and have no idea what to do with it. Luckily, this section was made specifically to help you avoid messing things up!&lt;br /&gt;
&lt;br /&gt;
===Basic setup===&lt;br /&gt;
#To start off you'll want to build the Particle Accelerator, the thing in the orange box, this is a very easy three step progress. Wrench down the parts, wire them and then screwdriver them closed.&lt;br /&gt;
#After that's done you're going to want to turn on the plasma constrictors, marked with purple, by simply clicking on them with an empty hand&lt;br /&gt;
#Now you'll want to turn on the pumps that are marked with red on the image to get the plasma flowing.&lt;br /&gt;
#Your reactor is now almost ready start, just grab five control rods from their crate and pop them into the stormdrive.&lt;br /&gt;
#Now your Stormdrive should be ready to go! Turn on the Particle Accelerator using the blue console and set it to power 2. After 2 shots the reactor should now come online and you can turn off the Particle accelerator to avoid any unwanted side effects.&lt;br /&gt;
&lt;br /&gt;
===Making your own===&lt;br /&gt;
In you somehow managed to get your hands on a new stormdrive, congratulations! This section was made specifically for you!&amp;lt;br&amp;gt;&lt;br /&gt;
To make your stormdrive work you'll just have to complete the following steps and then continue with the regular setup.&lt;br /&gt;
#Make sure you have a room that's at least 3x3 in size to put it in.&lt;br /&gt;
#Put the stormdrive in there. (right now it's not possible to build one but I'm sure you'll figure it out)&lt;br /&gt;
#Connect the pipes to the main stormdrive machine. &amp;lt;br&amp;gt;&amp;lt;b&amp;gt;&amp;lt;small&amp;gt;&amp;lt;font color=&amp;quot;#D55500&amp;quot;&amp;gt;IMPORTANT: the stormdrive's input is always on the right side of it and the output is always on the left.&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
#Build the [[Computers|stormdrive control console]] and link it to the reactor by using a multitool on the reactor and then on the console.&lt;br /&gt;
#If you want you can also build [[Machines|Plasma Constrictors]] if you are using plasma as fuel to make it more effective, and don't forget to split the plasma from the other gases before putting it through aswell to avoid clogging the constrictor.&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Stormdrive===&lt;br /&gt;
Your job isn't over once the reactor is active. In fact, you now have the job of constantly watching and tweaking the reactor settings to not only make sure it produces optimal power, but doesn't overheat and explode. There are a few important things you need to do now to make sure the reactor stays functional and stable.&lt;br /&gt;
&lt;br /&gt;
* Bring up the reactor temperature to a point where it produces enough power to offset the demand on the powernet. If set to max input, an SMES can accept a max of 0.2 MW, with the combined three in engineering being able to accept 0.6 MW when all are set to max input.&lt;br /&gt;
&lt;br /&gt;
* Keep an eye on the temperature. You want to make sure the temperature isn't rising out of control. If you need to leave the reactor unattended, make sure the temperature is stable or at the very least decreasing.&lt;br /&gt;
&lt;br /&gt;
* Watch the status of the control rods. As the reactor operates, it'll wear down the control rods. If the rod integrity starts to get low, shut down the reactor and put it into maintenance mode once it's cool. Make sure to shut down the reactor ahead of time, as it'll take a while for the reactor to cool, and during that time the rods will continue to loose integrity. Once the reactor is cool and in maintenance mode, replace the damaged rods with fresh ones, and you'll be good to restart the reactor.&lt;br /&gt;
&lt;br /&gt;
==Advanced Gas Reactions==&lt;br /&gt;
The Stormdrive runs on gas, because there's so many gases in the game this means there's a lot of fun properties to be assigned to each gas. Luckily for you we have this handy chart with most of the gases on it so you can know what they do before accidentally blowing up the reactor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Stormdrive gas chart:&lt;br /&gt;
{{Stormdrive|left}}&lt;br /&gt;
&lt;br /&gt;
===Nucleium Production===&lt;br /&gt;
So you might have noticed that there's a gas called Nucleium on the gas chart. Nucleium is fuel that has been used up, and can only be made inside the Stormdrive's reaction chamber when the temperature is above 400°C. Once Nucleium production begins it will start to form at the same rate the fuel is consumed. Watch out though, because Nucleium comes out of the Stormdrive it will be just as hot as the entire thing itself.&lt;br /&gt;
&lt;br /&gt;
==Meltdown==&lt;br /&gt;
You're hopefully reading this ahead of time to prepare for a potential meltdown, and not because a scary siren came on saying that a reactor meltdown is imminent. Meltdowns happen because something went wrong and the reactor is overheating, either due to being left unattended, control rod failure, or sabotage. You don't have much time once the sirens come on, so you got to act fast. Here's what you need to do to prevent the ship from become a radioactive wreck if the reactor starts overheating.&lt;br /&gt;
&lt;br /&gt;
#SCRAM the reactor. Get the control rods lowered to 100%. It may not stop the meltdown, but it'll buy you time.&lt;br /&gt;
#Flood the reactor with a cooling gas. N20 is usually available in atmospherics, but water vapor is better if you can get a hold of it. N2 is an okay alternative, but it'll lower the rate of reaction instead of cooling the reactor. This isn't as effective, but is better than nothing. Whatever gas you use, get it into the fuel lines and make sure to turn on the fuel dump to cycle the cooling gas in faster.&lt;br /&gt;
#If the control rods have failed, you may have to bite the bullet and replace them while the reactor is active. This is VERY DANGEROUS and will likely kill you, but may buy the ship enough time to avert disaster.&lt;br /&gt;
#If all else fails, or you don't have the time for anything else, your last option is to cut the fuel line. Wrench the pipe that leads into the reactor, and then get everyone to evacuate the area. When the reactor runs out of fuel while hot, it'll become a gravity well and start sucking things into it, you included. This will wreck everything around the reactor, but it's a better alternative to it exploding and irradiating the whole ship.&lt;br /&gt;
&lt;br /&gt;
If you're lucky, you'll stop the reactor from going critical. Once the reactor is cool, you're safe to begin repairs, and eventually restart the reactor. Make sure to figure out what went wrong the first time before starting the reactor again in order to avoid a repeat.&lt;br /&gt;
&lt;br /&gt;
==Sabotage==&lt;br /&gt;
Of course no good engine comes without a way to sabotage it. Luckily for [[Traitor|you]] there's plenty of ways to do that!&lt;br /&gt;
&lt;br /&gt;
===Explosion!===&lt;br /&gt;
&lt;br /&gt;
[[File:ControlRodPlasma.png|thumb|right|A Plasma Control Rod, if you see one of these let your local [[Chief Engineer]] know.]]&lt;br /&gt;
Now I'm going to walk you through that first option first, because who doesn't love explosions?&amp;lt;br&amp;gt;&lt;br /&gt;
Making the Stormdrive explode is relatively easy to do, you just have to cause a meltdown. There's various ways to make the Stormdrive do this, but if you're an [[engineer]] you get access to a [[Syndicate items|Plasma Control Rod]]. This Control rod is filled completely with plasma, which is about as safe as one can expect. All you have to do in order to mess things up is insert it inbetween the other rods while nobody is looking and no one will realize anything is wrong until they turn on the reactor...&lt;br /&gt;
&lt;br /&gt;
===Hot wires===&lt;br /&gt;
&lt;br /&gt;
If you haven't noticed by now, the Stormdrive can output '''a lot''' of power.&amp;lt;br&amp;gt;&lt;br /&gt;
This power usually goes through the SMES units which carefully manage the output to avoid the grid having more energy than it needs, but by connecting a few wires that shouldn't be connected you can attach the Stormdrive directly into the main power network! If someone cuts a cable or touches an electric grille after you do this, they will most likely instantly get all their skin burned off which can be very dangerous.&lt;br /&gt;
&lt;br /&gt;
===Who turned off the lights?===&lt;br /&gt;
&lt;br /&gt;
Of course there's also a less agressive way to sabotage the reactor, and this involves making sure the Stormdrive doesn't output any power. This can be done in a number of ways, though some are easier then others. The easiest way to do it is by cutting the wire that sends power from the stormdrive to the SMES array or from the SMES units to the main grid, of course this is a very easy thing to repair and spot, but with enough planning you might be able to make good use of the few minutes without power. Of course a more obnoxious way to sabotage things is by pumping the reactor full of non-fuel gas before it's activated. This will force the engineers to first pump the gas out of the reactor until they can turn it on due to the lack of fuel and will probably take longer to fix than just your average cut wire.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Of course there's loads of other ways you can mess with things (or improve them) so try to experiment and, most importantly, have fun with it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>VeteranKyl</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=30517</id>
		<title>Guide to the Stormdrive Engine</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=30517"/>
		<updated>2020-07-16T07:23:04Z</updated>

		<summary type="html">&lt;p&gt;VeteranKyl: /* Maintaining the Stormdrive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you find yourself in the unfortunate situation of being the only engineer and not knowing how to set up this space age nuclear fission reactor you've come to the right place! This guide will tell you all about setting up the stormdrive and making sure it doesn't explode for at least another 30 minutes after that!&lt;br /&gt;
&lt;br /&gt;
[[File:StormdriveOn.gif|right]]&lt;br /&gt;
==Dangers of the Stormdrive==&lt;br /&gt;
Of course every awesome form of power generation comes with some downsides, so this is what you'll need to watch out for:&lt;br /&gt;
*If the Stormdrive somehow explodes it'll send a storm of acid and plutonium sludge across the entire ship, irradiating everything that passes over it, this sludge can be removed with a shovel. The acid can however not be removed and will destroy everything it lands on.&lt;br /&gt;
*The Stormdrive also emits radioactive particles during normal operation, so be careful when entering the chamber!&lt;br /&gt;
*Don't forget to load in the control rods at the start of the shift, you'll only know you've messed up when it's already too late.&lt;br /&gt;
*It's very important to communicate with the people working in atmospherics, you don't want them to accidentally pump Tritium into the reactor!&lt;br /&gt;
&lt;br /&gt;
==The numbers, what do they mean?==&lt;br /&gt;
In contrast to most other engines, the Stormdrive works with numbers ''and'' gases, more of those in a bit. But instead of just pumping in the perfect gas mix an leaving it like you would do with the supermatter, you'll also have to adjust the control rods to make sure the reactor stays stable and replace them from time to time to avoid a meltdown.&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
This is probably the most important value when it comes to handling the Stormdrive. The temperature directly impacts the amount of energy you produce and also how high the reaction rate is. Here are a few important things to note down:&lt;br /&gt;
*Higher temperature means higher power output and reaction rate&lt;br /&gt;
*The higher the temperature gets the closer the reactor is to overheating, so try to keep it balanced.&lt;br /&gt;
*Certain gases can reinforce the maximum temperature cap and thus allow you to run the reactor hotter before causing an explosion.&lt;br /&gt;
*Other gases can also actively lower the reactor temperature, allowing you to quickly cool down the reactor in case of a meltdown.&lt;br /&gt;
&lt;br /&gt;
===Control Rods===&lt;br /&gt;
[[File:ControlRod.png|right|thumb|noborder|A standard control rod]]&lt;br /&gt;
Control rods are big sticks designed to lower the rate of the reaction. At the start of the shift you will have to put these in yourself by setting the reactor to maintenance mode and directly inserting them. It is also possible to do this while the reactor is running, but this isn't recommended if you don't have any heat insulation because the reactor runs at very high temperatures. The control rods can also be upgraded, though only to a certain extent. In order to acquire the most premium of rods you will have to convince [[Cargo Bay|Cargo]] to buy them by waving your department's budget card at them.&amp;lt;br&amp;gt; When they're inside the reactor you can control the control rod lowering percentage using the slider (or by manually editing the number). The console will also inform you of their integrity so you know when it's time to turn off the reactor for control rod maintenance.&lt;br /&gt;
&lt;br /&gt;
===Rate Of Reaction===&lt;br /&gt;
The rate of reaction (RoR, Mol/tick) represents the rate at which gasses are being reacted in the reactor, or more practically: the rate at which your reactor gains heat. This can be indicative of an uncontrolled reaction which is likely to lead to a meltdown if left unchecked, so ensure that you keep an eye on it. This figure can be managed with the reactor's control rods. Raise the control rods to raise the rate of reaction, and lower them to lower it.&lt;br /&gt;
&lt;br /&gt;
===Reactor Fuel===&lt;br /&gt;
The Stormdrive uses plasma based fuels for sustained fission reaction. These fuels are all inserted in gas form and are necissary to start and run the reactor, if there's no fuel there's no ongoing reaction.&lt;br /&gt;
The three gases you can use as fuel are:&lt;br /&gt;
* Constricted plasma, this is made by putting plasma through a constrictor (very strange I know) and is the most balanced fuel type.&lt;br /&gt;
* Plasma, regular plasma can also be put in the reactor, though it has a lower reaction rate than constricted plasma. It is recommended to use this when starting out.&lt;br /&gt;
* Tritium, this is by far the most volatile fuel, it has an increased rate of reaction, radiation output and temperature. It also reinforces the maximum temperature cap, but using tritium is only recommended for people that are experienced with the Stormdrive.&lt;br /&gt;
&lt;br /&gt;
==A Step By Step Guide==&lt;br /&gt;
[[File:Stormguide.png|right|The Stormdrive Engine in engineering]]&lt;br /&gt;
If you're here, you've either read a lot or not much. You'll see a great big set of stuff in engineering (image to the right) and have no idea what to do with it. Luckily, this section was made specifically to help you avoid messing things up!&lt;br /&gt;
&lt;br /&gt;
===Basic setup===&lt;br /&gt;
#To start off you'll want to build the Particle Accelerator, the thing in the orange box, this is a very easy three step progress. Wrench down the parts, wire them and then screwdriver them closed.&lt;br /&gt;
#After that's done you're going to want to turn on the plasma constrictors, marked with purple, by simply clicking on them with an empty hand&lt;br /&gt;
#Now you'll want to turn on the pumps that are marked with red on the image to get the plasma flowing.&lt;br /&gt;
#Your reactor is now almost ready start, just grab five control rods from their crate and pop them into the stormdrive.&lt;br /&gt;
#Now your Stormdrive should be ready to go! Turn on the Particle Accelerator using the blue console and set it to power 2. After 2 shots the reactor should now come online and you can turn off the Particle accelerator to avoid any unwanted side effects.&lt;br /&gt;
&lt;br /&gt;
===Making your own===&lt;br /&gt;
In you somehow managed to get your hands on a new stormdrive, congratulations! This section was made specifically for you!&amp;lt;br&amp;gt;&lt;br /&gt;
To make your stormdrive work you'll just have to complete the following steps and then continue with the regular setup.&lt;br /&gt;
#Make sure you have a room that's at least 3x3 in size to put it in.&lt;br /&gt;
#Put the stormdrive in there. (right now it's not possible to build one but I'm sure you'll figure it out)&lt;br /&gt;
#Connect the pipes to the main stormdrive machine. &amp;lt;br&amp;gt;&amp;lt;b&amp;gt;&amp;lt;small&amp;gt;&amp;lt;font color=&amp;quot;#D55500&amp;quot;&amp;gt;IMPORTANT: the stormdrive's input is always on the right side of it and the output is always on the left.&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
#Build the [[Computers|stormdrive control console]] and link it to the reactor by using a multitool on the reactor and then on the console.&lt;br /&gt;
#If you want you can also build [[Machines|Plasma Constrictors]] if you are using plasma as fuel to make it more effective, and don't forget to split the plasma from the other gases before putting it through aswell to avoid clogging the constrictor.&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Stormdrive===&lt;br /&gt;
Your job isn't over once the reactor is active. In fact, you now have the job of constantly watching and tweaking the reactor settings to not only make sure it produces optimal power, but doesn't overheat and explode. There are a few important things you need to do now to make sure the reactor stays functional and stable.&lt;br /&gt;
&lt;br /&gt;
* Bring up the reactor temperature to a point where it produces enough power to offset the demand on the powernet. If set to max input, an SMES can accept a max of 0.2 MW, with the combined three in engineering being able to accept 0.6 MW when all are set to max input.&lt;br /&gt;
&lt;br /&gt;
* Keep an eye on the temperature. You want to make sure the temperature isn't rising out of control. If you need to leave the reactor unattended, make sure the temperature is stable or at the very least decreasing.&lt;br /&gt;
&lt;br /&gt;
* Watch the status of the control rods. As the reactor operates, it'll wear down the control rods. If the rod integrity starts to get low, shut down the reactor and put it into maintenance mode once it's cool. Make sure to shut down the reactor ahead of time, as it'll take a while for the reactor to cool, and during that time the rods will continue to loose integrity. Once the reactor is cool and in maintenance mode, replace the damaged rods with fresh ones, and you'll be good to restart the reactor.&lt;br /&gt;
&lt;br /&gt;
==Advanced Gas Reactions==&lt;br /&gt;
The Stormdrive runs on gas, because there's so many gases in the game this means there's a lot of fun properties to be assigned to each gas. Luckily for you we have this handy chart with most of the gases on it so you can know what they do before accidentally blowing up the reactor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Stormdrive gas chart:&lt;br /&gt;
{{Stormdrive|left}}&lt;br /&gt;
&lt;br /&gt;
===Nucleium Production===&lt;br /&gt;
So you might have noticed that there's a gas called Nucleium on the gas chart. Nucleium is fuel that has been used up, and can only be made inside the Stormdrive's reaction chamber when the temperature is above 400°C. Once Nucleium production begins it will start to form at the same rate the fuel is consumed. Watch out though, because Nucleium comes out of the Stormdrive it will be just as hot as the entire thing itself.&lt;br /&gt;
&lt;br /&gt;
==Meltdown==&lt;br /&gt;
You're hopefully reading this ahead of time to prepare for a potential meltdown, and not because a scary siren came on saying that a reactor meltdown is imminent. Meltdowns happen because something went wrong and the reactor is overheating, either due to being left unattended, control rod failure, or sabotage. You don't have much time once the sirens come on, so you got to act fast. Here's what you need to do to prevent the ship from become a radioactive wreck if the reactor starts overheating.&lt;br /&gt;
&lt;br /&gt;
#SCRAM the reactor. Get the control rods lowered to 100%. It may not stop the meltdown, but it'll buy you time.&lt;br /&gt;
#Flood the reactor with a cooling gas. N20 is your best option, so do whatever you can to get it into the fuel lines. N2 is an okay alternative, but it'll lower the rate of reaction instead of cooling the reactor. This isn't as effective, but is better than nothing. Make sure to turn on the fuel dump to cycle the cooling gas in faster.&lt;br /&gt;
#If the control rods have failed, you may have to bite the bullet and replace them while the reactor is active. This is VERY DANGEROUS and will likely kill you, but may buy the ship enough time to avert disaster.&lt;br /&gt;
#If all else fails, or you don't have the time for anything else, your last option is to cut the fuel line. Wrench the pipe that leads into the reactor, and then get everyone to evacuate the area. When the reactor runs out of fuel while hot, it'll become a gravity well and start sucking things into it, you included. This will wreck everything around the reactor, but it's a better alternative to it exploding and irradiating the whole ship.&lt;br /&gt;
&lt;br /&gt;
If you're lucky, you'll stop the reactor from going critical. Once the reactor is cool, you're safe to begin repairs, and eventually restart the reactor. Make sure to figure out what went wrong the first time before starting the reactor again in order to avoid a repeat.&lt;br /&gt;
&lt;br /&gt;
==Sabotage==&lt;br /&gt;
Of course no good engine comes without a way to sabotage it. Luckily for [[Traitor|you]] there's plenty of ways to do that!&lt;br /&gt;
&lt;br /&gt;
===Explosion!===&lt;br /&gt;
&lt;br /&gt;
[[File:ControlRodPlasma.png|thumb|right|A Plasma Control Rod, if you see one of these let your local [[Chief Engineer]] know.]]&lt;br /&gt;
Now I'm going to walk you through that first option first, because who doesn't love explosions?&amp;lt;br&amp;gt;&lt;br /&gt;
Making the Stormdrive explode is relatively easy to do, you just have to cause a meltdown. There's various ways to make the Stormdrive do this, but if you're an [[engineer]] you get access to a [[Syndicate items|Plasma Control Rod]]. This Control rod is filled completely with plasma, which is about as safe as one can expect. All you have to do in order to mess things up is insert it inbetween the other rods while nobody is looking and no one will realize anything is wrong until they turn on the reactor...&lt;br /&gt;
&lt;br /&gt;
===Hot wires===&lt;br /&gt;
&lt;br /&gt;
If you haven't noticed by now, the Stormdrive can output '''a lot''' of power.&amp;lt;br&amp;gt;&lt;br /&gt;
This power usually goes through the SMES units which carefully manage the output to avoid the grid having more energy than it needs, but by connecting a few wires that shouldn't be connected you can attach the Stormdrive directly into the main power network! If someone cuts a cable or touches an electric grille after you do this, they will most likely instantly get all their skin burned off which can be very dangerous.&lt;br /&gt;
&lt;br /&gt;
===Who turned off the lights?===&lt;br /&gt;
&lt;br /&gt;
Of course there's also a less agressive way to sabotage the reactor, and this involves making sure the Stormdrive doesn't output any power. This can be done in a number of ways, though some are easier then others. The easiest way to do it is by cutting the wire that sends power from the stormdrive to the SMES array or from the SMES units to the main grid, of course this is a very easy thing to repair and spot, but with enough planning you might be able to make good use of the few minutes without power. Of course a more obnoxious way to sabotage things is by pumping the reactor full of non-fuel gas before it's activated. This will force the engineers to first pump the gas out of the reactor until they can turn it on due to the lack of fuel and will probably take longer to fix than just your average cut wire.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Of course there's loads of other ways you can mess with things (or improve them) so try to experiment and, most importantly, have fun with it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>VeteranKyl</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=30481</id>
		<title>Guide to the Stormdrive Engine</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=30481"/>
		<updated>2020-07-12T06:13:39Z</updated>

		<summary type="html">&lt;p&gt;VeteranKyl: /* Maintaining the Stormdrive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you find yourself in the unfortunate situation of being the only engineer and not knowing how to set up this space age nuclear fission reactor you've come to the right place! This guide will tell you all about setting up the stormdrive and making sure it doesn't explode for at least another 30 minutes after that!&lt;br /&gt;
&lt;br /&gt;
[[File:StormdriveOn.gif|right]]&lt;br /&gt;
==Dangers of the Stormdrive==&lt;br /&gt;
Of course every awesome form of power generation comes with some downsides, so this is what you'll need to watch out for:&lt;br /&gt;
*If the Stormdrive somehow explodes it'll send a storm of acid and plutonium sludge across the entire ship, irradiating everything that passes over it, this sludge can be removed with a shovel. The acid can however not be removed and will destroy everything it lands on.&lt;br /&gt;
*The Stormdrive also emits radioactive particles during normal operation, so be careful when entering the chamber!&lt;br /&gt;
*Don't forget to load in the control rods at the start of the shift, you'll only know you've messed up when it's already too late.&lt;br /&gt;
*It's very important to communicate with the people working in atmospherics, you don't want them to accidentally pump Tritium into the reactor!&lt;br /&gt;
&lt;br /&gt;
==The numbers, what do they mean?==&lt;br /&gt;
In contrast to most other engines, the Stormdrive works with numbers ''and'' gases, more of those in a bit. But instead of just pumping in the perfect gas mix an leaving it like you would do with the supermatter, you'll also have to adjust the control rods to make sure the reactor stays stable and replace them from time to time to avoid a meltdown.&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
This is probably the most important value when it comes to handling the Stormdrive. The temperature directly impacts the amount of energy you produce and also how high the reaction rate is. Here are a few important things to note down:&lt;br /&gt;
*Higher temperature means higher power output and reaction rate&lt;br /&gt;
*The higher the temperature gets the closer the reactor is to overheating, so try to keep it balanced.&lt;br /&gt;
*Certain gases can reinforce the maximum temperature cap and thus allow you to run the reactor hotter before causing an explosion.&lt;br /&gt;
*Other gases can also actively lower the reactor temperature, allowing you to quickly cool down the reactor in case of a meltdown.&lt;br /&gt;
&lt;br /&gt;
===Control Rods===&lt;br /&gt;
[[File:ControlRod.png|right|thumb|noborder|A standard control rod]]&lt;br /&gt;
Control rods are big sticks designed to lower the rate of the reaction. At the start of the shift you will have to put these in yourself by setting the reactor to maintenance mode and directly inserting them. It is also possible to do this while the reactor is running, but this isn't recommended if you don't have any heat insulation because the reactor runs at very high temperatures. The control rods can also be upgraded, though only to a certain extent. In order to acquire the most premium of rods you will have to convince [[Cargo Bay|Cargo]] to buy them by waving your department's budget card at them.&amp;lt;br&amp;gt; When they're inside the reactor you can control the control rod lowering percentage using the slider (or by manually editing the number). The console will also inform you of their integrity so you know when it's time to turn off the reactor for control rod maintenance.&lt;br /&gt;
&lt;br /&gt;
===Rate Of Reaction===&lt;br /&gt;
The rate of reaction (RoR, Mol/tick) represents the rate at which gasses are being reacted in the reactor, or more practically: the rate at which your reactor gains heat. This can be indicative of an uncontrolled reaction which is likely to lead to a meltdown if left unchecked, so ensure that you keep an eye on it. This figure can be managed with the reactor's control rods. Raise the control rods to raise the rate of reaction, and lower them to lower it.&lt;br /&gt;
&lt;br /&gt;
===Reactor Fuel===&lt;br /&gt;
The Stormdrive uses plasma based fuels for sustained fission reaction. These fuels are all inserted in gas form and are necissary to start and run the reactor, if there's no fuel there's no ongoing reaction.&lt;br /&gt;
The three gases you can use as fuel are:&lt;br /&gt;
* Constricted plasma, this is made by putting plasma through a constrictor (very strange I know) and is the most balanced fuel type.&lt;br /&gt;
* Plasma, regular plasma can also be put in the reactor, though it has a lower reaction rate than constricted plasma. It is recommended to use this when starting out.&lt;br /&gt;
* Tritium, this is by far the most volatile fuel, it has an increased rate of reaction, radiation output and temperature. It also reinforces the maximum temperature cap, but using tritium is only recommended for people that are experienced with the Stormdrive.&lt;br /&gt;
&lt;br /&gt;
==A Step By Step Guide==&lt;br /&gt;
[[File:Stormguide.png|right|The Stormdrive Engine in engineering]]&lt;br /&gt;
If you're here, you've either read a lot or not much. You'll see a great big set of stuff in engineering (image to the right) and have no idea what to do with it. Luckily, this section was made specifically to help you avoid messing things up!&lt;br /&gt;
&lt;br /&gt;
===Basic setup===&lt;br /&gt;
#To start off you'll want to build the Particle Accelerator, the thing in the orange box, this is a very easy three step progress. Wrench down the parts, wire them and then screwdriver them closed.&lt;br /&gt;
#After that's done you're going to want to turn on the plasma constrictors, marked with purple, by simply clicking on them with an empty hand&lt;br /&gt;
#Now you'll want to turn on the pumps that are marked with red on the image to get the plasma flowing.&lt;br /&gt;
#Your reactor is now almost ready start, just grab five control rods from their crate and pop them into the stormdrive.&lt;br /&gt;
#Now your Stormdrive should be ready to go! Turn on the Particle Accelerator using the blue console and set it to power 2. After 2 shots the reactor should now come online and you can turn off the Particle accelerator to avoid any unwanted side effects.&lt;br /&gt;
&lt;br /&gt;
===Making your own===&lt;br /&gt;
In you somehow managed to get your hands on a new stormdrive, congratulations! This section was made specifically for you!&amp;lt;br&amp;gt;&lt;br /&gt;
To make your stormdrive work you'll just have to complete the following steps and then continue with the regular setup.&lt;br /&gt;
#Make sure you have a room that's at least 3x3 in size to put it in.&lt;br /&gt;
#Put the stormdrive in there. (right now it's not possible to build one but I'm sure you'll figure it out)&lt;br /&gt;
#Connect the pipes to the main stormdrive machine. &amp;lt;br&amp;gt;&amp;lt;b&amp;gt;&amp;lt;small&amp;gt;&amp;lt;font color=&amp;quot;#D55500&amp;quot;&amp;gt;IMPORTANT: the stormdrive's input is always on the right side of it and the output is always on the left.&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
#Build the [[Computers|stormdrive control console]] and link it to the reactor by using a multitool on the reactor and then on the console.&lt;br /&gt;
#If you want you can also build [[Machines|Plasma Constrictors]] if you are using plasma as fuel to make it more effective, and don't forget to split the plasma from the other gases before putting it through aswell to avoid clogging the constrictor.&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Stormdrive===&lt;br /&gt;
Your job isn't over once the reactor is active. In fact, you now have the job of constantly watching and tweaking the reactor settings to not only make sure it produces optimal power, but doesn't overheat and explode. There are a few important things you need to do now to make sure the reactor stays functional and stable.&lt;br /&gt;
&lt;br /&gt;
* Bring up the reactor temperature to a point where it produces enough power to offset the demand on the powernet. If set to max input, an SMES can accept a max of 0.2 MW, with the combined three in engineering being able to accept 0.6 MW when all are set to max input.&lt;br /&gt;
&lt;br /&gt;
* Keep an eye on the temperature. You should NEVER leave the reactor unattended if the temperature is rising. If you must leave the reactor unattended, make sure the temp is decreasing by lowering the control rods further into the reactor.&lt;br /&gt;
&lt;br /&gt;
* Watch the status of the control rods. As the reactor operates, it'll wear down the control rods. If the rod integrity starts to get low, shut down the reactor and put it into maintenance mode once it's cool. Replace the damaged rods with fresh ones, and you'll be good to restart the reactor.&lt;br /&gt;
&lt;br /&gt;
==Advanced Gas Reactions==&lt;br /&gt;
The Stormdrive runs on gas, because there's so many gases in the game this means there's a lot of fun properties to be assigned to each gas. Luckily for you we have this handy chart with most of the gases on it so you can know what they do before accidentally blowing up the reactor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Stormdrive gas chart:&lt;br /&gt;
{{Stormdrive|left}}&lt;br /&gt;
&lt;br /&gt;
===Nucleium Production===&lt;br /&gt;
So you might have noticed that there's a gas called Nucleium on the gas chart. Nucleium is fuel that has been used up, and can only be made inside the Stormdrive's reaction chamber when the temperature is above 400°C. Once Nucleium production begins it will start to form at the same rate the fuel is consumed. Watch out though, because Nucleium comes out of the Stormdrive it will be just as hot as the entire thing itself.&lt;br /&gt;
&lt;br /&gt;
==Meltdown==&lt;br /&gt;
You're hopefully reading this ahead of time to prepare for a potential meltdown, and not because a scary siren came on saying that a reactor meltdown is imminent. Meltdowns happen because something went wrong and the reactor is overheating, either due to being left unattended, control rod failure, or sabotage. You don't have much time once the sirens come on, so you got to act fast. Here's what you need to do to prevent the ship from become a radioactive wreck if the reactor starts overheating.&lt;br /&gt;
&lt;br /&gt;
#SCRAM the reactor. Get the control rods lowered to 100%. It may not stop the meltdown, but it'll buy you time.&lt;br /&gt;
#Flood the reactor with a cooling gas. N20 is your best option, so do whatever you can to get it into the fuel lines. N2 is an okay alternative, but it'll lower the rate of reaction instead of cooling the reactor. This isn't as effective, but is better than nothing. Make sure to turn on the fuel dump to cycle the cooling gas in faster.&lt;br /&gt;
#If the control rods have failed, you may have to bite the bullet and replace them while the reactor is active. This is VERY DANGEROUS and will likely kill you, but may buy the ship enough time to avert disaster.&lt;br /&gt;
#If all else fails, or you don't have the time for anything else, your last option is to cut the fuel line. Wrench the pipe that leads into the reactor, and then get everyone to evacuate the area. When the reactor runs out of fuel while hot, it'll become a gravity well and start sucking things into it, you included. This will wreck everything around the reactor, but it's a better alternative to it exploding and irradiating the whole ship.&lt;br /&gt;
&lt;br /&gt;
If you're lucky, you'll stop the reactor from going critical. Once the reactor is cool, you're safe to begin repairs, and eventually restart the reactor. Make sure to figure out what went wrong the first time before starting the reactor again in order to avoid a repeat.&lt;br /&gt;
&lt;br /&gt;
==Sabotage==&lt;br /&gt;
Of course no good engine comes without a way to sabotage it. Luckily for [[Traitor|you]] there's plenty of ways to do that!&lt;br /&gt;
&lt;br /&gt;
===Explosion!===&lt;br /&gt;
&lt;br /&gt;
[[File:ControlRodPlasma.png|thumb|right|A Plasma Control Rod, if you see one of these let your local [[Chief Engineer]] know.]]&lt;br /&gt;
Now I'm going to walk you through that first option first, because who doesn't love explosions?&amp;lt;br&amp;gt;&lt;br /&gt;
Making the Stormdrive explode is relatively easy to do, you just have to cause a meltdown. There's various ways to make the Stormdrive do this, but if you're an [[engineer]] you get access to a [[Syndicate items|Plasma Control Rod]]. This Control rod is filled completely with plasma, which is about as safe as one can expect. All you have to do in order to mess things up is insert it inbetween the other rods while nobody is looking and no one will realize anything is wrong until they turn on the reactor...&lt;br /&gt;
&lt;br /&gt;
===Hot wires===&lt;br /&gt;
&lt;br /&gt;
If you haven't noticed by now, the Stormdrive can output '''a lot''' of power.&amp;lt;br&amp;gt;&lt;br /&gt;
This power usually goes through the SMES units which carefully manage the output to avoid the grid having more energy than it needs, but by connecting a few wires that shouldn't be connected you can attach the Stormdrive directly into the main power network! If someone cuts a cable or touches an electric grille after you do this, they will most likely instantly get all their skin burned off which can be very dangerous.&lt;br /&gt;
&lt;br /&gt;
===Who turned off the lights?===&lt;br /&gt;
&lt;br /&gt;
Of course there's also a less agressive way to sabotage the reactor, and this involves making sure the Stormdrive doesn't output any power. This can be done in a number of ways, though some are easier then others. The easiest way to do it is by cutting the wire that sends power from the stormdrive to the SMES array or from the SMES units to the main grid, of course this is a very easy thing to repair and spot, but with enough planning you might be able to make good use of the few minutes without power. Of course a more obnoxious way to sabotage things is by pumping the reactor full of non-fuel gas before it's activated. This will force the engineers to first pump the gas out of the reactor until they can turn it on due to the lack of fuel and will probably take longer to fix than just your average cut wire.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Of course there's loads of other ways you can mess with things (or improve them) so try to experiment and, most importantly, have fun with it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>VeteranKyl</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=30480</id>
		<title>Guide to the Stormdrive Engine</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=30480"/>
		<updated>2020-07-12T06:07:06Z</updated>

		<summary type="html">&lt;p&gt;VeteranKyl: /* Maintaining the Stormdrive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you find yourself in the unfortunate situation of being the only engineer and not knowing how to set up this space age nuclear fission reactor you've come to the right place! This guide will tell you all about setting up the stormdrive and making sure it doesn't explode for at least another 30 minutes after that!&lt;br /&gt;
&lt;br /&gt;
[[File:StormdriveOn.gif|right]]&lt;br /&gt;
==Dangers of the Stormdrive==&lt;br /&gt;
Of course every awesome form of power generation comes with some downsides, so this is what you'll need to watch out for:&lt;br /&gt;
*If the Stormdrive somehow explodes it'll send a storm of acid and plutonium sludge across the entire ship, irradiating everything that passes over it, this sludge can be removed with a shovel. The acid can however not be removed and will destroy everything it lands on.&lt;br /&gt;
*The Stormdrive also emits radioactive particles during normal operation, so be careful when entering the chamber!&lt;br /&gt;
*Don't forget to load in the control rods at the start of the shift, you'll only know you've messed up when it's already too late.&lt;br /&gt;
*It's very important to communicate with the people working in atmospherics, you don't want them to accidentally pump Tritium into the reactor!&lt;br /&gt;
&lt;br /&gt;
==The numbers, what do they mean?==&lt;br /&gt;
In contrast to most other engines, the Stormdrive works with numbers ''and'' gases, more of those in a bit. But instead of just pumping in the perfect gas mix an leaving it like you would do with the supermatter, you'll also have to adjust the control rods to make sure the reactor stays stable and replace them from time to time to avoid a meltdown.&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
This is probably the most important value when it comes to handling the Stormdrive. The temperature directly impacts the amount of energy you produce and also how high the reaction rate is. Here are a few important things to note down:&lt;br /&gt;
*Higher temperature means higher power output and reaction rate&lt;br /&gt;
*The higher the temperature gets the closer the reactor is to overheating, so try to keep it balanced.&lt;br /&gt;
*Certain gases can reinforce the maximum temperature cap and thus allow you to run the reactor hotter before causing an explosion.&lt;br /&gt;
*Other gases can also actively lower the reactor temperature, allowing you to quickly cool down the reactor in case of a meltdown.&lt;br /&gt;
&lt;br /&gt;
===Control Rods===&lt;br /&gt;
[[File:ControlRod.png|right|thumb|noborder|A standard control rod]]&lt;br /&gt;
Control rods are big sticks designed to lower the rate of the reaction. At the start of the shift you will have to put these in yourself by setting the reactor to maintenance mode and directly inserting them. It is also possible to do this while the reactor is running, but this isn't recommended if you don't have any heat insulation because the reactor runs at very high temperatures. The control rods can also be upgraded, though only to a certain extent. In order to acquire the most premium of rods you will have to convince [[Cargo Bay|Cargo]] to buy them by waving your department's budget card at them.&amp;lt;br&amp;gt; When they're inside the reactor you can control the control rod lowering percentage using the slider (or by manually editing the number). The console will also inform you of their integrity so you know when it's time to turn off the reactor for control rod maintenance.&lt;br /&gt;
&lt;br /&gt;
===Rate Of Reaction===&lt;br /&gt;
The rate of reaction (RoR, Mol/tick) represents the rate at which gasses are being reacted in the reactor, or more practically: the rate at which your reactor gains heat. This can be indicative of an uncontrolled reaction which is likely to lead to a meltdown if left unchecked, so ensure that you keep an eye on it. This figure can be managed with the reactor's control rods. Raise the control rods to raise the rate of reaction, and lower them to lower it.&lt;br /&gt;
&lt;br /&gt;
===Reactor Fuel===&lt;br /&gt;
The Stormdrive uses plasma based fuels for sustained fission reaction. These fuels are all inserted in gas form and are necissary to start and run the reactor, if there's no fuel there's no ongoing reaction.&lt;br /&gt;
The three gases you can use as fuel are:&lt;br /&gt;
* Constricted plasma, this is made by putting plasma through a constrictor (very strange I know) and is the most balanced fuel type.&lt;br /&gt;
* Plasma, regular plasma can also be put in the reactor, though it has a lower reaction rate than constricted plasma. It is recommended to use this when starting out.&lt;br /&gt;
* Tritium, this is by far the most volatile fuel, it has an increased rate of reaction, radiation output and temperature. It also reinforces the maximum temperature cap, but using tritium is only recommended for people that are experienced with the Stormdrive.&lt;br /&gt;
&lt;br /&gt;
==A Step By Step Guide==&lt;br /&gt;
[[File:Stormguide.png|right|The Stormdrive Engine in engineering]]&lt;br /&gt;
If you're here, you've either read a lot or not much. You'll see a great big set of stuff in engineering (image to the right) and have no idea what to do with it. Luckily, this section was made specifically to help you avoid messing things up!&lt;br /&gt;
&lt;br /&gt;
===Basic setup===&lt;br /&gt;
#To start off you'll want to build the Particle Accelerator, the thing in the orange box, this is a very easy three step progress. Wrench down the parts, wire them and then screwdriver them closed.&lt;br /&gt;
#After that's done you're going to want to turn on the plasma constrictors, marked with purple, by simply clicking on them with an empty hand&lt;br /&gt;
#Now you'll want to turn on the pumps that are marked with red on the image to get the plasma flowing.&lt;br /&gt;
#Your reactor is now almost ready start, just grab five control rods from their crate and pop them into the stormdrive.&lt;br /&gt;
#Now your Stormdrive should be ready to go! Turn on the Particle Accelerator using the blue console and set it to power 2. After 2 shots the reactor should now come online and you can turn off the Particle accelerator to avoid any unwanted side effects.&lt;br /&gt;
&lt;br /&gt;
===Making your own===&lt;br /&gt;
In you somehow managed to get your hands on a new stormdrive, congratulations! This section was made specifically for you!&amp;lt;br&amp;gt;&lt;br /&gt;
To make your stormdrive work you'll just have to complete the following steps and then continue with the regular setup.&lt;br /&gt;
#Make sure you have a room that's at least 3x3 in size to put it in.&lt;br /&gt;
#Put the stormdrive in there. (right now it's not possible to build one but I'm sure you'll figure it out)&lt;br /&gt;
#Connect the pipes to the main stormdrive machine. &amp;lt;br&amp;gt;&amp;lt;b&amp;gt;&amp;lt;small&amp;gt;&amp;lt;font color=&amp;quot;#D55500&amp;quot;&amp;gt;IMPORTANT: the stormdrive's input is always on the right side of it and the output is always on the left.&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
#Build the [[Computers|stormdrive control console]] and link it to the reactor by using a multitool on the reactor and then on the console.&lt;br /&gt;
#If you want you can also build [[Machines|Plasma Constrictors]] if you are using plasma as fuel to make it more effective, and don't forget to split the plasma from the other gases before putting it through aswell to avoid clogging the constrictor.&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Stormdrive===&lt;br /&gt;
Your job isn't over once the reactor is active. In fact, you now have the job of constantly watching and tweaking the reactor settings to not only make sure it produces optimal power, but doesn't overheat and explode. There are a few important things you need to do now to make sure the reactor stays functional and stable.&lt;br /&gt;
&lt;br /&gt;
* Bring up the reactor temperature to a point where it produces enough power to offset the demand on the powernet. If set to max input, an SMES can accept a max of 0.2 MW, with the combined three in engineering being able to accept 0.6 MW when all are set to max input.&lt;br /&gt;
&lt;br /&gt;
* Keep an eye on the temperature. You should NEVER leave the reactor unattended if the temperature is rising. If you must leave the reactor unattended, make sure the temp is decreasing by lowering the control rods further into the reactor.&lt;br /&gt;
&lt;br /&gt;
* Watch the status of the control rods. As the reactor heats up, it'll wear down the control rods, with higher temperatures damaging them faster. If the rod integrity starts to get low, shut down the reactor and put it into maintenance mode once it's cool. Replace the damaged rods with fresh ones, and you'll be good to restart the reactor.&lt;br /&gt;
&lt;br /&gt;
==Advanced Gas Reactions==&lt;br /&gt;
The Stormdrive runs on gas, because there's so many gases in the game this means there's a lot of fun properties to be assigned to each gas. Luckily for you we have this handy chart with most of the gases on it so you can know what they do before accidentally blowing up the reactor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Stormdrive gas chart:&lt;br /&gt;
{{Stormdrive|left}}&lt;br /&gt;
&lt;br /&gt;
===Nucleium Production===&lt;br /&gt;
So you might have noticed that there's a gas called Nucleium on the gas chart. Nucleium is fuel that has been used up, and can only be made inside the Stormdrive's reaction chamber when the temperature is above 400°C. Once Nucleium production begins it will start to form at the same rate the fuel is consumed. Watch out though, because Nucleium comes out of the Stormdrive it will be just as hot as the entire thing itself.&lt;br /&gt;
&lt;br /&gt;
==Meltdown==&lt;br /&gt;
You're hopefully reading this ahead of time to prepare for a potential meltdown, and not because a scary siren came on saying that a reactor meltdown is imminent. Meltdowns happen because something went wrong and the reactor is overheating, either due to being left unattended, control rod failure, or sabotage. You don't have much time once the sirens come on, so you got to act fast. Here's what you need to do to prevent the ship from become a radioactive wreck if the reactor starts overheating.&lt;br /&gt;
&lt;br /&gt;
#SCRAM the reactor. Get the control rods lowered to 100%. It may not stop the meltdown, but it'll buy you time.&lt;br /&gt;
#Flood the reactor with a cooling gas. N20 is your best option, so do whatever you can to get it into the fuel lines. N2 is an okay alternative, but it'll lower the rate of reaction instead of cooling the reactor. This isn't as effective, but is better than nothing. Make sure to turn on the fuel dump to cycle the cooling gas in faster.&lt;br /&gt;
#If the control rods have failed, you may have to bite the bullet and replace them while the reactor is active. This is VERY DANGEROUS and will likely kill you, but may buy the ship enough time to avert disaster.&lt;br /&gt;
#If all else fails, or you don't have the time for anything else, your last option is to cut the fuel line. Wrench the pipe that leads into the reactor, and then get everyone to evacuate the area. When the reactor runs out of fuel while hot, it'll become a gravity well and start sucking things into it, you included. This will wreck everything around the reactor, but it's a better alternative to it exploding and irradiating the whole ship.&lt;br /&gt;
&lt;br /&gt;
If you're lucky, you'll stop the reactor from going critical. Once the reactor is cool, you're safe to begin repairs, and eventually restart the reactor. Make sure to figure out what went wrong the first time before starting the reactor again in order to avoid a repeat.&lt;br /&gt;
&lt;br /&gt;
==Sabotage==&lt;br /&gt;
Of course no good engine comes without a way to sabotage it. Luckily for [[Traitor|you]] there's plenty of ways to do that!&lt;br /&gt;
&lt;br /&gt;
===Explosion!===&lt;br /&gt;
&lt;br /&gt;
[[File:ControlRodPlasma.png|thumb|right|A Plasma Control Rod, if you see one of these let your local [[Chief Engineer]] know.]]&lt;br /&gt;
Now I'm going to walk you through that first option first, because who doesn't love explosions?&amp;lt;br&amp;gt;&lt;br /&gt;
Making the Stormdrive explode is relatively easy to do, you just have to cause a meltdown. There's various ways to make the Stormdrive do this, but if you're an [[engineer]] you get access to a [[Syndicate items|Plasma Control Rod]]. This Control rod is filled completely with plasma, which is about as safe as one can expect. All you have to do in order to mess things up is insert it inbetween the other rods while nobody is looking and no one will realize anything is wrong until they turn on the reactor...&lt;br /&gt;
&lt;br /&gt;
===Hot wires===&lt;br /&gt;
&lt;br /&gt;
If you haven't noticed by now, the Stormdrive can output '''a lot''' of power.&amp;lt;br&amp;gt;&lt;br /&gt;
This power usually goes through the SMES units which carefully manage the output to avoid the grid having more energy than it needs, but by connecting a few wires that shouldn't be connected you can attach the Stormdrive directly into the main power network! If someone cuts a cable or touches an electric grille after you do this, they will most likely instantly get all their skin burned off which can be very dangerous.&lt;br /&gt;
&lt;br /&gt;
===Who turned off the lights?===&lt;br /&gt;
&lt;br /&gt;
Of course there's also a less agressive way to sabotage the reactor, and this involves making sure the Stormdrive doesn't output any power. This can be done in a number of ways, though some are easier then others. The easiest way to do it is by cutting the wire that sends power from the stormdrive to the SMES array or from the SMES units to the main grid, of course this is a very easy thing to repair and spot, but with enough planning you might be able to make good use of the few minutes without power. Of course a more obnoxious way to sabotage things is by pumping the reactor full of non-fuel gas before it's activated. This will force the engineers to first pump the gas out of the reactor until they can turn it on due to the lack of fuel and will probably take longer to fix than just your average cut wire.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Of course there's loads of other ways you can mess with things (or improve them) so try to experiment and, most importantly, have fun with it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>VeteranKyl</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=30479</id>
		<title>Guide to the Stormdrive Engine</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=30479"/>
		<updated>2020-07-12T06:03:15Z</updated>

		<summary type="html">&lt;p&gt;VeteranKyl: /* Maintaining the Stormdrive */ Adjusted the numbers on the SMES imput.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you find yourself in the unfortunate situation of being the only engineer and not knowing how to set up this space age nuclear fission reactor you've come to the right place! This guide will tell you all about setting up the stormdrive and making sure it doesn't explode for at least another 30 minutes after that!&lt;br /&gt;
&lt;br /&gt;
[[File:StormdriveOn.gif|right]]&lt;br /&gt;
==Dangers of the Stormdrive==&lt;br /&gt;
Of course every awesome form of power generation comes with some downsides, so this is what you'll need to watch out for:&lt;br /&gt;
*If the Stormdrive somehow explodes it'll send a storm of acid and plutonium sludge across the entire ship, irradiating everything that passes over it, this sludge can be removed with a shovel. The acid can however not be removed and will destroy everything it lands on.&lt;br /&gt;
*The Stormdrive also emits radioactive particles during normal operation, so be careful when entering the chamber!&lt;br /&gt;
*Don't forget to load in the control rods at the start of the shift, you'll only know you've messed up when it's already too late.&lt;br /&gt;
*It's very important to communicate with the people working in atmospherics, you don't want them to accidentally pump Tritium into the reactor!&lt;br /&gt;
&lt;br /&gt;
==The numbers, what do they mean?==&lt;br /&gt;
In contrast to most other engines, the Stormdrive works with numbers ''and'' gases, more of those in a bit. But instead of just pumping in the perfect gas mix an leaving it like you would do with the supermatter, you'll also have to adjust the control rods to make sure the reactor stays stable and replace them from time to time to avoid a meltdown.&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
This is probably the most important value when it comes to handling the Stormdrive. The temperature directly impacts the amount of energy you produce and also how high the reaction rate is. Here are a few important things to note down:&lt;br /&gt;
*Higher temperature means higher power output and reaction rate&lt;br /&gt;
*The higher the temperature gets the closer the reactor is to overheating, so try to keep it balanced.&lt;br /&gt;
*Certain gases can reinforce the maximum temperature cap and thus allow you to run the reactor hotter before causing an explosion.&lt;br /&gt;
*Other gases can also actively lower the reactor temperature, allowing you to quickly cool down the reactor in case of a meltdown.&lt;br /&gt;
&lt;br /&gt;
===Control Rods===&lt;br /&gt;
[[File:ControlRod.png|right|thumb|noborder|A standard control rod]]&lt;br /&gt;
Control rods are big sticks designed to lower the rate of the reaction. At the start of the shift you will have to put these in yourself by setting the reactor to maintenance mode and directly inserting them. It is also possible to do this while the reactor is running, but this isn't recommended if you don't have any heat insulation because the reactor runs at very high temperatures. The control rods can also be upgraded, though only to a certain extent. In order to acquire the most premium of rods you will have to convince [[Cargo Bay|Cargo]] to buy them by waving your department's budget card at them.&amp;lt;br&amp;gt; When they're inside the reactor you can control the control rod lowering percentage using the slider (or by manually editing the number). The console will also inform you of their integrity so you know when it's time to turn off the reactor for control rod maintenance.&lt;br /&gt;
&lt;br /&gt;
===Rate Of Reaction===&lt;br /&gt;
The rate of reaction (RoR, Mol/tick) represents the rate at which gasses are being reacted in the reactor, or more practically: the rate at which your reactor gains heat. This can be indicative of an uncontrolled reaction which is likely to lead to a meltdown if left unchecked, so ensure that you keep an eye on it. This figure can be managed with the reactor's control rods. Raise the control rods to raise the rate of reaction, and lower them to lower it.&lt;br /&gt;
&lt;br /&gt;
===Reactor Fuel===&lt;br /&gt;
The Stormdrive uses plasma based fuels for sustained fission reaction. These fuels are all inserted in gas form and are necissary to start and run the reactor, if there's no fuel there's no ongoing reaction.&lt;br /&gt;
The three gases you can use as fuel are:&lt;br /&gt;
* Constricted plasma, this is made by putting plasma through a constrictor (very strange I know) and is the most balanced fuel type.&lt;br /&gt;
* Plasma, regular plasma can also be put in the reactor, though it has a lower reaction rate than constricted plasma. It is recommended to use this when starting out.&lt;br /&gt;
* Tritium, this is by far the most volatile fuel, it has an increased rate of reaction, radiation output and temperature. It also reinforces the maximum temperature cap, but using tritium is only recommended for people that are experienced with the Stormdrive.&lt;br /&gt;
&lt;br /&gt;
==A Step By Step Guide==&lt;br /&gt;
[[File:Stormguide.png|right|The Stormdrive Engine in engineering]]&lt;br /&gt;
If you're here, you've either read a lot or not much. You'll see a great big set of stuff in engineering (image to the right) and have no idea what to do with it. Luckily, this section was made specifically to help you avoid messing things up!&lt;br /&gt;
&lt;br /&gt;
===Basic setup===&lt;br /&gt;
#To start off you'll want to build the Particle Accelerator, the thing in the orange box, this is a very easy three step progress. Wrench down the parts, wire them and then screwdriver them closed.&lt;br /&gt;
#After that's done you're going to want to turn on the plasma constrictors, marked with purple, by simply clicking on them with an empty hand&lt;br /&gt;
#Now you'll want to turn on the pumps that are marked with red on the image to get the plasma flowing.&lt;br /&gt;
#Your reactor is now almost ready start, just grab five control rods from their crate and pop them into the stormdrive.&lt;br /&gt;
#Now your Stormdrive should be ready to go! Turn on the Particle Accelerator using the blue console and set it to power 2. After 2 shots the reactor should now come online and you can turn off the Particle accelerator to avoid any unwanted side effects.&lt;br /&gt;
&lt;br /&gt;
===Making your own===&lt;br /&gt;
In you somehow managed to get your hands on a new stormdrive, congratulations! This section was made specifically for you!&amp;lt;br&amp;gt;&lt;br /&gt;
To make your stormdrive work you'll just have to complete the following steps and then continue with the regular setup.&lt;br /&gt;
#Make sure you have a room that's at least 3x3 in size to put it in.&lt;br /&gt;
#Put the stormdrive in there. (right now it's not possible to build one but I'm sure you'll figure it out)&lt;br /&gt;
#Connect the pipes to the main stormdrive machine. &amp;lt;br&amp;gt;&amp;lt;b&amp;gt;&amp;lt;small&amp;gt;&amp;lt;font color=&amp;quot;#D55500&amp;quot;&amp;gt;IMPORTANT: the stormdrive's input is always on the right side of it and the output is always on the left.&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
#Build the [[Computers|stormdrive control console]] and link it to the reactor by using a multitool on the reactor and then on the console.&lt;br /&gt;
#If you want you can also build [[Machines|Plasma Constrictors]] if you are using plasma as fuel to make it more effective, and don't forget to split the plasma from the other gases before putting it through aswell to avoid clogging the constrictor.&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Stormdrive===&lt;br /&gt;
Your job isn't over once the reactor is active. In fact, you now have the job of constantly watching and tweaking the reactor settings to not only make sure it produces optimal power, but doesn't overheat and explode. There are a few important things you need to do now to make sure the reactor stays functional and stable.&lt;br /&gt;
&lt;br /&gt;
* Bring up the reactor temperature to a point where it produces enough power to offset the demand on the powernet. If set to max input, an SMES can accept a max of 0.2 MW, with the combined three in engineering being able to accept 0.6 MW when all are set to max input. Unless you're experienced, you shouldn't push the reactor to produce more power, as this carries the risk of overheating the reactor.&lt;br /&gt;
&lt;br /&gt;
* Keep an eye on the temperature. You should NEVER leave the reactor unattended if the temperature is rising. If you must leave the reactor unattended, make sure the temp is decreasing by lowering the control rods further into the reactor.&lt;br /&gt;
&lt;br /&gt;
* Watch the status of the control rods. As the reactor heats up, it'll wear down the control rods, with higher temperatures damaging them faster. If the rod integrity starts to get low, shut down the reactor and put it into maintenance mode once it's cool. Replace the damaged rods with fresh ones, and you'll be good to restart the reactor.&lt;br /&gt;
&lt;br /&gt;
==Advanced Gas Reactions==&lt;br /&gt;
The Stormdrive runs on gas, because there's so many gases in the game this means there's a lot of fun properties to be assigned to each gas. Luckily for you we have this handy chart with most of the gases on it so you can know what they do before accidentally blowing up the reactor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Stormdrive gas chart:&lt;br /&gt;
{{Stormdrive|left}}&lt;br /&gt;
&lt;br /&gt;
===Nucleium Production===&lt;br /&gt;
So you might have noticed that there's a gas called Nucleium on the gas chart. Nucleium is fuel that has been used up, and can only be made inside the Stormdrive's reaction chamber when the temperature is above 400°C. Once Nucleium production begins it will start to form at the same rate the fuel is consumed. Watch out though, because Nucleium comes out of the Stormdrive it will be just as hot as the entire thing itself.&lt;br /&gt;
&lt;br /&gt;
==Meltdown==&lt;br /&gt;
You're hopefully reading this ahead of time to prepare for a potential meltdown, and not because a scary siren came on saying that a reactor meltdown is imminent. Meltdowns happen because something went wrong and the reactor is overheating, either due to being left unattended, control rod failure, or sabotage. You don't have much time once the sirens come on, so you got to act fast. Here's what you need to do to prevent the ship from become a radioactive wreck if the reactor starts overheating.&lt;br /&gt;
&lt;br /&gt;
#SCRAM the reactor. Get the control rods lowered to 100%. It may not stop the meltdown, but it'll buy you time.&lt;br /&gt;
#Flood the reactor with a cooling gas. N20 is your best option, so do whatever you can to get it into the fuel lines. N2 is an okay alternative, but it'll lower the rate of reaction instead of cooling the reactor. This isn't as effective, but is better than nothing. Make sure to turn on the fuel dump to cycle the cooling gas in faster.&lt;br /&gt;
#If the control rods have failed, you may have to bite the bullet and replace them while the reactor is active. This is VERY DANGEROUS and will likely kill you, but may buy the ship enough time to avert disaster.&lt;br /&gt;
#If all else fails, or you don't have the time for anything else, your last option is to cut the fuel line. Wrench the pipe that leads into the reactor, and then get everyone to evacuate the area. When the reactor runs out of fuel while hot, it'll become a gravity well and start sucking things into it, you included. This will wreck everything around the reactor, but it's a better alternative to it exploding and irradiating the whole ship.&lt;br /&gt;
&lt;br /&gt;
If you're lucky, you'll stop the reactor from going critical. Once the reactor is cool, you're safe to begin repairs, and eventually restart the reactor. Make sure to figure out what went wrong the first time before starting the reactor again in order to avoid a repeat.&lt;br /&gt;
&lt;br /&gt;
==Sabotage==&lt;br /&gt;
Of course no good engine comes without a way to sabotage it. Luckily for [[Traitor|you]] there's plenty of ways to do that!&lt;br /&gt;
&lt;br /&gt;
===Explosion!===&lt;br /&gt;
&lt;br /&gt;
[[File:ControlRodPlasma.png|thumb|right|A Plasma Control Rod, if you see one of these let your local [[Chief Engineer]] know.]]&lt;br /&gt;
Now I'm going to walk you through that first option first, because who doesn't love explosions?&amp;lt;br&amp;gt;&lt;br /&gt;
Making the Stormdrive explode is relatively easy to do, you just have to cause a meltdown. There's various ways to make the Stormdrive do this, but if you're an [[engineer]] you get access to a [[Syndicate items|Plasma Control Rod]]. This Control rod is filled completely with plasma, which is about as safe as one can expect. All you have to do in order to mess things up is insert it inbetween the other rods while nobody is looking and no one will realize anything is wrong until they turn on the reactor...&lt;br /&gt;
&lt;br /&gt;
===Hot wires===&lt;br /&gt;
&lt;br /&gt;
If you haven't noticed by now, the Stormdrive can output '''a lot''' of power.&amp;lt;br&amp;gt;&lt;br /&gt;
This power usually goes through the SMES units which carefully manage the output to avoid the grid having more energy than it needs, but by connecting a few wires that shouldn't be connected you can attach the Stormdrive directly into the main power network! If someone cuts a cable or touches an electric grille after you do this, they will most likely instantly get all their skin burned off which can be very dangerous.&lt;br /&gt;
&lt;br /&gt;
===Who turned off the lights?===&lt;br /&gt;
&lt;br /&gt;
Of course there's also a less agressive way to sabotage the reactor, and this involves making sure the Stormdrive doesn't output any power. This can be done in a number of ways, though some are easier then others. The easiest way to do it is by cutting the wire that sends power from the stormdrive to the SMES array or from the SMES units to the main grid, of course this is a very easy thing to repair and spot, but with enough planning you might be able to make good use of the few minutes without power. Of course a more obnoxious way to sabotage things is by pumping the reactor full of non-fuel gas before it's activated. This will force the engineers to first pump the gas out of the reactor until they can turn it on due to the lack of fuel and will probably take longer to fix than just your average cut wire.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Of course there's loads of other ways you can mess with things (or improve them) so try to experiment and, most importantly, have fun with it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>VeteranKyl</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=30476</id>
		<title>Guide to the Stormdrive Engine</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Stormdrive_Engine&amp;diff=30476"/>
		<updated>2020-07-12T04:39:47Z</updated>

		<summary type="html">&lt;p&gt;VeteranKyl: Added a section on maintaining the reactor and a section on meltdown procedures.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you find yourself in the unfortunate situation of being the only engineer and not knowing how to set up this space age nuclear fission reactor you've come to the right place! This guide will tell you all about setting up the stormdrive and making sure it doesn't explode for at least another 30 minutes after that!&lt;br /&gt;
&lt;br /&gt;
[[File:StormdriveOn.gif|right]]&lt;br /&gt;
==Dangers of the Stormdrive==&lt;br /&gt;
Of course every awesome form of power generation comes with some downsides, so this is what you'll need to watch out for:&lt;br /&gt;
*If the Stormdrive somehow explodes it'll send a storm of acid and plutonium sludge across the entire ship, irradiating everything that passes over it, this sludge can be removed with a shovel. The acid can however not be removed and will destroy everything it lands on.&lt;br /&gt;
*The Stormdrive also emits radioactive particles during normal operation, so be careful when entering the chamber!&lt;br /&gt;
*Don't forget to load in the control rods at the start of the shift, you'll only know you've messed up when it's already too late.&lt;br /&gt;
*It's very important to communicate with the people working in atmospherics, you don't want them to accidentally pump Tritium into the reactor!&lt;br /&gt;
&lt;br /&gt;
==The numbers, what do they mean?==&lt;br /&gt;
In contrast to most other engines, the Stormdrive works with numbers ''and'' gases, more of those in a bit. But instead of just pumping in the perfect gas mix an leaving it like you would do with the supermatter, you'll also have to adjust the control rods to make sure the reactor stays stable and replace them from time to time to avoid a meltdown.&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
This is probably the most important value when it comes to handling the Stormdrive. The temperature directly impacts the amount of energy you produce and also how high the reaction rate is. Here are a few important things to note down:&lt;br /&gt;
*Higher temperature means higher power output and reaction rate&lt;br /&gt;
*The higher the temperature gets the closer the reactor is to overheating, so try to keep it balanced.&lt;br /&gt;
*Certain gases can reinforce the maximum temperature cap and thus allow you to run the reactor hotter before causing an explosion.&lt;br /&gt;
*Other gases can also actively lower the reactor temperature, allowing you to quickly cool down the reactor in case of a meltdown.&lt;br /&gt;
&lt;br /&gt;
===Control Rods===&lt;br /&gt;
[[File:ControlRod.png|right|thumb|noborder|A standard control rod]]&lt;br /&gt;
Control rods are big sticks designed to lower the rate of the reaction. At the start of the shift you will have to put these in yourself by setting the reactor to maintenance mode and directly inserting them. It is also possible to do this while the reactor is running, but this isn't recommended if you don't have any heat insulation because the reactor runs at very high temperatures. The control rods can also be upgraded, though only to a certain extent. In order to acquire the most premium of rods you will have to convince [[Cargo Bay|Cargo]] to buy them by waving your department's budget card at them.&amp;lt;br&amp;gt; When they're inside the reactor you can control the control rod lowering percentage using the slider (or by manually editing the number). The console will also inform you of their integrity so you know when it's time to turn off the reactor for control rod maintenance.&lt;br /&gt;
&lt;br /&gt;
===Rate Of Reaction===&lt;br /&gt;
The rate of reaction (RoR, Mol/tick) represents the rate at which gasses are being reacted in the reactor, or more practically: the rate at which your reactor gains heat. This can be indicative of an uncontrolled reaction which is likely to lead to a meltdown if left unchecked, so ensure that you keep an eye on it. This figure can be managed with the reactor's control rods. Raise the control rods to raise the rate of reaction, and lower them to lower it.&lt;br /&gt;
&lt;br /&gt;
===Reactor Fuel===&lt;br /&gt;
The Stormdrive uses plasma based fuels for sustained fission reaction. These fuels are all inserted in gas form and are necissary to start and run the reactor, if there's no fuel there's no ongoing reaction.&lt;br /&gt;
The three gases you can use as fuel are:&lt;br /&gt;
* Constricted plasma, this is made by putting plasma through a constrictor (very strange I know) and is the most balanced fuel type.&lt;br /&gt;
* Plasma, regular plasma can also be put in the reactor, though it has a lower reaction rate than constricted plasma. It is recommended to use this when starting out.&lt;br /&gt;
* Tritium, this is by far the most volatile fuel, it has an increased rate of reaction, radiation output and temperature. It also reinforces the maximum temperature cap, but using tritium is only recommended for people that are experienced with the Stormdrive.&lt;br /&gt;
&lt;br /&gt;
==A Step By Step Guide==&lt;br /&gt;
[[File:Stormguide.png|right|The Stormdrive Engine in engineering]]&lt;br /&gt;
If you're here, you've either read a lot or not much. You'll see a great big set of stuff in engineering (image to the right) and have no idea what to do with it. Luckily, this section was made specifically to help you avoid messing things up!&lt;br /&gt;
&lt;br /&gt;
===Basic setup===&lt;br /&gt;
#To start off you'll want to build the Particle Accelerator, the thing in the orange box, this is a very easy three step progress. Wrench down the parts, wire them and then screwdriver them closed.&lt;br /&gt;
#After that's done you're going to want to turn on the plasma constrictors, marked with purple, by simply clicking on them with an empty hand&lt;br /&gt;
#Now you'll want to turn on the pumps that are marked with red on the image to get the plasma flowing.&lt;br /&gt;
#Your reactor is now almost ready start, just grab five control rods from their crate and pop them into the stormdrive.&lt;br /&gt;
#Now your Stormdrive should be ready to go! Turn on the Particle Accelerator using the blue console and set it to power 2. After 2 shots the reactor should now come online and you can turn off the Particle accelerator to avoid any unwanted side effects.&lt;br /&gt;
&lt;br /&gt;
===Making your own===&lt;br /&gt;
In you somehow managed to get your hands on a new stormdrive, congratulations! This section was made specifically for you!&amp;lt;br&amp;gt;&lt;br /&gt;
To make your stormdrive work you'll just have to complete the following steps and then continue with the regular setup.&lt;br /&gt;
#Make sure you have a room that's at least 3x3 in size to put it in.&lt;br /&gt;
#Put the stormdrive in there. (right now it's not possible to build one but I'm sure you'll figure it out)&lt;br /&gt;
#Connect the pipes to the main stormdrive machine. &amp;lt;br&amp;gt;&amp;lt;b&amp;gt;&amp;lt;small&amp;gt;&amp;lt;font color=&amp;quot;#D55500&amp;quot;&amp;gt;IMPORTANT: the stormdrive's input is always on the right side of it and the output is always on the left.&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
#Build the [[Computers|stormdrive control console]] and link it to the reactor by using a multitool on the reactor and then on the console.&lt;br /&gt;
#If you want you can also build [[Machines|Plasma Constrictors]] if you are using plasma as fuel to make it more effective, and don't forget to split the plasma from the other gases before putting it through aswell to avoid clogging the constrictor.&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Stormdrive===&lt;br /&gt;
Your job isn't over once the reactor is active. In fact, you now have the job of constantly watching and tweaking the reactor settings to not only make sure it produces optimal power, but doesn't overheat and explode. There are a few important things you need to do now to make sure the reactor stays functional and stable.&lt;br /&gt;
&lt;br /&gt;
* Bring up the reactor temperature to a point where it produces enough power to offset the demand on the powernet. If set to max input, the SMES can accept a max of 0.6 MW. Unless you're experienced, you shouldn't push the reactor to produce more power, as this carries the risk of overheating the reactor.&lt;br /&gt;
&lt;br /&gt;
* Keep an eye on the temperature. You should NEVER leave the reactor unattended if the temperature is rising. If you must leave the reactor unattended, make sure the temp is decreasing by lowering the control rods further into the reactor.&lt;br /&gt;
&lt;br /&gt;
* Watch the status of the control rods. As the reactor heats up, it'll wear down the control rods, with higher temperatures damaging them faster. If the rod integrity starts to get low, shut down the reactor and put it into maintenance mode once it's cool. Replace the damaged rods with fresh ones, and you'll be good to restart the reactor.&lt;br /&gt;
&lt;br /&gt;
==Advanced Gas Reactions==&lt;br /&gt;
The Stormdrive runs on gas, because there's so many gases in the game this means there's a lot of fun properties to be assigned to each gas. Luckily for you we have this handy chart with most of the gases on it so you can know what they do before accidentally blowing up the reactor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Stormdrive gas chart:&lt;br /&gt;
{{Stormdrive|left}}&lt;br /&gt;
&lt;br /&gt;
===Nucleium Production===&lt;br /&gt;
So you might have noticed that there's a gas called Nucleium on the gas chart. Nucleium is fuel that has been used up, and can only be made inside the Stormdrive's reaction chamber when the temperature is above 400°C. Once Nucleium production begins it will start to form at the same rate the fuel is consumed. Watch out though, because Nucleium comes out of the Stormdrive it will be just as hot as the entire thing itself.&lt;br /&gt;
&lt;br /&gt;
==Meltdown==&lt;br /&gt;
You're hopefully reading this ahead of time to prepare for a potential meltdown, and not because a scary siren came on saying that a reactor meltdown is imminent. Meltdowns happen because something went wrong and the reactor is overheating, either due to being left unattended, control rod failure, or sabotage. You don't have much time once the sirens come on, so you got to act fast. Here's what you need to do to prevent the ship from become a radioactive wreck if the reactor starts overheating.&lt;br /&gt;
&lt;br /&gt;
#SCRAM the reactor. Get the control rods lowered to 100%. It may not stop the meltdown, but it'll buy you time.&lt;br /&gt;
#Flood the reactor with a cooling gas. N20 is your best option, so do whatever you can to get it into the fuel lines. N2 is an okay alternative, but it'll lower the rate of reaction instead of cooling the reactor. This isn't as effective, but is better than nothing. Make sure to turn on the fuel dump to cycle the cooling gas in faster.&lt;br /&gt;
#If the control rods have failed, you may have to bite the bullet and replace them while the reactor is active. This is VERY DANGEROUS and will likely kill you, but may buy the ship enough time to avert disaster.&lt;br /&gt;
#If all else fails, or you don't have the time for anything else, your last option is to cut the fuel line. Wrench the pipe that leads into the reactor, and then get everyone to evacuate the area. When the reactor runs out of fuel while hot, it'll become a gravity well and start sucking things into it, you included. This will wreck everything around the reactor, but it's a better alternative to it exploding and irradiating the whole ship.&lt;br /&gt;
&lt;br /&gt;
If you're lucky, you'll stop the reactor from going critical. Once the reactor is cool, you're safe to begin repairs, and eventually restart the reactor. Make sure to figure out what went wrong the first time before starting the reactor again in order to avoid a repeat.&lt;br /&gt;
&lt;br /&gt;
==Sabotage==&lt;br /&gt;
Of course no good engine comes without a way to sabotage it. Luckily for [[Traitor|you]] there's plenty of ways to do that!&lt;br /&gt;
&lt;br /&gt;
===Explosion!===&lt;br /&gt;
&lt;br /&gt;
[[File:ControlRodPlasma.png|thumb|right|A Plasma Control Rod, if you see one of these let your local [[Chief Engineer]] know.]]&lt;br /&gt;
Now I'm going to walk you through that first option first, because who doesn't love explosions?&amp;lt;br&amp;gt;&lt;br /&gt;
Making the Stormdrive explode is relatively easy to do, you just have to cause a meltdown. There's various ways to make the Stormdrive do this, but if you're an [[engineer]] you get access to a [[Syndicate items|Plasma Control Rod]]. This Control rod is filled completely with plasma, which is about as safe as one can expect. All you have to do in order to mess things up is insert it inbetween the other rods while nobody is looking and no one will realize anything is wrong until they turn on the reactor...&lt;br /&gt;
&lt;br /&gt;
===Hot wires===&lt;br /&gt;
&lt;br /&gt;
If you haven't noticed by now, the Stormdrive can output '''a lot''' of power.&amp;lt;br&amp;gt;&lt;br /&gt;
This power usually goes through the SMES units which carefully manage the output to avoid the grid having more energy than it needs, but by connecting a few wires that shouldn't be connected you can attach the Stormdrive directly into the main power network! If someone cuts a cable or touches an electric grille after you do this, they will most likely instantly get all their skin burned off which can be very dangerous.&lt;br /&gt;
&lt;br /&gt;
===Who turned off the lights?===&lt;br /&gt;
&lt;br /&gt;
Of course there's also a less agressive way to sabotage the reactor, and this involves making sure the Stormdrive doesn't output any power. This can be done in a number of ways, though some are easier then others. The easiest way to do it is by cutting the wire that sends power from the stormdrive to the SMES array or from the SMES units to the main grid, of course this is a very easy thing to repair and spot, but with enough planning you might be able to make good use of the few minutes without power. Of course a more obnoxious way to sabotage things is by pumping the reactor full of non-fuel gas before it's activated. This will force the engineers to first pump the gas out of the reactor until they can turn it on due to the lack of fuel and will probably take longer to fix than just your average cut wire.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Of course there's loads of other ways you can mess with things (or improve them) so try to experiment and, most importantly, have fun with it!&lt;br /&gt;
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[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>VeteranKyl</name></author>
	</entry>
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