Difference between revisions of "Captain"

From NSV13
Jump to navigationJump to search
imported>Ricotez
m (another rank change :honk:)
 
(30 intermediate revisions by 16 users not shown)
Line 1: Line 1:
{{JobPageHeader
+
{{Infobox_jobs
 
|headerbgcolor = darkblue
 
|headerbgcolor = darkblue
 
|headerfontcolor = white
 
|headerfontcolor = white
|stafftype = COMMAND
+
|bgcolor = lightblue
|imagebgcolor = lightblue
+
|image = Generic_captain.png
|img_generic = Generic_captain.png
 
|img = Captain action.png
 
 
|jobtitle = Captain
 
|jobtitle = Captain
|access = [[:Category:Locations|Everywhere]]
+
|caption = Someone has to lead us to victory, and that someone is me.
|additional = N/A
+
|access = [[Locations|Everywhere]]
 
|difficulty = Very hard
 
|difficulty = Very hard
|superior = Space Law and [[Nanotrasen]] Officials
+
|supervisors = [[Space Law]] and [[CentCom_Official|Central Command]]
|duties = Be responsible for the station, manage your [[Heads of Staff]], [[Beyond the impossible|Keep the crew alive]], be prepared to do anything and everything or die horribly trying.
+
|rank = Captain ('''CPT''')
|guides = [[Chain of Command]], [[Space Law]], [[Guide to Trials]]
+
|duties = Ensure the ship completes its patrol, manage your [[Heads of Staff]], minimize casualties, be prepared for the unexpected and use your common sense to solve problems
 +
|guides = [[Chain of Command]], [[Space Law]], [[Guide to Trials|Trials]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]], [[A crash course in FTL-ing|Using FTL travel]]
 
}}
 
}}
''I don't care what they call me back on the station, I'm not a traitor. I'm a man of principles and standards. And if lives get in the way of those principles, so be it! I'd say I'm the better man here. Once they called me captain. But, once it's all said and done, I'll be a hero.''
+
You are the Captain of your assigned vessel, the head of the ship, and the most crucial individual when it comes to having a chance of returning to Outpost 45 intact.<br>
 +
Be sure you’re up for the task and are well aware of regular captain duties and all of NSV13’s unique jobs to better understand how to coordinate the ship.<br>
 +
You’ve got a lot ahead of you.<br>
  
[[File:CaptainsQuartersSmall.png|300px|thumb|alt=Captain's Quarters|[[Captains Quarters|Your personal office and quarters]]]]
+
'''Bare minimum requirements:''' Move the ship along its course, complete objective systems, attempt to maintain an efficient workspace aboard the ship,<br>
 +
try not to die - a ship without its captain is lost at sea.<br><br>
  
 +
==Sailing the high seas (of space)==
  
You are the Captain, the top of the [[Chain of Command]]. It is your duty to ensure the stability and productivity of the station, as well as carrying out directives from [[Centcom]].
+
===Before you play Captain===
  
You should have experience of all Heads of Staff jobs. At round start, take the Nuclear Disk with you, call the Heads to report in and keep checking in from time to time on what needs to be done and who should do it.
+
The Captain is the most critical role in NSV13 and presents a variety of difficult tasks and decisions not present when playing Captain on a regular space station. For this reason, it is recommended you also have experience playing Captain on other servers or read the following guide: [https://wiki.beestation13.com/view/Captain Beestation Captain]
  
==Howdy, Skipper!==
+
Furthermore, while the XO <s>will</s> <i>should</i> be handling the busywork around squads and department management, in the event you are not assigned an executive officer or one unfit to fulfill their duties, [[Executive officer|read their respective guide here]]
  
===Being a Captain – Basics===
+
===Your workspace===
[[File:Bridge_small.png|thumb|300px|alt=Bridge|The [[Bridge]]]]
 
  
The Captain has [[Captains Quarters|spacious quarters]], complete with [[Arcade Machine|arcade machine]], ID computer and Communications console, a [[High-risk_items#Jet_Pack|Jetpack]], a [[High-risk_items#Hand_teleporter|hand teleporter]], the [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]], a locker with some less stylish armor, a [[High-risk_items#Captain.27s_Jumpsuit|spare jumpsuit]], an energy gun, and a pressurized and humidity controlled display case with your pride and joy, an [[High-risk_items#Captain.27s_Antique_Laser_Gun|antique laser gun]].
+
As Captain, while you do have your own offices you will visit at shift start to secure your gear, you primarily live in one place: CIC. CIC is the command bridge, the head of the ship, and second in importance only to the brain,
 +
otherwise known as the AI. CIC contains one of every possible console you could need, but most important is the FTL navigational computer, the tactical systems control console, and the flight control console. If the CIC on your assigned vessel has windows,
 +
a shutter control button will be present nearby to draw down the reinforced shutters to protect you from explosions, space carps, and any [[Traitor|suspicious individuals]] that may be lurking about on the hull plating outside.
  
It's probably best to leave the gun where it is, as the case has been outfitted with a handy anti-theft system. You'll probably also be mocked if you carry it around with you.
+
===Plotting a course===
  
There is also a locked wooden box in your office filled with medals. These can be awarded to your crew to commend them for exemplary service.
+
(For the dedicated guide, click [[A crash course in FTL-ing|here]].)
  
At the start of the shift, take your spare ID and nuclear authentication disk and put them in your backpack. If you've done that, you've done half your job already. After this, walk around the station and command people.
+
Your primary purpose as Captain is to ensure that your assigned vessel completes its patrol as smoothly as possible, and the first way to do that is to plot a course. While you may permit the AI or a bridge staff to chart a course for you, ultimately you are the Captain and your orders are final. Using the FTL navigation console, you will be able to see two things: Your ship information detailing your current star and the status of the FTL’s spool up and the star map where you can see the stars close enough for you to warp to. Blue stars are allied with Nanotrasen and are safe, they cannot be claimed by the Syndicate. Yellow is neutral no-man's-land that can be claimed by the Syndicate if one of their patrol vessels reaches it. Red indicates that it is under Syndicate control and will have hostile forces within it. Transparent sectors with a coloured rectangle indicate that pirates have occupied the system. Alert the ship through use of comms or a communications console before jumping into any system you gauge may have enemies in it.
  
===Head of Heads===
 
  
When you’re not fighting Revolutionaries, Traitors, Syndicates and Wizards, you are monitoring the crew. You are on the top of the food chain, and possess the ultimate authority over everyone and everything on your station.
+
Your <b>main objective</b> of the patrol is to visit stars marked with the tag “occupied” on the galactic map to hunt down enemy invasion fleets until you are qualified for a shore leave, at which point your primary directive is to return to the newly unlocked star “Outpost 45” to complete the round. Optionally, if you wish, you can continue your patrol for additional prestige. You qualify for a crew transfer at 3 occupied sectors cleared, but receive a message of congratulation and additional round end torps (OOC currency in the Torp shop) every 5 objectives (5, 10, 15, and finally 20).
  
You are the Judge, the final word, the Big Guy. You have the ultimate veto power over all matters and is the only person who can authorize an execution without a trial. Anyone who questions your authority can technically be tried for mutiny. There really is no way to tell you exactly how to run things as many people have different leadership styles. However, as Captain, here are some guidelines you should keep in mind:
+
===Guns and ships===
  
#'''Do not involve yourself when there is somebody else available to do the job.''' Why have a [[Head of Security]] if you're going to involve yourself in every security matter? If there isn't a head for a specific department, promote a new one. It will make your life so much easier.
+
So, you’ve entered combat and your bridge staff are either dead or non-existent, what do you do? It’s time to take the helm yourself! To use the flight control console, first activate the DRADIS console next to it to bring up the radar then interact with the flight control console itself to be able to steer the ship. Pressing Q and E will boost turning power left and right for the ship respectively, whereas pressing Shift will boost the ship forwards. Be advised that boosting or doing a significant enough turn will cause players to be thrown into walls and knocked down, so be sure to buckle into a chair before operating any console in CIC. On the DRADIS, there are two modes: passive sonar, and active sonar. <b>Passive sonar</b> only shows you friendly signatures, other signatures within the circle around the ship, or hostiles that are actively pinging you. <b>Active sonar</b> sends out pulses that, while revealing the entire sector to you, reveal your ship to all hostile forces as well. Unless you are hunting down that last, elusive ship, it is a good idea to stay on passive sonar mode.  
#'''Delegate whenever you can.''' You should never have to do any manual task yourself. If someone says 'Captain, there's a plasma leak!' then you should order your [[Chief Engineer]] to go fix it. Do not attempt to fix it yourself, as you will put yourself unnecessarily at risk.
 
#'''Follow the [[Chain of Command]].''' You command the Heads. The Heads command their departments. Try not to skip them in the decision making process as they are the ones who ''should'' know their own departments best.
 
#'''Stay alert.''' You have a big target on your back. It is likely you'll be a prime Traitor target just for your all-access ID. With this in mind, you may want to spend a fair bit of time lounging in the security of the [[Bridge]].
 
#'''Keep calm and carry on.''' As Captain, be prepared to deal with any or all of the following: Incompetent or absent Heads, traitors and angry crew members banging down the bridge door trying to get in, corrupted AIs on a war path and the occasional aftermath of an Armageddon against the station, thanks to a range of the above. And it's your job to manage it all. Good luck.
 
  
===Refitting the DOORKNOB – Uploading Laws Made Easy===
+
To use the tactical systems control console, it’s a similar practice - activate the DRADIS console nearby for a radar, then the tactical console itself, and you’ll be in business. Press Control (CTRL) to swap between weapons, but be sure to watch the tactical console window as it will show the current loading state of all weapons. It is recommended to swap to another weapon when your current one runs out of ammo to minimize time spent not firing.
  
Uploading Laws to the [[AI]] isn’t something you should be doing lightly… unless you’re a traitor. Then go crazy.
+
====Torpedos====
 +
Click in a direction to fire a torpedo. Torpedoes deal a significant amount of damage, and will automatically track and lock onto targets. Additionally, nuclear warheads can be loaded to deal a massive amount of damage but are difficult and expensive to acquire. Torpedo tubes also do not possess much ammo capacity, being limited to only a few torpedo tubes with a long loading time.
  
Do not get angry with the AI if it does not want you uploading a new law, as Nanotrasen has pre-programed them to be sensitive to law changes. Besides, Nanotrasen wouldn't want another SHODAN fiasco happening again.
+
====.50 Cals====
 +
A crew served weapon, meaning you have no control over it in the CIC. It fires many smaller bullets in quick succession, useful for harassing interceptors and intercepting inbound torpedoes. Not much you can do except shout at the crew to <s>aim</s> man them.
  
But remember the Hierarchy. Law 1 overrides Laws 2, 3, 4, etc. A Law 4 telling the AI to kill all Revolutionaries isn’t going to work. A Law 4 classifying Revolutionaries as Nonhuman and that they must be eliminated works much better. Law priority is enforced by the order they are listed. A law is invalid if it disagrees with previous laws in the form of conflicting orders, or challenges the procession of law priority.
+
====Gauss guns====
 +
Just like the .50 Cals, this weapon is manned and controlled by the crew. The gauss shoot medium sized tungsten slugs at high velocities, and are excellent at shredding armor. It's often a good idea to have at least one person manning these to keep up the damage output when the naval artillery is being loaded.
  
Keep in mind that if the AI announces you are in their upload, uploading laws, people will likely form a lynch mob.
+
====The Naval Artillery (NAC/Arty)====
 +
A heavy-duty piercing shot that deals incredible damage. Click and hold to aim the laser sight and release to fire a shot. The NAC only has one shot before it must undergo a very lengthy reload process, and the speed of the shell varies on how much powder the munition techs have packed into it, so use it sparingly and coordinate with munitions.
  
If you are a Traitor Captain and upload a OneHuman, '''TELL THE AI TO ACT NORMAL''', or people will start to suspect things.
+
===Don’t touch that dial!===
  
=== Those Assholes From Corporate ===
+
Although in an ideal world the crew would direct all of their questions, comments, and concerns to their respective heads of staff or the XO, this will almost never be the case. So, to prepare for the onslaught of people addressing you directly, take off your headset at round start and interact with it. By default, only a select few radio channels are enabled on your headset, you’ll want to enable all of them. Once that’s done, you’ll be able to speak to and hear the engineering and science department once again, along with NSV13’s two unique departments - Munitions and ATC (Air traffic control). With these enabled, another one of your duties is ready - listening to the radio for heads of staff, random crewmen, munitions techs and pilots, and even the AI asking you to do things. This is where you will make most of your decisions, and in combat or boarder situations, you may need to answer fast. Use your instincts and try to make the best decision to keep the ship moving.
  
With your fancy title, medals, and luxurious excesses it's easy to forget that there is an outside, higher power scrutinizing your every move.  
+
In the downtime from the rest of your duties, remember to address the crew every so often to build rapport, or in other terms, remind the crew that you are still in CIC commanding the ship.
  
Contact with Central Command may be few and far between, but you're expected to follow any directives issued by them. Centcom will usually issue directives and updates on activities in your sector through the Communications Console located on the Bridge and your office.
 
  
If you're unlucky, you might have to deal with a visit from a [[Centcom Official]] or Commander. Official visits vary from standard performance reviews, internal investigations, or some other kind of corporate meddling. Whatever the case may be, it is important that you try and keep the Official happy throughout their visit. If all else fails, just make sure you can't be blamed for anything that goes wrong.
+
==[[File:Generic_clown.png|32px]]Having fun amidst the chaos.==
  
However, keep in mind that you still hold authority over any Officials on your station. That is, as long as you're still the legitimate Captain.  If you piss off the wrong guy you might find yourself relieved of command. If the official is causing trouble, though, you are well within your right to have them arrested, and then contact THEIR superior with a complaint.
+
With all of these additional responsibilities atop of the regular captain model, the constant criticism you may receive, just or not, and the stress that the fate of the ship and everyone it houses in your hands, you may be curious as to how you can relieve some of this stress and enjoy your job as Captain. The answer is simple - roleplay. As you’re likely aware, aside from Centcom itself, you are the most influential figure on the ship. What you say goes. Your prestigious title and position allows you to majorly influence how the tone of the round goes along with the general mood and mindset of the crew. Furthermore, [[Admins|the gods]] will be watching you intently when they get the chance. While this may be intimidating, keep in mind the gods may be less fickle towards you and aid you if you have a fun command gimmick in mind. Do note, however, that while command gimmicks add flavor and a great deal of fun for the crew, remember that it must be fun for the crew, not just you. Additionally round-invasive command gimmicks (gimmicks that disrupt the traditional gameplay cycle) won’t be tolerated if done in a row. Space out your larger gimmicks, communicate with Central command about them, and most of all try to enjoy yourself in your unique position.
 
 
Contacting Centcom on your own is possible through the use of Communications Consoles, but unless the transmission is urgent it will likely get caught up for weeks in Centcom's notorious bureaucracy. Even then, it'll be a crapshoot.
 
 
 
===Abandoning Ship===
 
'''You are ultimately responsible for the station.''' It is not uncommon for Captains to be court-martialled or even executed if he or she should decide to abandon their ship, regardless of condition. As they hold the ultimate responsibility for the station and its crew, losing them could likely be perceived by your superiors as desertion, mutiny and/or sedition.
 
 
 
So keep this in mind when you are facing disaster. Permit no evacuations without your explicit authorization. You should be doing your utmost in keeping the station up and running --lest you go down with the ship, either one way or the other.
 
 
 
==I Am the State==
 
'''NOTE: By default the Captain cannot be an antagonist.'''
 
 
 
Traitor Captain is less about completing your objectives and more about turning the entire station into your own private playroom. With your access and authority you can pretty much take anything you want, and dispatching a lowly subordinate shouldn't take much effort at all. Chances are you won't even need to open your syndicate uplink.
 
 
 
You have more freedom than any traitor could dream of. Liberally hand out execution orders, release and pardon criminals, give the clown all-access, release the singularity, reprogram the AI to fuel your ego, or just generally act like a comdom and demote anyone who gets in your way. Just make sure that you're at least trying to be subtle.
 
  
 
==Conclusion==
 
==Conclusion==
  
The only person with more potential to fuck things up than you is the AI, and they’re probably not going to do that. So watch your step, your back, and your crew, or you may just end up floating through space wondering why your Oxygen tank is filled with plasma.
+
You’ve got a big job ahead of you, and it won’t be easy! But keep your wits about you, do your best to keep the ship afloat, and listen to what your crew says and maybe, just maybe, you’ll live to see yourself dock with Outpost 45 as a hero.
 
 
'''As a special note''', the [[Administrators|gods]] tend to notice the actions of the captain quite a bit more often than they do [[chaplain|anyone]] [[clown|else]].
 
  
 
{{Jobs}}
 
{{Jobs}}
 
[[Category: Jobs]]
 
[[Category: Jobs]]

Latest revision as of 09:51, 20 June 2021

Captain
Generic captain.png
Someone has to lead us to victory, and that someone is me.
Information
AccessEverywhere
Additional AccessN/A
DifficultyVery hard
SupervisorsSpace Law and Central Command
RankCaptain (CPT)
DutiesEnsure the ship completes its patrol, manage your Heads of Staff, minimize casualties, be prepared for the unexpected and use your common sense to solve problems
GuidesChain of Command, Space Law, Trials, Head of Staff Equipment, Using FTL travel

You are the Captain of your assigned vessel, the head of the ship, and the most crucial individual when it comes to having a chance of returning to Outpost 45 intact.
Be sure you’re up for the task and are well aware of regular captain duties and all of NSV13’s unique jobs to better understand how to coordinate the ship.
You’ve got a lot ahead of you.

Bare minimum requirements: Move the ship along its course, complete objective systems, attempt to maintain an efficient workspace aboard the ship,
try not to die - a ship without its captain is lost at sea.

Sailing the high seas (of space)[edit | edit source]

Before you play Captain[edit | edit source]

The Captain is the most critical role in NSV13 and presents a variety of difficult tasks and decisions not present when playing Captain on a regular space station. For this reason, it is recommended you also have experience playing Captain on other servers or read the following guide: Beestation Captain

Furthermore, while the XO will should be handling the busywork around squads and department management, in the event you are not assigned an executive officer or one unfit to fulfill their duties, read their respective guide here

Your workspace[edit | edit source]

As Captain, while you do have your own offices you will visit at shift start to secure your gear, you primarily live in one place: CIC. CIC is the command bridge, the head of the ship, and second in importance only to the brain, otherwise known as the AI. CIC contains one of every possible console you could need, but most important is the FTL navigational computer, the tactical systems control console, and the flight control console. If the CIC on your assigned vessel has windows, a shutter control button will be present nearby to draw down the reinforced shutters to protect you from explosions, space carps, and any suspicious individuals that may be lurking about on the hull plating outside.

Plotting a course[edit | edit source]

(For the dedicated guide, click here.)

Your primary purpose as Captain is to ensure that your assigned vessel completes its patrol as smoothly as possible, and the first way to do that is to plot a course. While you may permit the AI or a bridge staff to chart a course for you, ultimately you are the Captain and your orders are final. Using the FTL navigation console, you will be able to see two things: Your ship information detailing your current star and the status of the FTL’s spool up and the star map where you can see the stars close enough for you to warp to. Blue stars are allied with Nanotrasen and are safe, they cannot be claimed by the Syndicate. Yellow is neutral no-man's-land that can be claimed by the Syndicate if one of their patrol vessels reaches it. Red indicates that it is under Syndicate control and will have hostile forces within it. Transparent sectors with a coloured rectangle indicate that pirates have occupied the system. Alert the ship through use of comms or a communications console before jumping into any system you gauge may have enemies in it.


Your main objective of the patrol is to visit stars marked with the tag “occupied” on the galactic map to hunt down enemy invasion fleets until you are qualified for a shore leave, at which point your primary directive is to return to the newly unlocked star “Outpost 45” to complete the round. Optionally, if you wish, you can continue your patrol for additional prestige. You qualify for a crew transfer at 3 occupied sectors cleared, but receive a message of congratulation and additional round end torps (OOC currency in the Torp shop) every 5 objectives (5, 10, 15, and finally 20).

Guns and ships[edit | edit source]

So, you’ve entered combat and your bridge staff are either dead or non-existent, what do you do? It’s time to take the helm yourself! To use the flight control console, first activate the DRADIS console next to it to bring up the radar then interact with the flight control console itself to be able to steer the ship. Pressing Q and E will boost turning power left and right for the ship respectively, whereas pressing Shift will boost the ship forwards. Be advised that boosting or doing a significant enough turn will cause players to be thrown into walls and knocked down, so be sure to buckle into a chair before operating any console in CIC. On the DRADIS, there are two modes: passive sonar, and active sonar. Passive sonar only shows you friendly signatures, other signatures within the circle around the ship, or hostiles that are actively pinging you. Active sonar sends out pulses that, while revealing the entire sector to you, reveal your ship to all hostile forces as well. Unless you are hunting down that last, elusive ship, it is a good idea to stay on passive sonar mode.

To use the tactical systems control console, it’s a similar practice - activate the DRADIS console nearby for a radar, then the tactical console itself, and you’ll be in business. Press Control (CTRL) to swap between weapons, but be sure to watch the tactical console window as it will show the current loading state of all weapons. It is recommended to swap to another weapon when your current one runs out of ammo to minimize time spent not firing.

Torpedos[edit | edit source]

Click in a direction to fire a torpedo. Torpedoes deal a significant amount of damage, and will automatically track and lock onto targets. Additionally, nuclear warheads can be loaded to deal a massive amount of damage but are difficult and expensive to acquire. Torpedo tubes also do not possess much ammo capacity, being limited to only a few torpedo tubes with a long loading time.

.50 Cals[edit | edit source]

A crew served weapon, meaning you have no control over it in the CIC. It fires many smaller bullets in quick succession, useful for harassing interceptors and intercepting inbound torpedoes. Not much you can do except shout at the crew to aim man them.

Gauss guns[edit | edit source]

Just like the .50 Cals, this weapon is manned and controlled by the crew. The gauss shoot medium sized tungsten slugs at high velocities, and are excellent at shredding armor. It's often a good idea to have at least one person manning these to keep up the damage output when the naval artillery is being loaded.

The Naval Artillery (NAC/Arty)[edit | edit source]

A heavy-duty piercing shot that deals incredible damage. Click and hold to aim the laser sight and release to fire a shot. The NAC only has one shot before it must undergo a very lengthy reload process, and the speed of the shell varies on how much powder the munition techs have packed into it, so use it sparingly and coordinate with munitions.

Don’t touch that dial![edit | edit source]

Although in an ideal world the crew would direct all of their questions, comments, and concerns to their respective heads of staff or the XO, this will almost never be the case. So, to prepare for the onslaught of people addressing you directly, take off your headset at round start and interact with it. By default, only a select few radio channels are enabled on your headset, you’ll want to enable all of them. Once that’s done, you’ll be able to speak to and hear the engineering and science department once again, along with NSV13’s two unique departments - Munitions and ATC (Air traffic control). With these enabled, another one of your duties is ready - listening to the radio for heads of staff, random crewmen, munitions techs and pilots, and even the AI asking you to do things. This is where you will make most of your decisions, and in combat or boarder situations, you may need to answer fast. Use your instincts and try to make the best decision to keep the ship moving.

In the downtime from the rest of your duties, remember to address the crew every so often to build rapport, or in other terms, remind the crew that you are still in CIC commanding the ship.


Generic clown.pngHaving fun amidst the chaos.[edit | edit source]

With all of these additional responsibilities atop of the regular captain model, the constant criticism you may receive, just or not, and the stress that the fate of the ship and everyone it houses in your hands, you may be curious as to how you can relieve some of this stress and enjoy your job as Captain. The answer is simple - roleplay. As you’re likely aware, aside from Centcom itself, you are the most influential figure on the ship. What you say goes. Your prestigious title and position allows you to majorly influence how the tone of the round goes along with the general mood and mindset of the crew. Furthermore, the gods will be watching you intently when they get the chance. While this may be intimidating, keep in mind the gods may be less fickle towards you and aid you if you have a fun command gimmick in mind. Do note, however, that while command gimmicks add flavor and a great deal of fun for the crew, remember that it must be fun for the crew, not just you. Additionally round-invasive command gimmicks (gimmicks that disrupt the traditional gameplay cycle) won’t be tolerated if done in a row. Space out your larger gimmicks, communicate with Central command about them, and most of all try to enjoy yourself in your unique position.

Conclusion[edit | edit source]

You’ve got a big job ahead of you, and it won’t be easy! But keep your wits about you, do your best to keep the ship afloat, and listen to what your crew says and maybe, just maybe, you’ll live to see yourself dock with Outpost 45 as a hero.

Jobs on

NSVBanner299.png

Command Captain, Executive Officer, Bridge Staff
Security Head of Security, Security Officer, Warden, Detective, Brig Physician
Engineering Chief Engineer, Ship Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist
Medical Chief Medical Officer, Medical Doctor, Chemist, Geneticist, Virologist, Paramedic
Service Janitor, Staff Judge Advocate, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator
Munitions Master At Arms, Munitions Technician, Flight Leader, Fighter Pilot, Air Traffic Controller
Cargo Quartermaster, Cargo Technician, Shaft Miner
Civilian Assistant, Gimmick
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Heretic, Nuclear Operative, Blood Cultist, Bloodling, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Creep, Fugitives, Hunters, Syndicate Drop Trooper
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian