Difference between revisions of "Squads"

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==Basics of squaddery==
 
==Basics of squaddery==
 
Welcome aboard valued employee! We deeply thank you for signing up as a Doctor/Engineer/Clown. But, there is one more thing you have to do. What, you expected a calm shift honking around?<br>
 
Welcome aboard valued employee! We deeply thank you for signing up as a Doctor/Engineer/Clown. But, there is one more thing you have to do. What, you expected a calm shift honking around?<br>
 <br>
+
 <br>That's right, here in the navy, we need every hand at the ready when combat hits. And thus, squads were born. When the sirens ring, and General Quarters is declared, all non-essential personnel must assist in the fighting.<br>
That's right, here in the navy, we need every hand at the ready when combat hits. And thus, squads were born. When the sirens ring, and General Quarters is declared, all non-essential personnel must assist in the fighting.<br>
+
 <br>Non-essential personnel means non-combat generally. So everyone NOT in the munitions department. Doctors, scientists, engineers, bartenders and such.<br>
 <br>
+
 <br>When you arrive on board, you are greeted by a large, reddish text, detailing which squad you are in, and what you will have to do. Don't get alarmed, it really isn't difficult. I'll detail what each squad does below. For now let's go over what to do. In the beginning of the shift, not much. Do whatever your job requires. After all, you are still ''useful'', just not combat. Combat usually doesn't begin until one hour has passed, or even more, depending on your Bridge Crew, so you might even go without GQ a whole shift. If you do get into GQ, however..
Non-essential personnel means non-combat generally. So everyone NOT in the munitions department. Doctors, scientists, engineers, bartenders and such.<br>
 
 <br>
 
When you arrive on board, you are greeted by a large, reddish text, detailing which squad you are in, and what you will have to do. Don't get alarmed, it really isn't difficult. I'll detail what each squad does below. For now let's go over what to do. In the beginning of the shift, not much. Do whatever your job requires. After all, you are still ''useful'', just not combat. Combat usually doesn't begin until one hour has passed, or even more, depending on your Bridge Crew, so you might even go without GQ a whole shift. If you do get into GQ, however..
 
 
===General Quarters===
 
===General Quarters===
 
[[File:Squad vendor.png|right|thumb|A squad vendor]]
 
[[File:Squad vendor.png|right|thumb|A squad vendor]]
Oh uh. The alarms are ringing, the ship has entered combat <s>or CC is just annoying you</s>. You now have to make your way to a '''squad vendor'''. They are usually located in central areas, such as briefing, the main hallway or the bar. Head over to them, vend your equipment box and start your duty.
+
Oh uh. The alarms are ringing, the ship has entered combat <s>or CC is just annoying you</s>. You now have to make your way to a '''squad vendor'''. They are usually located in central areas, such as briefing, the main hallway or the bar. Head over to them, vend your Equipment Box and start your duty.
[[File:Squad-pager.png|right|thumb|Your pager]][[File:Squad lanyard.png|right|thumb|Your lanyard, displaying your squad membership]]
 
 
===General squad equipment===
 
===General squad equipment===
<br>
+
These are the things every squad member receives.
These are the things every squad member gets, when they step on board.
+
*''[[File:Squad-pager.png]]Squad Pager'': This spawns in your inventory when you arrive on board. Allows you to speak on the squad comms with ''a HUD button''. It works when it's in your inventory. It works when comms are down. It works without any need for interaction. Its great! <s> Yet noone uses it </s>
*Squad pager: Allows you to speak on the squad comms with '':f''. It works when it's in your inventory. It works when comms are down. It works without any need for interaction. Its great! <s> Yet noone uses it </s>
+
If you want to return your equipment, '''put it all into your backpack, then click return on the vendor.''' The items must not be in any kind of container when in your backpack, not even the box you received them in.
*Squad lanyard: A little thingy that goes on your neck, and displays a HUD icon next to your character.<br>
+
====Standrad Equipment====
==Squad Types==
+
All squad members receives these in their Standard Box
[[File:Inflatables.png|right|thumb|These are the inflatable walls, held together by prayer and flex seal]]
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*''[[File:Squad jumpsuit.png|link=Special:FilePath/Squad_jumpsuit.png]]Combat jumpsuit'': A cheaply made uniform worn by general combat officers. Different squad members get differently named ones, but functionally, they are the same. They offer minimal protection against hazards. Midshipmen spawn wearing these.
=== Damage Control ===
+
**Defense values: 30 acid, 30 fire, 10 bullet, 10 melle
{{Anchor|Damage Control Squad}}
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*''[[File:Squad armor.png]]Squad Armor'': A light piece of armour, designed to protect its wearer from basic workplace hazards during general quarters. It has been lined with protective materials to allow the wearer to survive in space for slightly longer than usual, but '''is not spaceproof'''. It does not slow you down, but you can't put weapons in it's exo-suit slot.
<br>
+
**Defense values: 50 acid, 20 bio, 30 bomb, 40 bullet, 10 energy, 25 fire, 10 laser, 30 melee, 25 rad
The squad tasked with doing what the engineers <s> never </s> do: fix holes. This makes them just about the most useful squad on a ship under fire. In their box, they get inflatable walls and Flexi Seal(tm). These walls may not be the strongest, but they can keep air in, and the vacuum out. So put on a skinsuit - or ask the AI to open EVA -, turn on internals and start fixin'.<br>
+
*''[[File:Squad helmet.png]]Squad Helmet:'' A bulky helmet that's designed to keep your head in-tact while you perform essential repairs on the ship.
 <br>
+
** Defense values: 50 acid, 20 bio, 30 bomb, 20 bullet, 10 energy, 25 fire, 10 laser, 30 melee, 25 rad
The Flexi Seal(tm) is useful for two reasons. One being that they can fix up damaged inflatable walls. This is rarely used, as inflatables pop very easily. The more useful thing is fixing the Nuclear Reactor. Yes, here in the future we fix reactors with flex seal. So don't ask questions, and drop off a can at the [[Engineer|engineers]] doorstep.<br>
+
====Hazard Equipment====
<br> 
+
All squad members receive these in their Hazardous Equipment Box
 +
*''[[File:Squad spacesuit.png|link=Special:FilePath/Squad_spacesuit.png]]Armored Skinsuit:'' A light piece of armour, designed to protect its wearer from basic workplace hazards during general quarters. It has been reinforced, making it '''spaceproof'''. It slows you down considerably. You can't put weapons in it's exo-suit slot.
 +
**Defense values: 70 acid, 100 bio, 10 bomb, 30 bullet, 80 fire, 5 laser, 20 melee, 50 rad, 10 stamina
 +
*''[[File:Squad space helmet.png|link=Special:FilePath/Squad_space_helmet.png]]Squad Space Helmet:'' A special helmet with solar UV shielding to protect your eyes from harmful rays. It bears a squad's insignia. It has been reinforced, making it '''spaceproof'''. Protects you from flashes.
 +
**Defense values: 70 acid, 100 bio, 10 bullet, 80 fire, 15 melee, 50 rad, 10 stamina
 +
====Weaponry====
 +
When the XO gives you gun clearence, you will receive these things in your box. If you have already vended your box, but still want a gun, return your equipment, then re-vend your box.
 +
*''[[File:Secglock.png]]Glock-13'': A small 9mm handgun used by Nanotrasen security forces. It has a polymer handle and a full durasteel body construction, giving it a nice weight. The main sidearm of [[Security Officer]]<nowiki/>s and Heads of Staff. '''The mag that starts in the gun is non-lethal.''' Does 20 stamina or brute damage, depending on the ammo.
 +
*''[[File:Glock ammo.png]]9mm magazine:'' An extra magazine for your Glocks. Filled with lethal ammo. More can be acquired at cargo.
 +
==Squad Members==
 +
A squad is made up mostly of Squad Marines, but has multiple specialized members, like Engineers, who can fix or break things, and Medics, who heal people. And of course, on top of them all sits the SL.
 +
 
 +
Whichever role you get when you arrive on the ship depends on what you set in your Chracter Preferences, with the '''Squad Specialization''' button. The default is Marine. If you wish to change your role mid-round, you can talk to the XO.
 +
 
 +
Not all jobs can be members of a squad roundstart. This is either because they are in an important position, which they cannot leave to attend to Squad duties (like Engineers or Munitions Technicians), or that their jobs are close enough to Squad duties already (like Security Officers). The following jobs can't be squad members roundstart:
 +
*CIC personnell: the [[Executive Officer]], the [[Captain]] and [[Bridge Staff]]
 +
*Most of Security: [[Security Officer]]<nowiki/>s, the [[Warden]] and the [[Head of Security]]
 +
*Munitions: [[Munitions Technician]]<nowiki/>s, the [[Air Traffic Controller]], [[Fighter Pilot]]<nowiki/>s, the [[Flight Leader]] and the [[Master At Arms]]
 +
* Most of Engineering: [[Ship Engineer]]<nowiki/>s and the [[Chief Engineer]]
 +
*[[Medical Doctor]]<nowiki/>s
 +
*The [[AI]] and the [[Cyborg]]<nowiki/>s
 +
===Squad Leader{{Anchor}}===
 +
Rank: Lieutenant('''LT''')
 +
 
 +
Supervisor: [[XO]], [[HoS]]
 +
 
 +
The Squad Leader is responsible for organizing the squad. While the XO or the Captain may be far away in CIC, the SL is down on the ground, with a clear view on the situation.
 +
 
 +
While shipside, the SL should be the one leading with good example, helping out departments, and following the orders from CIC. Or not, if that is the example you want the squad to follow. You can also be an inspiring mentor to any new squadmates who may not be the greatest in whatever job you were given. As the SL, you are also the one tasked with ensuring that your squad is equipeed for whatever misson you will need to do.
 +
 
 +
When boarding, communication with CIC may be hard, or even nonexistant. Thus the SL may find himself as the highest ranking crewmember present. This is where SLs make or break. You need to assess the situation, and quickly, using your megaphone, assume command, and keep your marines alive. Looking unprepared is a bad sign, so always have a plan, or just act like you have one.  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! [[File:dc box.png]] Click here to view the contents of their box
+
!Click here to view their special equipment
 
|-
 
|-
| {{Item
+
|{{Item
  |name=Smart metal foam grenades, used to quickly patch a hole. Prime and throw!
+
  |name=A special helmet for your special unga head.
 
  |bgcolor1 = #FFEE88
 
  |bgcolor1 = #FFEE88
 
  |bgcolor2 = #FFDD66
 
  |bgcolor2 = #FFDD66
  |image = Grenade.png
+
  |image = Squad helmet.png
 
  }}
 
  }}
 
{{Item
 
{{Item
  |name=Inflatable walls, used to keep the vacuum out and people in
+
  |name=A megaphone, to tell your important messages loudly
 
  |bgcolor1 = #FFEE88
 
  |bgcolor1 = #FFEE88
 
  |bgcolor2 = #FFDD66
 
  |bgcolor2 = #FFDD66
  |image = Inflatable wall.png
+
  |image = Megaphone.png
}}
+
}}
{{Item
 
|name=Flexi seal(tm), used to fix inflatable walls and reactors alike
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = Sealant.png
 
}}
 
{{Item
 
|name=A crowbar, used to get into areas once the power runs out
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = Crowbar.png
 
}}
 
 
|}
 
|}
===Paramedic===
+
==== Squad Sergeant====
{{Anchor|Paramedic Squad}}
+
Rank: Sergeant ('''SGT''')
<br>
+
 
The paramedic squad members are the unsung heroes of the ship. Their box has all the equipment needed to stabilize and save a patient. They may not be able to heal everything on the spot, but they can drag you back to medbay.<br>
+
If you have enough experience in-game, you may become a Squad Sergeant roundstart, if you set your preference to ''Marine''.
<br>
+
 
Although their equipment is nothing to laugh at, it can always be improved. If an [[Medical Doctor|''actual'' doctor]] would be on their squad, they could lend them a few first-aid kits. But even if you don't have a squad mate in medbay, you could always just ask. The chemist most likely has a synthflesh factory up, and the CMO won't mind if you take a roller bed or two.
+
Squad Sergeants get the same equipment as normal Marines, but they are the Second in Command of the Squad, right under the SL. As such, if there is no SL, they will be the first ones to be promoted. Otherwise, their job is similar to the SL's job. While shipside, they are tasked with coordinating with CIC, telling inexperienced squadmates what to do. While boarding, the Sergeant can lead the Squad to victory, or if there is an SL, can take over command of a smaller force, tasked with a side job.
 +
===Squad Engineer===
 +
Rank: Second Lieutenant ('''SLT''')
 +
 
 +
Supervisors: Squad Sergeant
 +
 
 +
The Squad Engineer is responsible for fixing machinery vital for the squad's work, or for breaking into enemy ships. You are given a great power as an engineer, a full toolbelt. Use it for good [[Guide to hacking|and only good]]!
 +
 
 +
While shipside, you can assist in any department you were assigned to, just like a Marine. However, your tools can help you fix any machinery, or break-in to save people, or yourselves. On top of this, you have a full Damage Control box, filled to the brim with metal foam grenades and and inflatable walls. These can be used to patch breaches quickly and easily. The additional flexi seal can be used to patch up damaged inflatables or [[AGCNR|reactors]].
 +
 
 +
When boarding, your job will change drastically. Instead of fixing holes, you will need to make holes. You have all the equipment required to break down walls, doors and machinery. When the Dropship docks with the enemy ship, it will be your job to breach a wall or a window, allowing your team to move in. Once inside, you will need to hack doors to get into key areas, construct barricades to protect your crewmates, and possibly even fix up some machinery once the ship has been overtaken.  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! [[File:med box.png]] Click here to view the contents of their box
+
! Click here to view their special equipment
 
|-
 
|-
| {{Item
+
|{{Item
  |name=A Medical HUD, displaying the health of patients when worn on the eyes
+
  |name=A full toolbelt, for construction or deconstruction.
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = MedGlasses.png
 
}}
 
{{Item
 
|name=Gauze, used to stop bleedings
 
 
  |bgcolor1 = #FFEE88
 
  |bgcolor1 = #FFEE88
 
  |bgcolor2 = #FFDD66
 
  |bgcolor2 = #FFDD66
  |image = Gauze.png
+
  |image = Utilitybelt.png
 
  }}
 
  }}
 
{{Item
 
{{Item
  |name=Bruise packs, used to heal small owies
+
  |name=Welding Goggles, eyewear that protect your eyes when welding. Remember to flip it down before welding, not after.
 
  |bgcolor1 = #FFEE88
 
  |bgcolor1 = #FFEE88
 
  |bgcolor2 = #FFDD66
 
  |bgcolor2 = #FFDD66
  |image = Bpack.png
+
  |image = Welding Goggles.png
 
  }}
 
  }}
 
{{Item
 
{{Item
  |name=Ointment, used to heal small burns
+
  |name =A box full of equipment for fixing breaches. Contains 5 inflatable walls, 3 smart metal foam grenades, a crowbar and a can of flexi seal, for fixing inflatable walls and [[AGCNR|reactors]].
 
  |bgcolor1 = #FFEE88
 
  |bgcolor1 = #FFEE88
 
  |bgcolor2 = #FFDD66
 
  |bgcolor2 = #FFDD66
  |image = Oint.png
+
  |image = Dc box.png|32px
}}
+
}}
{{Item
 
|name=Epinephrien medipen, used to stop people in crit from dying
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = MediPen.png
 
}}
 
{{Item
 
|name=Dexalin medipen, used quickly heal oxygen damage
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = Blue medipen.png
 
}}
 
{{Item
 
|name=A roller bed, used to quickly transport people
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = Rollerbedfolded.png
 
}}
 
 
|}
 
|}
===Air Patrol===
+
===Squad Medic ===
{{Anchor|Air Patrol Squad}}
+
Rank: Second Lieutenant ('''SLT''')
[[File:Pilot.png|32px|right|thumb|This is how cool you will look like]]
 
Oww man, the flyboys are here. Called upon when there are too few [[Fighter Pilot|pilots]], Air Patrol squad members are tasked with getting in a fighter, flying off to space and shooting down the syndies.
 
  
Now, flying a fighter is a daunting task, so <s>ignore your task and stay alive</s> look at the [[Guide to Fighters]] or more specifically, [[Guide to Fighters#THE MOST IMPORTANT THINGS TO KNOW| here]]<br>
+
Supervisors: Squad Sergeant
<br>
+
 
Don't worry, there is always a helpful Pilot or MT ready to help out
+
The Squad Medic is responsible for, suprisingly, healing their squadmates. You have all the equipment needed to heal, or failing that stabilize your fellow Squad members, then bring them to Medbay.
 +
 
 +
While shipside, you can spend your time best by assisting in medbay. You can, with a bit of equipment from vendors and the medical lathe, become a real Doctor. Or, if Medbay is fully staffed, you are an excellent Paramedic, who can get patients to safety even from Space or a gunfight.
 +
 
 +
When boarding, you may become the most important member of your Squad. But do not be afraid, your fellow Marines know this as well, so you can count on them for keeping your backside safe. It is very important to stock up on meds before you lift off. You will mainly be facing enemies with gns, so bring brute meds and a lot of gauze. Once you arrive on board the enemy vessel, stick back, and heal anyone who limps back to you. You may find yourself being the only medic on board, but do not be afraid! Just slap some patches on their owies, and tell them to go away.
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! [[File:pilot box.png]] Click here to view the contents of their box
+
!Click here to view their special equipment
 
|-
 
|-
| {{Item
+
|{{Item
  |name=A double oxygen tank, giving you air in-flight.
+
  |name=A first aid kit, for treating basic injuries.
 
  |bgcolor1 = #FFEE88
 
  |bgcolor1 = #FFEE88
 
  |bgcolor2 = #FFDD66
 
  |bgcolor2 = #FFDD66
  |image = Double airtank.png
+
  |image = SMed.png
 
  }}
 
  }}
 
{{Item
 
{{Item
  |name=A pilot hardsuit, protects you if you need to eject from your fighter.
+
  |name=A bottle of sterilizing spray, to ensure that the patient doesn't get infected during surgery.
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = Pilot suit.png
 
}}
 
|}
 
===Security Fireteam===
 
{{Anchor|Security Fireteam Squad}}
 
[[File:Boarder.png|right|thumb|Oh no, a syndie!]]
 
The cool kids on the block. The one squad the XO is afraid to call. The bois in red. The Security Fireteam Members get a glock and armor. Given the obvious security risk, this squad is usually on called when there is a substatnital threat, such as [[Xenos]] or [[Syndicate Drop Trooper|Boarders]].
 
[[File:Secglock.png|left|noborder|This is your weapon]]
 
You get a Glock, which in itself might not be a very powerful weapon, but they are good enough to scare your enemies away. You get three mags for it, so get blastin'! (<i> Do note that the mag that <u> starts</u> in your Glock is rubber, while the other two are lethal</i>)Your armor may be a bit weak, but hey, it lets you spacewalk.
 
{| class="mw-collapsible mw-collapsed wikitable"
 
! [[File:sec box.png]] Click here to view the contents of their box: 
 
|-
 
|  {{Item
 
|name=A piece of armor, not the strongest, but more than nothing.
 
 
  |bgcolor1 = #FFEE88
 
  |bgcolor1 = #FFEE88
 
  |bgcolor2 = #FFDD66
 
  |bgcolor2 = #FFDD66
  |image = Squad armor.png
+
  |image = Steril spray.png
 
  }}
 
  }}
 
{{Item
 
{{Item
  |name=A helmet, ruining your hair since 2020.
+
  |name =A can of styptic powder, for healing brute damage.
 
  |bgcolor1 = #FFEE88
 
  |bgcolor1 = #FFEE88
 
  |bgcolor2 = #FFDD66
 
  |bgcolor2 = #FFDD66
  |image = Squad helmet.png
+
  |image = Brute spray.png|32px}}
}}
 
 
{{Item
 
{{Item
  |name=A glock, the thin line between you and the syndie.
+
  |name=An oxygen deprivation first aid kit, for treating suffocation. Only in the Hazardous Equipment box.
 
  |bgcolor1 = #FFEE88
 
  |bgcolor1 = #FFEE88
 
  |bgcolor2 = #FFDD66
 
  |bgcolor2 = #FFDD66
  |image = Secglock.png
+
  |image = O2med.png
}}
 
{{Item
 
|name=A magazine of ammo, filled with lethal bullets.
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = Glock ammo.png
 
}}
 
{{Item
 
|name=A club for beating people's face in.
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = Billyclub.png
 
 
  }}
 
  }}
 
|}
 
|}
===Munitions Support===
+
===Squad Marine===
{{Anchor|Munitions Support Squad}}
+
Rank: Private First Class ('''PFC''')
The BOOM boyz. You will be tasked with going over to Munitions and helping [[Munitions Technician|them]] load guns, make torp or fire the Gauss cannon. This may sound hard, but in all truth, it isn't.
 
  
'''Very important''': when in or near munitions, always wear your special munitions helmet, as it defends your ears from the Booms.
+
The Squad Marine is the most numerous of all the Squad roles. Squad Marines are the majority of any Squad, they put their lives on the line, they repair the ship, they work in Munitions.
  
The different types of guns are detailed on the [[Guide to Munitions]], but here is a general rundown of what you will be doing:<br>
+
While shipside, you, the Marine, have one very simple job: follow orders. If you were sent to repair the ship's hull, put on your space suit, grab a welder and start welding those plates. If you were sent to fill up Munitions, then go, make torp, load guns, etc. Your strength is in numbers, so if only one of you turns up to the job, you wont make a big difference. So listen to the XO's or the SL's orders, and actually, help out. But do not be afraid if you find yourself overwhelmed by your new tasks! You have your Pager, so just ask the SL or the Sergeants if you don't know what to do
* Firing the 50 cals: just click on a 50 cal console, and click anywhere to start firing.
+
 
** You needn't hold down your mouse to fire it, just click in one place, and it will fire there until you click elsewhere.
+
When boarding, the plan doesn't change that much. But this time, your lives are at stake! So always watch eachother's back, never go alone, and safeguard the medics. Situational awareness is even more important then usual. Be careful with how you spend your ammo, as you do not get much. And always keep your Pager at hand, as normal comms may not be avaible.
** To stop the gun from firing, click on the ship.
 
** If you run out, just go to the actual turret, and reload it with a new box. Be sure to wear your helmet.
 
* Firing the Gauss guns: hop in the gunner chair, wait until you are raised up, and click anywhere to fire a short burst of powerful rounds.
 
** If you need to reload, first hop out of the gun, send up the loading rack and hop back in. When the console screen opens, clikck ''Payload Loaded'', ''Payload Chambered'' and turn off the safeties. Then fire away.
 
** New rounds can be dispensed from the Gauss gun ammo dispensers, on the walls nearby.
 
<br>
 
Please note that handling the NACs and the Torpedos carries a risk of huge explosions. So if you can, leave these jobs to the actual MTs.
 
{| class="mw-collapsible mw-collapsed wikitable"
 
! [[File:mt box.png]]Click here to view the contents of their box: 
 
|-
 
|  {{Item
 
|name=A hazard vest, making you blend in with the Munitions boys.
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = Hazard.png
 
}}
 
{{Item
 
|name=A munitions helmet, protecting your ears from the loud BOOMs of the weapons.
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = Muni helmet.png
 
}}
 
|}
 
===CIC ops===
 
{{Anchor|CIC ops Squad}}
 
The squad with the important job. Your task is to go to the Bridge, and either drive the ship, or manage the guns. This process is detailed [[Bridge Staff|here]]. But, ill provide a brief rundown here:
 
*To fly the ship, press space until it starts following your mouse, then move around with WASD.
 
**You can boost with pressing Shift, or pull the handbreak with Alt.
 
**You can toggle drifting with X.
 
*To shoot the big guns, switch around with Space, and click towards the enemy.
 
**The Naval Artillery or the Phasers are the big booms that can tear ships in half, but they take an awful lot of time to reload and aim.
 
**The Torps can chase after enemies, you only need to fire them in their general direction
 
{| class="mw-collapsible mw-collapsed wikitable"
 
! Click here to view the contents of their box:
 
|-
 
|That's right, you dont get any fancy items, instead you get:
 
|-
 
|  {{Item
 
|name=Acess to the bridge, with all the advanteges of that.
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = Id gold.png
 
}}
 
|} 
 
 
==Managing squads==
 
==Managing squads==
[[File: Squad management.png|right|noborder|The Squad Management Console's UI]]
+
[[File: Squad management.png|right|The Squad Management Console's UI|alt=|600x600px]]
Squad management is the [[Executive Officer]]'s job. He has a machine in his office, the <i>Squad Management Console</i>, which allows him to do a plethora of things. Let's go over them:
+
Squad management is the [[Executive Officer]]'s job. He can do it either from a machine in his office, the <i>Squad Management Console</i>, or from the ''Squad Management'' program on a Modular Console.. Either one of those let's you do numerous things! Let's go over them:
*The button marked with <u>Purple</u> lets you repaint Pagers and Lanyards. This is important, beacuse only people with a pager of maching color can acess squad radios. (eg. Red pager for Apples; Yellow pager for Butters, etc. ). The same goes for lanyards. If you want an equipment box for Apples squad (in this case Munitions Support), you will need a Red lanyard.
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*The button marked with <u>Purple</u> lets you reassign people into new Roles.
*The button marked with <u>Red</u> allows you to message a squad. This sends a noticable message to all squad members. You can use this to update them on changing situations, give orders often, or HONK at them
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*The button marked with <u>Red</u> allows you to transfer people between Squads. The Squads are different from eachother, albeit not by much.
*The button marked with <u>White</u> lets you change a squads assignement. This allows them to vend new Equipment Boxes from Squad Vendors, altough they will have to return their old ones. This should be accompanied by an order, telling them what to do with this new job, where to do it and how to do it
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*The button marked with <u>White</u> lets you print a new lanyard. The lanyard can be used in hand by anybody to join a Squad.
*The button marked with <u>Green</u> sets a standing order for the squad. These orders stay displayed in their Squads tab, so use this to send more general information, like "Patch holes!", "Save people!", "Go to Munitions and load torp!"
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*The button marked with <u>Blue</u> toggles if that Squad will be automatically filled when new people join the round.
*Clicking on the name of a squad member - marked with <u>Blue</u> here - allows you to reassign them, or promote them. Reassigning them moves them to a different squad - altough they will still need a repaint, as detailed above. Promoting someone makes them the Squad Leader - in effect this just gives them the right to shout at people, without much actual authority.
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*The button marked with <u>Yellow</u> toggles if that Squad's members receive guns in their Equipment boxes. Use with caution!
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*The button marked with <u>Green</u> toggles Elevated Acces for Squads.
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*The buttons marked with <u>Pink</u> let you set objectives for Squads. These should be general orders, detailing what they need to do.
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*The button marked with <u>Brown</u> lets you message Squads, to provide them with up-to-date information on quickly changing events.
 
 
 
 
 
==Tips==
 
==Tips==
*The XO and the [[Captain]] has a General Pager, a pager that can listen in to any squad radio.
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*The XO, the Captain, the HoS and Security Officers have a General Pager, a pager that can listen in to any squad radio.
*If you find a lanyard dropped on the ground, you can use it to vend that squad's equipment box.
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*Able and Charlie - when given Elevated Access - have access to the Brig and the Hangar. Baker and Duff have access to Medical, Munitions and Engineering.
*CiC ops can use their IDs on the Escape Shuttle console to speed up its departure.
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*Baker Squad can have up to 4 engineers roundstart.
*<s>Security fears the fireteam, they are just afraid to accept their weakness</s>
 
 
----
 
----
<br>
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<br>That should be all. If any of this seems daunting, dont be afraid. You can always ask for help, and even if you fail, no-one expects the Bartender to save the ship in the middle of a battle, so dont worry if you aren't the most useful.<br>
That should be all. If any of this seems daunting, dont be afraid. You can always ask for help, and even if you fail, no-one expects the Bartender to save the ship in the middle of a battle, so dont worry if you aren't the most useful.<br>
+
 <br>Yours truly,<br>
 <br>
 
Yours truly,<br>
 
 
 <br>
 
 <br>
 
Acting Executive Officer Ian[[File:Ian.PNG|left|noborder]] 
 
Acting Executive Officer Ian[[File:Ian.PNG|left|noborder]] 

Revision as of 10:06, 15 July 2021

Basics of squaddery

Welcome aboard valued employee! We deeply thank you for signing up as a Doctor/Engineer/Clown. But, there is one more thing you have to do. What, you expected a calm shift honking around?
 
That's right, here in the navy, we need every hand at the ready when combat hits. And thus, squads were born. When the sirens ring, and General Quarters is declared, all non-essential personnel must assist in the fighting.
 
Non-essential personnel means non-combat generally. So everyone NOT in the munitions department. Doctors, scientists, engineers, bartenders and such.
 
When you arrive on board, you are greeted by a large, reddish text, detailing which squad you are in, and what you will have to do. Don't get alarmed, it really isn't difficult. I'll detail what each squad does below. For now let's go over what to do. In the beginning of the shift, not much. Do whatever your job requires. After all, you are still useful, just not combat. Combat usually doesn't begin until one hour has passed, or even more, depending on your Bridge Crew, so you might even go without GQ a whole shift. If you do get into GQ, however..

General Quarters

A squad vendor

Oh uh. The alarms are ringing, the ship has entered combat or CC is just annoying you. You now have to make your way to a squad vendor. They are usually located in central areas, such as briefing, the main hallway or the bar. Head over to them, vend your Equipment Box and start your duty.

General squad equipment

These are the things every squad member receives.

  • Squad-pager.pngSquad Pager: This spawns in your inventory when you arrive on board. Allows you to speak on the squad comms with a HUD button. It works when it's in your inventory. It works when comms are down. It works without any need for interaction. Its great! Yet noone uses it

If you want to return your equipment, put it all into your backpack, then click return on the vendor. The items must not be in any kind of container when in your backpack, not even the box you received them in.

Standrad Equipment

All squad members receives these in their Standard Box

  • Squad jumpsuit.pngCombat jumpsuit: A cheaply made uniform worn by general combat officers. Different squad members get differently named ones, but functionally, they are the same. They offer minimal protection against hazards. Midshipmen spawn wearing these.
    • Defense values: 30 acid, 30 fire, 10 bullet, 10 melle
  • Squad armor.pngSquad Armor: A light piece of armour, designed to protect its wearer from basic workplace hazards during general quarters. It has been lined with protective materials to allow the wearer to survive in space for slightly longer than usual, but is not spaceproof. It does not slow you down, but you can't put weapons in it's exo-suit slot.
    • Defense values: 50 acid, 20 bio, 30 bomb, 40 bullet, 10 energy, 25 fire, 10 laser, 30 melee, 25 rad
  • Squad helmet.pngSquad Helmet: A bulky helmet that's designed to keep your head in-tact while you perform essential repairs on the ship.
    • Defense values: 50 acid, 20 bio, 30 bomb, 20 bullet, 10 energy, 25 fire, 10 laser, 30 melee, 25 rad

Hazard Equipment

All squad members receive these in their Hazardous Equipment Box

  • Squad spacesuit.pngArmored Skinsuit: A light piece of armour, designed to protect its wearer from basic workplace hazards during general quarters. It has been reinforced, making it spaceproof. It slows you down considerably. You can't put weapons in it's exo-suit slot.
    • Defense values: 70 acid, 100 bio, 10 bomb, 30 bullet, 80 fire, 5 laser, 20 melee, 50 rad, 10 stamina
  • Squad space helmet.pngSquad Space Helmet: A special helmet with solar UV shielding to protect your eyes from harmful rays. It bears a squad's insignia. It has been reinforced, making it spaceproof. Protects you from flashes.
    • Defense values: 70 acid, 100 bio, 10 bullet, 80 fire, 15 melee, 50 rad, 10 stamina

Weaponry

When the XO gives you gun clearence, you will receive these things in your box. If you have already vended your box, but still want a gun, return your equipment, then re-vend your box.

  • Secglock.pngGlock-13: A small 9mm handgun used by Nanotrasen security forces. It has a polymer handle and a full durasteel body construction, giving it a nice weight. The main sidearm of Security Officers and Heads of Staff. The mag that starts in the gun is non-lethal. Does 20 stamina or brute damage, depending on the ammo.
  • Glock ammo.png9mm magazine: An extra magazine for your Glocks. Filled with lethal ammo. More can be acquired at cargo.

Squad Members

A squad is made up mostly of Squad Marines, but has multiple specialized members, like Engineers, who can fix or break things, and Medics, who heal people. And of course, on top of them all sits the SL.

Whichever role you get when you arrive on the ship depends on what you set in your Chracter Preferences, with the Squad Specialization button. The default is Marine. If you wish to change your role mid-round, you can talk to the XO.

Not all jobs can be members of a squad roundstart. This is either because they are in an important position, which they cannot leave to attend to Squad duties (like Engineers or Munitions Technicians), or that their jobs are close enough to Squad duties already (like Security Officers). The following jobs can't be squad members roundstart:

Squad Leader

Rank: Lieutenant(LT)

Supervisor: XO, HoS

The Squad Leader is responsible for organizing the squad. While the XO or the Captain may be far away in CIC, the SL is down on the ground, with a clear view on the situation.

While shipside, the SL should be the one leading with good example, helping out departments, and following the orders from CIC. Or not, if that is the example you want the squad to follow. You can also be an inspiring mentor to any new squadmates who may not be the greatest in whatever job you were given. As the SL, you are also the one tasked with ensuring that your squad is equipeed for whatever misson you will need to do.

When boarding, communication with CIC may be hard, or even nonexistant. Thus the SL may find himself as the highest ranking crewmember present. This is where SLs make or break. You need to assess the situation, and quickly, using your megaphone, assume command, and keep your marines alive. Looking unprepared is a bad sign, so always have a plan, or just act like you have one.

Click here to view their special equipment: 
A special helmet for your special unga head.
A special helmet for your special unga head.
A megaphone, to tell your important messages loudly
A megaphone, to tell your important messages loudly

Squad Sergeant

Rank: Sergeant (SGT)

If you have enough experience in-game, you may become a Squad Sergeant roundstart, if you set your preference to Marine.

Squad Sergeants get the same equipment as normal Marines, but they are the Second in Command of the Squad, right under the SL. As such, if there is no SL, they will be the first ones to be promoted. Otherwise, their job is similar to the SL's job. While shipside, they are tasked with coordinating with CIC, telling inexperienced squadmates what to do. While boarding, the Sergeant can lead the Squad to victory, or if there is an SL, can take over command of a smaller force, tasked with a side job.

Squad Engineer

Rank: Second Lieutenant (SLT)

Supervisors: Squad Sergeant

The Squad Engineer is responsible for fixing machinery vital for the squad's work, or for breaking into enemy ships. You are given a great power as an engineer, a full toolbelt. Use it for good and only good!

While shipside, you can assist in any department you were assigned to, just like a Marine. However, your tools can help you fix any machinery, or break-in to save people, or yourselves. On top of this, you have a full Damage Control box, filled to the brim with metal foam grenades and and inflatable walls. These can be used to patch breaches quickly and easily. The additional flexi seal can be used to patch up damaged inflatables or reactors.

When boarding, your job will change drastically. Instead of fixing holes, you will need to make holes. You have all the equipment required to break down walls, doors and machinery. When the Dropship docks with the enemy ship, it will be your job to breach a wall or a window, allowing your team to move in. Once inside, you will need to hack doors to get into key areas, construct barricades to protect your crewmates, and possibly even fix up some machinery once the ship has been overtaken.

Click here to view their special equipment: 
A full toolbelt, for construction or deconstruction.
A full toolbelt, for construction or deconstruction.
Welding Goggles, eyewear that protect your eyes when welding. Remember to flip it down before welding, not after.
Welding Goggles, eyewear that protect your eyes when welding. Remember to flip it down before welding, not after.
A box full of equipment for fixing breaches. Contains 5 inflatable walls, 3 smart metal foam grenades, a crowbar and a can of flexi seal, for fixing inflatable walls and reactors.
A box full of equipment for fixing breaches. Contains 5 inflatable walls, 3 smart metal foam grenades, a crowbar and a can of flexi seal, for fixing inflatable walls and reactors.

Squad Medic

Rank: Second Lieutenant (SLT)

Supervisors: Squad Sergeant

The Squad Medic is responsible for, suprisingly, healing their squadmates. You have all the equipment needed to heal, or failing that stabilize your fellow Squad members, then bring them to Medbay.

While shipside, you can spend your time best by assisting in medbay. You can, with a bit of equipment from vendors and the medical lathe, become a real Doctor. Or, if Medbay is fully staffed, you are an excellent Paramedic, who can get patients to safety even from Space or a gunfight.

When boarding, you may become the most important member of your Squad. But do not be afraid, your fellow Marines know this as well, so you can count on them for keeping your backside safe. It is very important to stock up on meds before you lift off. You will mainly be facing enemies with gns, so bring brute meds and a lot of gauze. Once you arrive on board the enemy vessel, stick back, and heal anyone who limps back to you. You may find yourself being the only medic on board, but do not be afraid! Just slap some patches on their owies, and tell them to go away.

Click here to view their special equipment: 
A first aid kit, for treating basic injuries.
A first aid kit, for treating basic injuries.
A bottle of sterilizing spray, to ensure that the patient doesn't get infected during surgery.
A bottle of sterilizing spray, to ensure that the patient doesn't get infected during surgery.
A can of styptic powder, for healing brute damage.
A can of styptic powder, for healing brute damage.
An oxygen deprivation first aid kit, for treating suffocation. Only in the Hazardous Equipment box.
An oxygen deprivation first aid kit, for treating suffocation. Only in the Hazardous Equipment box.

Squad Marine

Rank: Private First Class (PFC)

The Squad Marine is the most numerous of all the Squad roles. Squad Marines are the majority of any Squad, they put their lives on the line, they repair the ship, they work in Munitions.

While shipside, you, the Marine, have one very simple job: follow orders. If you were sent to repair the ship's hull, put on your space suit, grab a welder and start welding those plates. If you were sent to fill up Munitions, then go, make torp, load guns, etc. Your strength is in numbers, so if only one of you turns up to the job, you wont make a big difference. So listen to the XO's or the SL's orders, and actually, help out. But do not be afraid if you find yourself overwhelmed by your new tasks! You have your Pager, so just ask the SL or the Sergeants if you don't know what to do

When boarding, the plan doesn't change that much. But this time, your lives are at stake! So always watch eachother's back, never go alone, and safeguard the medics. Situational awareness is even more important then usual. Be careful with how you spend your ammo, as you do not get much. And always keep your Pager at hand, as normal comms may not be avaible.

Managing squads

Squad management is the Executive Officer's job. He can do it either from a machine in his office, the Squad Management Console, or from the Squad Management program on a Modular Console.. Either one of those let's you do numerous things! Let's go over them:

  • The button marked with Purple lets you reassign people into new Roles.
  • The button marked with Red allows you to transfer people between Squads. The Squads are different from eachother, albeit not by much.
  • The button marked with White lets you print a new lanyard. The lanyard can be used in hand by anybody to join a Squad.
  • The button marked with Blue toggles if that Squad will be automatically filled when new people join the round.
  • The button marked with Yellow toggles if that Squad's members receive guns in their Equipment boxes. Use with caution!
  • The button marked with Green toggles Elevated Acces for Squads.
  • The buttons marked with Pink let you set objectives for Squads. These should be general orders, detailing what they need to do.
  • The button marked with Brown lets you message Squads, to provide them with up-to-date information on quickly changing events.

 

Tips

  • The XO, the Captain, the HoS and Security Officers have a General Pager, a pager that can listen in to any squad radio.
  • Able and Charlie - when given Elevated Access - have access to the Brig and the Hangar. Baker and Duff have access to Medical, Munitions and Engineering.
  • Baker Squad can have up to 4 engineers roundstart.


That should be all. If any of this seems daunting, dont be afraid. You can always ask for help, and even if you fail, no-one expects the Bartender to save the ship in the middle of a battle, so dont worry if you aren't the most useful.
 
Yours truly,
 

Acting Executive Officer Ian

noborder