Difference between revisions of "Squads"

From NSV13
Jump to navigationJump to search
m (Updates the page for Newitions)
m (Some grammar fixes)
 
(8 intermediate revisions by 4 users not shown)
Line 1: Line 1:
 
==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 Scientist/Cook/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 your job does not relate to or escalate during combat. So everyone NOT in the munitions, engineering, or medical department. Scientists, botanists, 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]]
+
== Equipment ==
 +
===General squad equipment===
 +
These are the things every squad member receives.
 +
*''[[File:Squad-pager.png]]Squad Pager'': This spawns in your inventory when you arrive on board. Allows you to receive messages on squad comms. Squad leaders and certain heads have two-way pagers that can send out messages with ''a HUD button''. If you receive a message while your pager is put away in your backpack or something it will buzz! To see what was said, take out the pager and click on it in your hand.
 +
*''Squad Lanyard:'' This spawns in your inventory when you arrive on board. Wearing it on your neck slot (the one that looks like a tie) will display a HUD icon by your character that allows others to see what squad you are in.
 +
If you want to return your equipment, there are a few ways to do so:
 +
* By clicking on the squad vendor with each piece of equipment or with the squad item box containing the equipment
 +
* By putting it into the top level of your backpack and clicking the return button on the vendor
 +
* By putting it into the squad item box in your backpack and clicking the return button on the vendor
 +
The vendor will also accept empty squad item boxes as part of Nanotrasen's recycling program!
 +
 
 +
If you have lost your equipment, don't worry! The vendor will also allow you to pay a modest replacement fee for it so that you can still get a new set of equipment.
 +
====Standard Equipment====
 +
All squad members receives these in their Standard Box
 +
*''[[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.
 +
**Defense values: 30 acid, 30 fire, 10 bullet, 10 melee
 +
*''[[File:Squad armor.png]]Squad Armor'': A light piece of armor, 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 space-proof'''. It does not slow you down, but you can't put weapons in it's exosuit slot.
 +
**Defense values: 50 acid, 20 bio, 30 bomb, 40 bullet, 10 energy, 25 fire, 10 laser, 30 melee, 25 rad
 +
*''[[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.
 +
** 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
 +
*''[[File:Squad spacesuit.png|link=Special:FilePath/Squad_spacesuit.png]]Armored Skinsuit:'' A light piece of armor, designed to protect its wearer from basic workplace hazards during general quarters. It has been reinforced, making it '''space-proof'''. 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 '''space-proof'''. 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 clearance, 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 Glock. Filled with lethal ammo. More can be acquired at cargo.
 +
=== Duty-related Equipment ===
 +
Some squad duties come with additional equipment options.
 +
==== Squad Engineer Kit ====
 +
*''[[File:Utilitybelt.png]]Toolbelt'': A full toolbelt, for construction or deconstruction.
 +
*''[[File:Welding Goggles.png]]Welding Goggles'': Welding Goggles, eyewear that protect your eyes when welding. Remember to flip it down before welding, not after.
 +
* ''[[File:Dc box.png]] Damage Control Box'': 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]].
 +
==== Squad Medic Kit ====
 +
*''[[File:SMed.png]]First Aid Kit'': A first aid kit, for treating basic injuries.
 +
*''[[File:Steril spray.png]]Sterilizing Spray'': A bottle of sterilizing spray, to ensure that the patient doesn't get infected during surgery.
 +
*''[[File:Brute spray.png]]Styptic Powder'': A can of styptic powder, for healing brute damage.
 +
*''[[File:O2med.png]]Oxygen Deprivation Kit'': An oxygen deprivation first aid kit, for treating suffocation. Only in the Hazardous Equipment box.
 +
== Squad Roles ==
 +
A squad is made up mostly normal squad members who help fulfill critical secondary duties during combat situations. And of course, on top of them all sits the Squad Leader (or SL). By default, the squad management system will try to assign the highest ranking member of the squad as leader.
 +
=== Squad Member {{Anchor}} ===
 +
While ship-side, you, the squaddie, 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 torpedoes, load guns, etc. Your strength is in numbers, so if only one of you turns up to the job, you won't make a big difference. So listen to the XO's or the SL's orders, and actually help out. Don't be afraid if you find yourself overwhelmed by your new tasks! Ask your SL or your teammates 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 each other's backs and never go alone. 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.
  
===General squad equipment===
+
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:
<br>
+
*CIC personnel: the [[Executive Officer]], the [[Captain]] and [[Bridge Staff]]
These are the things every squad member gets, when they step on board.
+
*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}}===
 +
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.
  
*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>
+
While ship-side, 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 squad-mates 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 equipped for their mission.
*Squad lanyard: A little thingy that goes on your neck, and displays a HUD icon next to your character.<br>
 
  
==Squad Types==
+
When boarding, communication with CIC may be hard, or even nonexistent. Thus the SL may find himself as the highest ranking crew member present. This is where SLs make or break. You need to assess the situation, and quickly, using your megaphone, assume command, and keep your team alive. Looking unprepared is a bad sign, so always have a plan, or just act like you have one.  
[[File:Inflatables.png|right|thumb|These are the inflatable walls, held together by prayer and flex seal]]
 
=== Damage Control ===
 
{{Anchor|Damage Control Squad}}
 
<br>
 
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>
 
 <br>
 
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>
 
<br> 
 
 
{| 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
 
|name=Inflatable walls, used to keep the vacuum out and people in
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = Inflatable wall.png
 
}}
 
{{Item
 
|name=Flexi seal(tm), used to fix inflatable walls and reactors alike
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = Sealant.png
 
 
  }}
 
  }}
{{Item
+
{{Item
  |name=A crowbar, used to get into areas once the power runs out
+
  |name=A megaphone, to tell your important messages loudly
 
  |bgcolor1 = #FFEE88
 
  |bgcolor1 = #FFEE88
 
  |bgcolor2 = #FFDD66
 
  |bgcolor2 = #FFDD66
  |image = Crowbar.png
+
  |image = Megaphone.png
}}
+
}}
 
|}
 
|}
 +
== Squad Duties ==
 +
Each squad is assigned a primary duty that they are responsible for carrying out during combat operations. Many of these overlap with the roles of combat-critical departments, giving them extra support when they need it the most. If there are people staffing the department you are assisting, be sure to coordinate with them to make the most of your efforts!
 +
 +
Shortly after round-start, the squad system will try to staff critical departments with squads if there's no one in them. A '''CIC Ops''' squad will be assigned if there are no Bridge Staff, a '''Damage Control''' squad will be assigned if there are no Engineers or Atmos Techs, and a '''Munitions Support''' squad will be assigned if there are no Munitions Technicians.
 +
 +
Squad duties have additional access associated with them. This is disabled by default unless the squad was automatically assigned to fill an empty department.
 +
=== CIC Ops ===
 +
What's that - there aren't any bridge staff? The CIC Ops squad is on it! When assigned to CIC Ops, you are responsible for making sure the helm and tactical consoles are manned. Don't let the enemy catch you off guard, dodge fire from the enemy ships, and shoot back to make your way to victory!
 +
 +
See the [[Bridge Staff]] guide for more details on manning CIC.
  
===Paramedic===
+
'''Extra access:''' CIC
{{Anchor|Paramedic Squad}}
+
=== Damage Control Team===
<br>
+
The damage control squad is responsible for repairing machinery and structures, or for breaking into enemy ships. Your Squad Engineer kit gives you a great power as an engineer, a full toolbelt. Use it for good [[Guide to hacking|and only good]]!
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>
+
 
<br>
+
While ship-side, 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]]. Finally, you have access to the Armour Pumps in case the engineering department is short-staffed.
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.
+
 
{| class="mw-collapsible mw-collapsed wikitable"
+
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 crew mates, and possibly even fix up some machinery once the ship has been overtaken.  
! [[File:med box.png]] Click here to view the contents of their box: 
+
 
|-
+
Damage control team members have access to the '''Squad Engineer kit'''.  
|  {{Item
 
|name=A Medical HUD, displaying the health of patients when worn on the eyes
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = MedGlasses.png
 
}}
 
{{Item
 
|name=Gauze, used to stop bleedings
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = Gauze.png
 
}}
 
{{Item
 
|name=Bruise packs, used to heal small owies
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = Bpack.png
 
}}
 
{{Item
 
|name=Ointment, used to heal small burns
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = Oint.png
 
}}
 
  {{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===
 
{{Anchor|Air Patrol Squad}}
 
[[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>
+
'''Extra access:''' Engineering and atmospherics
<br>
+
===Medical Team ===
 +
The medical squad is responsible for, surprisingly, helping heal the crew. You provide emergency medical assistance and first aid to keep medbay from being overwhelmed and keep your crew mates in the fight! You have all the equipment needed to heal, or failing that stabilize your fellow crew members, then bring them to medbay.
  
Don't worry, there is always a helpful Pilot or MT ready to help out
+
While ship-side, you can spend your time best by assisting 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.
  
{| class="mw-collapsible mw-collapsed wikitable"
+
When boarding, count on your fellow boarders to keep your backside safe so you can come to their rescue. It is very important to stock up on meds before you lift off. You will mainly be facing enemies with guns, 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. Just slap some patches on their owies, and tell them to go away.
! [[File:pilot box.png]] Click here to view the contents of their box: 
 
|-
 
|  {{Item
 
|name=A double oxygen tank, giving you air in-flight.
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = Double airtank.png
 
}}
 
{{Item
 
|name=A pilot hardsuit, protects you if you need to eject from your fighter.
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = Pilot suit.png
 
}}
 
|}
 
  
===Security Fireteam===
+
Medical squad members have access to the '''Squad Medic kit'''.
{{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"
+
'''Extra access:''' Medical and surgery
! [[File:sec box.png]] Click here to view the contents of their box: 
+
=== Security Support ===
|-
+
The security support squad provides backup for the ship's dedicated Military Police. Ship-side, you help repel boarders and other threats, and may even act as deputies when dealing with enemy agents! When boarding, you lead the charge, going toe-to-toe with enemy soldiers to capture their ship, and protect your support personnel like engineers and medics.
|  {{Item
 
|name=A piece of armor, not the strongest, but more than nothing.
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = Squad armor.png
 
}}
 
{{Item
 
|name=A helmet, ruining your hair since 2020.
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = Squad helmet.png
 
}}
 
{{Item
 
|name=A glock, the thin line between you and the syndie.
 
|bgcolor1 = #FFEE88
 
|bgcolor2 = #FFDD66
 
|image = Secglock.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===
+
Work together with the security department to get any tools and weapons needed for your job that aren't provided in your squad kit, and bother the XO for weapons clearance if you don't already have it!
{{Anchor|Munitions Support Squad}}
 
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.
+
'''Extra access:''' Security doors and brig
 +
=== Combat Air Patrol ===
 +
Ever wanted to fly but never actually made it to flight school? You're in luck - the ship needs fighter pilots! When assigned to combat air patrol, your squad is responsible for manning any available fighters to provide combat support for the ship. Refer to [[Guide to Fighters]] for more information.
  
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>
+
During boarding operations, you may need to act as the dropship pilot, getting the boarding team safely to the enemy ship in order to take it over. Don't leave once they've gotten out though - the dropship is an important rallying point for the boarding team, so stay nearby and defend your aircraft. They may leave additional weapons or supplies inside to come back for, or bring wounded back for treatment. You are also the get-away driver if things really go south.
* 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.
 
** 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"
+
Combat air patrol members have access to the '''Squad Engineer kit'''.
! [[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===
+
'''Extra access:''' Munitions, hangar, and fighters
{{Anchor|CIC ops Squad}}
+
=== Munitions Support ===
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:
+
As a munitions support team member, you assist with one of the most critical combat operations - keeping the guns firing! Keep the PDCs loaded, shove bag after bag of gunpowder into the NACs, and reload the gauss guns! Ears ringing, guns singing! Check out the [[Guide to Munitions]] for tips!
*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"
+
Munitions support members have access to the '''Squad Engineer kit'''.
! 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
 
}}
 
|} 
 
  
 +
'''Extra access:''' Munitions
 
==Managing squads==
 
==Managing squads==
[[File: Squad management.png|right|noborder|The Squad Management Console's UI]]
+
[[File:Squad management2.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 "Promote" and "Demote" buttons, marked with <u>Purple</u>, let you change who the Squad Leader is.
*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.
+
*The "Transfer" buttons, marked with <u>Red</u>, allow you to transfer people between Squads.
*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
+
*The "Print Lanyard" 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>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
+
*The "Autofill" button marked with <u>Blue</u> toggles if that Squad will be automatically filled when new people join the round.
*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!"
+
*The "Gun Clearance" button marked with <u>Yellow</u> toggles if that Squad's members receive guns in their Equipment boxes. Use with caution!
*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.
+
*The "Access" button marked with <u>Green</u> toggles Elevated Access for Squads.
 +
*The Primary Orders "Change" buttons marked with <u>Pink</u> let you set the primary duties for Squads. These come from the list of duties above.
 +
*The Secondary Orders "Change" buttons marked with <u>Orange</u> let you set the secondary objectives for a squad. This is a free text entry for giving additional instructions.
 +
*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.
+
*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.
 
*CiC ops can use their IDs on the Escape Shuttle console to speed up its departure.
 
*<s>Security fears the fireteam, they are just afraid to accept their weakness</s>
 
 
----
 
----
<br>
+
<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]] 

Latest revision as of 13:48, 4 September 2022

Basics of squaddery[edit | edit source]

Welcome aboard valued employee! We deeply thank you for signing up as a Scientist/Cook/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 your job does not relate to or escalate during combat. So everyone NOT in the munitions, engineering, or medical department. Scientists, botanists, 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[edit | edit source]

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.

Equipment[edit | edit source]

General squad equipment[edit | edit source]

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 receive messages on squad comms. Squad leaders and certain heads have two-way pagers that can send out messages with a HUD button. If you receive a message while your pager is put away in your backpack or something it will buzz! To see what was said, take out the pager and click on it in your hand.
  • Squad Lanyard: This spawns in your inventory when you arrive on board. Wearing it on your neck slot (the one that looks like a tie) will display a HUD icon by your character that allows others to see what squad you are in.

If you want to return your equipment, there are a few ways to do so:

  • By clicking on the squad vendor with each piece of equipment or with the squad item box containing the equipment
  • By putting it into the top level of your backpack and clicking the return button on the vendor
  • By putting it into the squad item box in your backpack and clicking the return button on the vendor

The vendor will also accept empty squad item boxes as part of Nanotrasen's recycling program!

If you have lost your equipment, don't worry! The vendor will also allow you to pay a modest replacement fee for it so that you can still get a new set of equipment.

Standard Equipment[edit | edit source]

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 melee
  • Squad armor.pngSquad Armor: A light piece of armor, 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 space-proof. It does not slow you down, but you can't put weapons in it's exosuit 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[edit | edit source]

All squad members receive these in their Hazardous Equipment Box

  • Squad spacesuit.pngArmored Skinsuit: A light piece of armor, designed to protect its wearer from basic workplace hazards during general quarters. It has been reinforced, making it space-proof. 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 space-proof. Protects you from flashes.
    • Defense values: 70 acid, 100 bio, 10 bullet, 80 fire, 15 melee, 50 rad, 10 stamina

Weaponry[edit | edit source]

When the XO gives you gun clearance, 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 Glock. Filled with lethal ammo. More can be acquired at cargo.

Duty-related Equipment[edit | edit source]

Some squad duties come with additional equipment options.

Squad Engineer Kit[edit | edit source]

  • Utilitybelt.pngToolbelt: A full toolbelt, for construction or deconstruction.
  • Welding Goggles.pngWelding Goggles: Welding Goggles, eyewear that protect your eyes when welding. Remember to flip it down before welding, not after.
  • Dc box.png Damage Control Box: 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 Kit[edit | edit source]

  • SMed.pngFirst Aid Kit: A first aid kit, for treating basic injuries.
  • Steril spray.pngSterilizing Spray: A bottle of sterilizing spray, to ensure that the patient doesn't get infected during surgery.
  • Brute spray.pngStyptic Powder: A can of styptic powder, for healing brute damage.
  • O2med.pngOxygen Deprivation Kit: An oxygen deprivation first aid kit, for treating suffocation. Only in the Hazardous Equipment box.

Squad Roles[edit | edit source]

A squad is made up mostly normal squad members who help fulfill critical secondary duties during combat situations. And of course, on top of them all sits the Squad Leader (or SL). By default, the squad management system will try to assign the highest ranking member of the squad as leader.

Squad Member[edit | edit source]

While ship-side, you, the squaddie, 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 torpedoes, load guns, etc. Your strength is in numbers, so if only one of you turns up to the job, you won't make a big difference. So listen to the XO's or the SL's orders, and actually help out. Don't be afraid if you find yourself overwhelmed by your new tasks! Ask your SL or your teammates 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 each other's backs and never go alone. 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.

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[edit | edit source]

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 ship-side, 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 squad-mates 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 equipped for their mission.

When boarding, communication with CIC may be hard, or even nonexistent. Thus the SL may find himself as the highest ranking crew member present. This is where SLs make or break. You need to assess the situation, and quickly, using your megaphone, assume command, and keep your team 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 Duties[edit | edit source]

Each squad is assigned a primary duty that they are responsible for carrying out during combat operations. Many of these overlap with the roles of combat-critical departments, giving them extra support when they need it the most. If there are people staffing the department you are assisting, be sure to coordinate with them to make the most of your efforts!

Shortly after round-start, the squad system will try to staff critical departments with squads if there's no one in them. A CIC Ops squad will be assigned if there are no Bridge Staff, a Damage Control squad will be assigned if there are no Engineers or Atmos Techs, and a Munitions Support squad will be assigned if there are no Munitions Technicians.

Squad duties have additional access associated with them. This is disabled by default unless the squad was automatically assigned to fill an empty department.

CIC Ops[edit | edit source]

What's that - there aren't any bridge staff? The CIC Ops squad is on it! When assigned to CIC Ops, you are responsible for making sure the helm and tactical consoles are manned. Don't let the enemy catch you off guard, dodge fire from the enemy ships, and shoot back to make your way to victory!

See the Bridge Staff guide for more details on manning CIC.

Extra access: CIC

Damage Control Team[edit | edit source]

The damage control squad is responsible for repairing machinery and structures, or for breaking into enemy ships. Your Squad Engineer kit gives you a great power as an engineer, a full toolbelt. Use it for good and only good!

While ship-side, 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. Finally, you have access to the Armour Pumps in case the engineering department is short-staffed.

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 crew mates, and possibly even fix up some machinery once the ship has been overtaken.

Damage control team members have access to the Squad Engineer kit.

Extra access: Engineering and atmospherics

Medical Team[edit | edit source]

The medical squad is responsible for, surprisingly, helping heal the crew. You provide emergency medical assistance and first aid to keep medbay from being overwhelmed and keep your crew mates in the fight! You have all the equipment needed to heal, or failing that stabilize your fellow crew members, then bring them to medbay.

While ship-side, you can spend your time best by assisting 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, count on your fellow boarders to keep your backside safe so you can come to their rescue. It is very important to stock up on meds before you lift off. You will mainly be facing enemies with guns, 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. Just slap some patches on their owies, and tell them to go away.

Medical squad members have access to the Squad Medic kit.

Extra access: Medical and surgery

Security Support[edit | edit source]

The security support squad provides backup for the ship's dedicated Military Police. Ship-side, you help repel boarders and other threats, and may even act as deputies when dealing with enemy agents! When boarding, you lead the charge, going toe-to-toe with enemy soldiers to capture their ship, and protect your support personnel like engineers and medics.

Work together with the security department to get any tools and weapons needed for your job that aren't provided in your squad kit, and bother the XO for weapons clearance if you don't already have it!

Extra access: Security doors and brig

Combat Air Patrol[edit | edit source]

Ever wanted to fly but never actually made it to flight school? You're in luck - the ship needs fighter pilots! When assigned to combat air patrol, your squad is responsible for manning any available fighters to provide combat support for the ship. Refer to Guide to Fighters for more information.

During boarding operations, you may need to act as the dropship pilot, getting the boarding team safely to the enemy ship in order to take it over. Don't leave once they've gotten out though - the dropship is an important rallying point for the boarding team, so stay nearby and defend your aircraft. They may leave additional weapons or supplies inside to come back for, or bring wounded back for treatment. You are also the get-away driver if things really go south.

Combat air patrol members have access to the Squad Engineer kit.

Extra access: Munitions, hangar, and fighters

Munitions Support[edit | edit source]

As a munitions support team member, you assist with one of the most critical combat operations - keeping the guns firing! Keep the PDCs loaded, shove bag after bag of gunpowder into the NACs, and reload the gauss guns! Ears ringing, guns singing! Check out the Guide to Munitions for tips!

Munitions support members have access to the Squad Engineer kit.

Extra access: Munitions

Managing squads[edit | edit source]

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 "Promote" and "Demote" buttons, marked with Purple, let you change who the Squad Leader is.
  • The "Transfer" buttons, marked with Red, allow you to transfer people between Squads.
  • The "Print Lanyard" button marked with White lets you print a new lanyard. The lanyard can be used in hand by anybody to join a Squad.
  • The "Autofill" button marked with Blue toggles if that Squad will be automatically filled when new people join the round.
  • The "Gun Clearance" button marked with Yellow toggles if that Squad's members receive guns in their Equipment boxes. Use with caution!
  • The "Access" button marked with Green toggles Elevated Access for Squads.
  • The Primary Orders "Change" buttons marked with Pink let you set the primary duties for Squads. These come from the list of duties above.
  • The Secondary Orders "Change" buttons marked with Orange let you set the secondary objectives for a squad. This is a free text entry for giving additional instructions.
  • The button marked with Brown lets you message Squads, to provide them with up-to-date information on quickly changing events.

 

Tips[edit | edit source]

  • The XO, the Captain, the HoS and Security Officers have a General Pager, a pager that can listen in to any squad radio.


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