Difference between revisions of "User:Spagooty"

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{{Infobox jobs
|reason = Mining Ship is KIA as of [https://github.com/BeeStation/NSV13/pull/1760 #1760]
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| headerbgcolor = #6d3a38
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| bgcolor = #d3706c
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| image = Generic_mt.png
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| supervisors = [[Master at Arms]]
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| rank = Specialist ('''SPC''')
 +
| duties = Arm, man, and service the various weapons on the ship. "Encourage" Cargo to provide you with more ammo.
 +
| guides = [[Guide to Munitions]]
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| headerfontcolor = white
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| access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]]
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| access2 = Maintenance
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| caption = MAKE TORP.
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| difficulty = Medium
 
}}
 
}}
{{Infobox_jobs
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Are you ready to explode? No? You're in the wrong job then. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also help the flight team repair, refuel, and re-arm their fighters when they return from a dogfight, or construct brand new fighters for them to inevitably fly directly into a syndicate fleet.
|headerbgcolor = gray
 
|headerfontcolor = black
 
|bgcolor = #cc9966
 
|image = Generic_shaft.png
 
|jobtitle = Shaft Miner
 
|caption = "-And tell science, if they want their diamonds. To give '''us the damn tech for it!'''"
 
|access = [[Mining Station]], Mining Station EVA, [[Cargo Office]], Mineral Storage
 
|access2 = [[Maintenance]], [[Cargo Bay]], MULEbot access, [[Quartermaster's Office]]
 
|difficulty = Hard
 
|supervisors = [[Quartermaster]] and [[Executive Officer]]
 
|rank = Specialist ('''SPC''')
 
|duties = Mine ores and process them into useful materials. Go on an adventure in mysterious ruins.
 
|guides = This is the guide, [[Guide to Fighters]]
 
}}
 
Welcome to the Frontier, Miner. Grab your Hardsuit, prepare the accelerators, we've got a busy day ahead.
 
 
 
'''Bare minimum requirements:''' Break rocks, collect ore and bring it back to the main ship for refining.
 
 
 
==Workin' In The Plasma Mine==
 
[[File:Rocinante.png|thumb|right|The Rocinante, your workspace and home away from home.]]
 
Being a miner can be somewhat tedious, but without your valiant efforts, the ship and it's crew will use up every scrap of materials they start with and descend into anarchy. You best know what you're doing before stepping out.
 
 
 
Your workplace, The depths of a space rock, has a couple risks:
 
* Space - Cold, Empty and really doesn't like you. Without a hardsuit and Oxygen supply, you wont make it very long out there.
 
* Gibtonie - Nature's own Dynamite, while not a threat to those that are prepared. A close proximity blast can easily put you into crit or remove a limb.
 
* Lifeforms - Not all asteroids are barren of life, and the few things that survive in the vacuum are not friendly. From space carp, Cave bats and even the occasional Space clown.
 
The risk of these hazards can be reduced by watching your surroundings and always having your accelerator on hand to help you out. Having some friends as backup can majorly reduce the risk and even the impact of these threats.
 
 
 
You can click on an adjacent rock or run directly into it to begin picking or drilling the rock, but the Kinetic Accelerator is much faster and more efficient and you should be using that instead of a pickaxe or basic mining drill. Keep in mind that if you do decide to pick or drill your way through rock, you can have multiple dig jobs running at the same time to mine faster.
 
 
 
===Working With Your Boss===
 
Who is your boss? You answer to the Executive Officer, much like the rest of Supply -- but usually, you'll just be talking to the Quartermaster or other Miners. It's best to make some friends, as you'll be seeing your fellow miners a lot.
 
 
 
===The Objective===
 
You're here to mine, so get digging! Once you're full to bursting with ores, drag your ore box back to the main ship and head to cargo where the [[Machines#Ore_Redemption_Machine|Ore Redemption Machine]] [[File:Ore_redemption.gif|link=Machines#Ore_Redemption_Machine|Ore Redemption Machine]] sits. Drag the box next to the machine to automatically offload your ores and have them instantly processed into sheets. Then click "claim" to retrieve mining points as a reward for your hard work, these points will be placed on whatever ID is currently in the machine. Once you've deposited your ores. Check the Cargo Protolathe for those all important upgrades and head back to the Rocinante.
 
 
 
==How to Do the Do==
 
===Gearing up===
 
# Gear up! From the mining equipment locker, you will need Meson Scanner goggles, a mining scanner, your pickaxe (optional), a bluespace shelter capsule and your standard issue proto-kinetic accelerator. If you want, there is also an additional mining satchel, and a shovel for digging up ash (for glass).
 
# Attach your seclite and knife to your proto-kinetic accelerator to save space, and to let you bash things harder without having to take out your knife.
 
# Use your voucher on a mining vending machine to select your choice of advanced mining tools, listed below.
 
# Head to the Rocinante EVA room to grab a hardsuit and breath mask, as well  as a bottle of oxygen, always carry a spare as they can fit in your backpack.
 
# Before you go, you'll want an Ore Box, which can hold an infinite amount of minerals. Ore boxes are available on the mining station, the mining shuttle and rarely on the field. More can be built with wood planks.
 
# For extra safety, grab a GPS device, set it to your name and tell the [[QM]] and other miners about it. If you're lucky, they will drag your lifeless body back to cloning.
 
 
 
===Consoles for Dummies===
 
[[File:RociCIC.png|thumb|right|The Bridge of the CIC, where you'll be most of the time between mining or getting drunk.]]
 
Now this is where things get more complicated. So try to follow along.
 
The Image on the right shows each of the important consoles in coloured boxes, these are the:
 
 
 
* Tactical Console in Red
 
* DRADIS Console in Green
 
* Piloting Console in Blue
 
* FTL Navigation Console in Yellow
 
* FTL Spooling Console in Purple
 
 
 
You'll need to become familiar with most of these consoles if you want to do your job for more than five minutes. First, let's go over Piloting.
 
 
 
===How to Drift like a Pro===
 
Piloting in NSV operates on two systems, Mouse Controlled, and Laser Controlled. Mouse control causes the Ship to aim towards wherever your mouse is pointing, While laser will attempt to align it with wherever the laser on the front of the ship is pointing, which can be rotated with the Q and E keys.
 
 
 
To actually make the ship go fast, hold the W key to start moving. A few hotkeys to make note of are:
 
# ALT toggles the breaks, brings the ship to a stop rapidly and prevents acceleration until disabled.
 
# X toggles the Inertial dampeners, the thing decelerating your ship when you step off the gas.
 
# SHIFT activates a temporary speed boost, useful for gaining momentum or evading enemies.
 
# SPACE toggles between mouse and laser piloting.
 
 
 
Keep in mind, the Rocinante is a fast and manoeuvrable vessel, meaning it can easily outrun most enemies and do some fairly sick drifts.
 
 
 
===The DRADIS Console===
 
[[File:RociDRADIS.png|thumb|right|The Rocinante DRADIAS, Clear of Signals]]
 
Deep Space Radar! Around the Rocinante a large circle indicating sensor range, inside this circle signals will be identified and their name and affiliation revealed. Outside, they will just be known as "UNKNOWN" Use this console to locate asteroids and drive over to them. Once nearby, slam on the breaks and move to the Magnet Console. There's also the option to disable specific signals, but this is rarely used.
 
 
 
===FTL: Faster Than Light===
 
So you've cracked open every asteroid in your current sector eh? ''If you had any to begin with...''
 
The FTL Navigation and Spooling Console are the tools you need to keep mining for all eternity. First, head over to the Spooling console and set the spooling to 1. This will cause it to automatically begin spooling up, upon reaching 100% the ship will be able to jump to another sector. This is done in the Navigation Console.
 
 
 
Head over to the Navigation Console and Open it up. The Rocinante always starts in Lalande 21185, a Nanotrasen owned system. All systems have two rings, the Inner and Outer ring.
 
The Inner ring shows what affiliation the System has, Blue is Nanotrasen, Orange is Unaligned, Red is Syndicate and Systems with no inner ring are Uncharted. The Outer ring is far simpler. Blue means you are there currently, Green means you are able to jump there and red means you cannot.
 
 
 
To jump to a system, select a system with a green outer ring and press the "Jump to System" Button. This will cause a short warm up sequence before jumping into FTL.
 
'''WARNING''' Jumping will bring any nearby fighters with the ship. Once you jump into FTL, the Spooling Console will shut down, and you are able to restart the spooling process.
 
[[File:Starmap.png|thumb|right|Upon opening the Navigation console, you should be greeted with this.]]
 
 
 
===Life beyond smashing rocks===
 
# The Rocinante has a full bar and kitchen, go get wasted if you think you've provided more materials than would ever be needed.
 
# Print [[Research items#Advanced Plasma Cutter|Advanced Plasma Cutters]] and [[Research items#Mining Satchel of Holding|Mining Satchels of Holding]] at the cargo protolathe for even more efficient mining.
 
# Get your grubby hands on some upgrades for the ship DRADIS and Manget Consoles to bring in more valuable ores.
 
# '''NOT RECOMMENDED FOR NEW MINERS... OR AT ALL''' Drive the Rocinante into combat and fire your singular gun at enemies, Just watch out for boarding vessels as you are priority number one.
 
 
 
===Voucher equipment===
 
You start the shift with a complimentary mining voucher, worth one free item out of a selection of four. These items, and their strengths, are:
 
* '''Survival Capsule and Explorer's Webbing:''' The webbing (you put on your belt slot) allows you to carry even more mining equipment - having a second shelter capsule is nice too. 900 pts value.
 
* '''Resonator Kit:''' Comes with a resonator, explorer's webbing, mini extinguisher and advanced scanner. While the resonator is underwhelming, the advanced scanner has almost twice the scanning range and updates much faster. 2100 pts.
 
* '''Mining Drone:''' A little companion that helps in storing ore and hunting wildlife. Only useful once you install the sentience upgrade module. Comes with an industrial welding tool, a welding mask and a KA modkit that allows shots to pass through the drone. ~800 pts.
 
* '''Extraction and Rescue Kit:''' Contains a fulton extraction pack and a beacon, which allows you to send back home minerals, items and dead miners without having to use the ferry. As a bonus, you get 30 marker beacons too. 1700 pts.
 
* '''Crusher Kit:''' Contains a proto-kinetic crusher, a chest webbing like the capsule kit, an advanced scanner and a mini fire extinguisher. The crusher is two-handed and hard to use without getting hit, but has a chance to make fauna drop powerful trophies. 2450 pts.
 
* '''Mining Conscription Kit''': A duffle bag full of basic items for one conscript - Proto-kinetic accelerator, survival knife, seclite, explorer's suit, mesons, mining scanner and satchel, gas mask, a supply radio key and a special card that adds mining access to IDs. Good for when you want to recruit <s>metafriends</s> fresh conscripts. 1500 pts.
 
 
 
==Default Gear==
 
The following is a list of default mining equipment:
 
 
 
====Essential Equipment====
 
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"
 
! scope="col" style="background-color:lightblue;" width=200|Item
 
! scope="col" class="unsortable" style="background-color:lightblue;" |Description
 
|-
 
![[File:Hardsuit2.png|32px]]<br>Mining Hardsuit
 
|The Standard issue hardsuit provided on the Rocinante, providing full EVA protection, light armour and an inbuilt helmet. Which has the ability to activate lights on the helmet for some EXTRA light. Wearing the suit does provide some slowdown in regular areas. The suit allows an oxygen tank to be placed on your back.
 
|-
 
![[File:ExplorerGasMask.gif|32px]]<br>Explorer Gas Mask and [[Oxygen]] Tank
 
|So you can have oxygen when mining. Oxygen tanks are available from the tank storage unit, and can be worn on your suits storage slot. You can also use your emergency oxygen tank which can be placed on your suit. Running out of oxygen is unlikely with the full sized tank.
 
|-
 
![[File:MGlasses.png|32px]] [[File:Miningscanner1.gif|32px]]<br>[[Meson Goggles|Meson Scanners]] and Automatic Mining Scanner
 
|Activating the scanner will briefly flash any ore on screen - it works even inside a box. Can be used to stop gibtonite from exploding.
 
|-
 
![[File:GPSm.gif|32px]]<br>Global Positioning System, GPS
 
|The crew monitoring console back on the main ship won't catch your suit sensor signal all the way over on the Rocinante. Having one of these on you will help others track down your body if you happen to develop a case of the dead. In addition it can be used to locate other miners (who bothered to take it).  Be sure to set your name on the GPS.
 
|-
 
![[File:KineticAccelerator.png|32px]]<br>Proto-kinetic Accelerator
 
|A standard issue gun. The good part is that it packs a punch in a low pressure environment, is very good at digging and has infinite shots. The bad part is that it tickles in pressurized environments, has a cooldown after each shot, and has a range of three steps. Can be dual wielded at the price of lower accuracy and speed.<br>
 
KAs deal brute damage (40 standard/10 in pressurized rooms), but count as explosive versus armor. That way, suits like bomb suits and the RD hardsuit can negate 90% of the damage dealt.
 
|-
 
![[File:Survivalknife.gif|32px]]<br>Survival Knife
 
|Use it for butchering the wildlife (hit while on harm intent). It's as strong against mobs as a pickaxe, but you can't mine with it. You can store it in your boots to save space, but remember to alt-click the boots to draw the knife back out. Alternatively, stick it on your KA.
 
|-
 
![[File:Stimpen.png|32px]]<br>Survival Medipen
 
|A cocktail of powerful healing chemicals. Contains Salbutamol, Leporazine, Epinephrine, Mining Nanites and Omnizine. Heals all types of damage and stabilizes body temperature.
 
|-
 
![[File:BScapsule.png|32px]]<br>Bluespace shelter capsule
 
|Activate this in your hand, and it'll near instantly produce a beautiful shelter. The shelter contains a cupboard which contains a guitar (or dice) and some donk pockets. It also has a stasis bed which requires another person to use. Never leave home without one. You're issued one for free in your the mining lockers on station.
 
|-
 
![[File:OreSatchel.png|32px]]<br> Ore Satchel
 
|For carrying ore without using a mining cart, holds 50 ore nuggets. Empty it into boxes by using the satchel on them.<br> Newbie tip: Put it in one of your pocket slots, then start dragging an ore box. Any ore you walk over will be transferred to the box.
 
|-
 
![[File:OreBox2.png|32px]]<br>Ore box
 
|Used for carrying huge amounts of ore. While a satchel can only hold 50 nuggets, this can hold an unlimited sum. You cannot carry it, but you can drag it with you.<br>
 
Use your satchel on the box to empty it into the box. Even better: Drag it behind you with an ore satchel in your pocket.
 
|-
 
![[File:Voucher.gif|32px]]<br>Mining Voucher
 
|Found in your backpack, exchange this at the mining equipment locker for one of several selections which include various mining items.
 
|-
 
![[File:Seclite.png|32px]]<br>Seclite
 
|A beefed up flashlight. Put this on your KA to free up inventory space.
 
|-
 
|}
 
 
 
====Miscellaneous Equipment====
 
Items that, while not critical to take, can be situationally useful.
 
  
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"
+
'''Bare minimum requirements:''' Enter Munitions Deck and reload all the guns, also discover Master At Arms is your boss, wow.
! scope="col" style="background-color:lightblue;" width=200|Item
+
== Weapons/Munitions Bay ==
! scope="col" class="unsortable" style="background-color:lightblue;" |Description
+
This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.
|-
 
![[File:Pickaxe.png|32px]]<br>Pickaxe
 
|Somewhat antiquated thanks to the prevalence of the proto-kinetic accelerator and resonator. Nevertheless it can be used to dig wide tunnels, robust things in melee combat and as a backup if you lose your resonator. It can also fit inside a belt chest webbing.
 
|-
 
![[File:Shovel.png|32px]]<br>Shovel
 
|Gathering sand. You can stick this in your backpack. A crappier version of a compact pickaxe
 
|-
 
![[File:Crowbar.png|32px]]<br>[[Crowbar]]
 
|For removing KA mods, or just in case when there is a blackout. Spawns in your box.
 
|}
 
  
==Advanced Gear==
+
The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.
The following are more advanced items that need to be purchased from a mining equipment vendor, with credits:
 
  
====Voucher/Reward Equipment====
+
The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than "your job, thanks", so feel free to float around and help out in the Munitions Bay where it's needed.
These items can either be acquired from a voucher, or can be bought with money/credits, usually earned from delivering ore to the [[Machines#Ore_Redemption_Machine|Ore Redemption Machine]] [[File:Ore_redemption.gif|link=Machines#Ore_Redemption_Machine|Ore Redemption Machine]] on the station. Prices are included.
+
== Hangar Bay ==
 +
Along with making sure the ship's weapons are operational, you will help the flight crew make sure their fighters are able to take flight, however if the hangar is depressurized, well they're all on their own now!
  
{{Item
+
This will include making sure the fighters are fueled, armed with missiles and counter-measures, fully repaired, and taken via the tug to the mag-catapult for launch. Although most pilots will do this work themselves, your help would likely be appreciated, especially if repairs are needed or new fighters have to be constructed. For more information on maintaining and constructing fighters, see the repairs section of the [[Guide to Fighters]].
|name=Mining Equipment Vendor
 
|bgcolor1 = #cc9966
 
|bgcolor2 = #cc9966
 
|image = Mining_vendor_default.png
 
}}
 
  
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable mw-collapsible mw-collapsed"
+
== Big Guns ==
|+Mining Equipment Vendor List
+
There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.
! scope="col" style="background-color:lightblue;" width=200|Item
+
* '''Railgun:''' A burst-fire high-damage sniper capable of holding up to four tungsten-tipped bullets. It's most effective against capital ships that it can hit easily, and is very hungry for ammo, so ensure the [[Bridge Staff|Bridge Assistants]] don't spam it at fighters.
! scope="col" class="unsortable" style="background-color:lightblue;" |Description
+
* '''Artillery Cannon:''' A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.
!<span style="display: none;">c</span>Price
+
* '''Torpedoes:''' Rocket propelled explosive charges with tracking and course adjustment capabilities. There are six varieties of torpedoes, ranging from basic explosive charges that do damage on impact, to utility torpedoes like freight and probes, all the way to nuclear torpedoes that will annihilate nearly anything it hits. Torpedoes are heavy, so you'll need to use the munition trolley to drag them around.
|-
+
* '''PDCs:''' Small, fast-moving, rapid fire shots that do light damage. They are best used against fighters or incoming torpedoes.
!1 Marker Beacon
+
* '''Gauss Gun:''' A manned turret that fires medium sized tungsten slugs at high velocities, a decent anti-ship weapon that operates similarly to the PDCs, but needs to be reloaded with a rack controlled by the gunner instead.
|A glowing prism stone that you can anchor to the ground. Useful if you tend to get lost.
+
* '''AMS:''' An automatic weapons system that fires at whatever is targeted by the bridge bunnies, or at ammunition that is aimed squarely at your ship. You can set what you want the computer to target (enemy ships or enemy munitions). Must be loaded with missiles, not torpedoes.
!<span style="display: none;">a</span>10 Credits
+
* '''Phase Cannons''' A powerful beam weapon that fires a single, strong, hitscan beam. Has the energy capacity to fire twice in succession. Only available on SolGov ships, like the Aetherwhisp.
|-
+
* '''Burst Phasers:''' A pair of lesser energy guns that can fire many light lasers per volley. Good for getting fighters off your tail. Only available on SolGov ships, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).
!10 Marker Beacon
+
== Maintenance and Loading ==
|Same as above, but 10 beacons.
+
''For a detailed walkthrough, visit the [[Guide to Munitions]].''
!<span style="display: none;">a</span>100 Credits
 
|-
 
!30 Marker Beacon
 
|Same as above, but 30 beacons.
 
!<span style="display: none;">a</span>300 Credits
 
|-
 
![[File:Whiskey_bottle.png|32px]]<br>Whiskey
 
|A bottle of alcohol, helps you forget you literally work in hell.
 
!<span style="display: none;">a</span>100 Credits
 
|-
 
![[File:Absinthe_bottle.png|32px]]<br>Absinthe
 
|A bottle of alcohol, helps you forget you literally work in hell.
 
!<span style="display: none;">a</span>100 Credits
 
|-
 
![[File:Cigar.png|32px]]<br>Cigar
 
|A high-quality havana cigar.
 
!<span style="display: none;">a</span>150 Credits
 
|-
 
![[File:Soap.png|32px]]<br>Soap
 
|A bar of slippery soap.
 
!<span style="display: none;">a</span>200 Credits
 
|-
 
![[File:Laser_Pointer.png|32px]]<br>Laser Pointer
 
|Just a laser pointer, don't shite it into people's eyes. Useful against rogue [[Cyborg|Cyborgs]].
 
!<span style="display: none;">a</span>300 Credits
 
|-
 
![[File:Facehugger.png|32px]]<br>Toy Facehugger
 
|An extremely realistic-looking facehugger toy, to prank the crew with. Latches onto faces and tears off masks.
 
!<span style="display: none;">a</span>300 Credits
 
|-
 
![[File:Bottle17.png|32px]]<br>Stabilizing Serum
 
|Currently useless, but looks quite pretty.
 
!<span style="display: none;">a</span>400 Credits
 
|-
 
![[File:Fulton_beacon.png|32px]]<br>Fulton Beacon
 
|Creates an anchored beacon when used in hand that fulton packs can target as a drop-off point.
 
!<span style="display: none;">a</span>400 Credits
 
|-
 
![[File:BScapsule.png|32px]]<br>Bluespace Shelter Capsule
 
|The Shelter Capsule is indispensable for long expeditions: it creates an ash-storm proof 3x3 room complete with breathable air, a sleeper and some warm donk-pockets.
 
!<span style="display: none;">a</span>400 Credits
 
|-
 
![[File:Gar_mesons.png|32px]]<br>GAR Mesons
 
|A pair of very sharp meson scanners. Can be thrown as a weapon, with a chance to embed.
 
!<span style="display: none;">a</span>500 Credits
 
|-
 
![[File:Miner_webbing.png|32px]]<br>Chest Webbing
 
|Can be worn on the belt slot, stores mining equipment.
 
!<span style="display: none;">a</span>500 Credits
 
|-
 
![[File:Stimpen.png|32px]]<br>Survival Medipen
 
|Contains several healing and heat-stabilizing chemicals. Using more than one in a short period will cause several overdoses.
 
!<span style="display: none;">a</span>500 Credits
 
|-
 
![[File:Box.png|32px]]<br>Brute First-Aid Kit
 
|Contains bandages and brute-healing patches.
 
!<span style="display: none;">a</span>600 Credits
 
|-
 
![[File:Implanter.png|32px]]<br>Tracking Implant Kit
 
|Contains three tracking implants and a locator; useful if you want others to find your corpse for up to 10 minutes after death.
 
!<span style="display: none;">a</span>600 Credits
 
|-
 
![[File:Jaunter.png|32px]]<br>Wormhole Jaunter
 
|One-use item that creates a wormhole to a random beacon on station. The portal is unstable and will make you dizzy after using it.
 
!<span style="display: none;">a</span>750 Credits
 
|-
 
![[File:Kinetic_crusher.png|32px]]<br>Proto-kinetic Crusher
 
|A powerful two-handed melee weapon. Shoots kinetic bolts that don't deal damage, but can mark large creatures making the hammer deal increased damage (20->50 Brute) when used on them. It will deal even greater damage (80) on backstab.<br> What makes the Crusher special, is that enemies killed by it have a chance to drop '''trophies''', powerful "modkits" that can be attached to the Crusher.
 
!<span style="display: none;">a</span>750 Credits
 
|-
 
![[File:KineticAccelerator.png|32px]]<br>Proto-kinetic Accelerator
 
|The classic mining weapon. Buy it from here if you did not get one at roundstart.
 
!<span style="display: none;">a</span>750 Credits
 
|-
 
![[File:Miningscanner2.gif|32px]]<br>Advanced Mining Scanner
 
|A upgrade over the default Mining Scanner. This tool has a much larger detection radius of seven tiles (the entire screen), and updates more frequently.
 
!<span style="display: none;">a</span>800 Credits
 
|-
 
![[File:Resonator.png|32px]]<br>Resonator
 
|Another deadly tool. This will, when used on rock or an empty space, create a field on that spot that lasts for about five seconds before rupturing, causing serious damage (60 Brute) to anything standing on it. Just like the kinetic accelerator, it does reduced damage (20) in pressurized environments. You can activate it in your hand to switch the field to last between 3 and 5 seconds. Using it on an already-marked spot will instantly rupture the field.
 
!<span style="display: none;">a</span>800 Credits
 
|-
 
![[File:Fulton_pack.png|32px]]<br>Fulton Extraction Pack
 
|A balloon that can be used to extract equipment or personnel who are outside (not within the station or the mining base) to a Fulton Recovery Beacon. Anything not bolted down can be moved. Swap which beacon the pack is aiming at by using the pack in hand. It has a limited number of uses, examine the pack to check how many are left.
 
!<span style="display: none;">a</span>1000 Credits
 
|-
 
!Lazarus Injector
 
|A miracle injection capable of reviving simple living beings from death, making them friendly to you and the crew. Useless on humans, monkeys, and other complex living beings. Resurrect Ian for all access from a thankful Executive Officer! Or make yourself a space carp. The Lazarus injector can be EMP'd to make revived mobs hostile to everyone but you. Also useful for bartering with the XO or any staff with a pet.
 
!<span style="display: none;">a</span>1000 Credits
 
|-
 
![[File:Pickaxe.png|32px]]<br>Silver-plated Pickaxe
 
|Slightly better than the default pickaxe, but still a lot worse than your starting KA.
 
!<span style="display: none;">a</span>1000 Credits
 
|-
 
![[File:Dufflebag.png|32px]]<br>Mining Conscription Kit
 
|Contains a proto-kinetic accelerator, survival knife, seclite, mesons, an ore scanner and satchel, an explorer suit and gas mask, a supply encryption key and a card which adds mining access to IDs.
 
!<span style:display: none;">a</span> 1500 Credits
 
|-
 
![[File:Mining_jetpack.png|32px]]<br>Mining Jetpack Upgrade
 
|A jetpack that you can attach to any hardsuit for better mobility.
 
|-
 
![[File:Mining_Hardsuit.png|32px]]<br>Mining Hardsuit
 
|An extra hardsuit if you need to buy a new one for somebody, or you lost your old one.
 
!<span style="display: none;">a</span>2000 Credits
 
|-
 
![[File:Pickaxe.png|32px]]<br>Diamond Pickaxe
 
| For when you want something shinier and better than your default pickaxe and the scientists are either too lazy or too dead to make drills or jackhammers. STILL worse than a basic KA.
 
!<span style="display: none;">a</span>2000 Credits
 
|-
 
![[File:Adv resonator.png|32px]]<br>Super (Upgraded) Resonator
 
|Like the regular resonator, but able to have 6 fields active at a time - with no damage penalty for fields that are detonated early.
 
!<span style="display: none;">a</span>2500 Credits
 
|-
 
![[File:Jump_boots.png|32px]]<br>Jump Boots
 
|A pair of boots that allow you to jump over three tiles, skipping chasms. Does not prevent lava damage, however.
 
!<span style="display: none;">a</span>2500 Credits
 
|-
 
![[File:BScapsule.png|32px]]<br>Luxury Shelter Capsule
 
|Tired of cramped shelter capsules? This is for you! Comes with a three-course meal, a deluxe companion and much more.
 
!<span style="display: none;">a</span>3000 Credits
 
|-
 
![[File:BScapsule.png|32px]]<br>Luxury Elite Bar Capsule
 
|A luxury bar in a capsule. Bartender required and not included.
 
!<span style="display: none;">a</span>10000 Credits
 
|-
 
![[File:Modkit.png|32px]]<br>KA White Tracer Rounds Mod
 
|A modkit that makes your KA's projectile flight path visible, in a white color.
 
!<span style="display: none;">a</span>100 Credits
 
|-
 
![[File:Modkit.png|32px]]<br>KA Adjustable Tracer Rounds Mod
 
|A modkit that makes your KA's projectile flight path visible. Use in hand to cycle between colors.
 
!<span style="display: none;">a</span>150 Credits
 
|-
 
![[File:Modkit.png|32px]]<br>Super KA Chassis Mod
 
|A modkit that makes your KA look yellow, like one of the no longer existing Super-Kinetic Accelerators.
 
!<span style="display: none;">a</span>250 Credits
 
|-
 
![[File:Modkit.png|32px]]<br>Hyper KA Chassis Mod
 
|A modkit that makes your KA look orange, like one of the no longer existing Hyper-Kinetic Accelerators.
 
!<span style="display: none;">a</span>300 Credits
 
|-
 
![[File:Modkit.png|32px]]<br>KA Range Mod
 
|A modkit that increases your KA's range by 1.
 
!<span style="display: none;">a</span>1000 Credits
 
|-
 
![[File:Modkit.png|32px]]<br>KA Damage Mod
 
|A modkit that increases your KA's damage by 10.
 
!<span style="display: none;">a</span>1000 Credits
 
|-
 
![[File:Modkit.png|32px]]<br>KA Cooldown Mod
 
|A modkit that reduces your KA's cooldown by 0.25 seconds.
 
!<span style="display: none;">a</span>1000 Credits
 
|-
 
![[File:Modkit.png|32px]]<br>KA AoE Damage Mod
 
|A modkit that makes your KA hit in a 3x3 AoE, dealing 20% of the original damage per modkit.
 
!<span style="display: none;">a</span>2000 Credits
 
|-
 
![[File:MiningDrone.png|32px]]<br>Mining Drone
 
|This helpful little guy goes around collecting loose ore so you don't have to. Will drop its haul when you hit it with the mining scanner. Clicking on it with an empty hand will toggle it between ore collection and wildlife fighting mode, where it will attack xenos with its built-in kinetic accelerator and drill. Will not pick up sand with no nearby ore around, for some reason. Comes with an upgraded welding tool if redeemed via voucher. It cannot be repaired while it is fighting. It can be further upgraded with special modules bought from the vending machine to increase its effectiveness.  
 
!<span style="display: none;">a</span>500 Credits
 
|-
 
![[File:Circuitboard.png|32px]]<br>Drone: Melee Upgrade
 
|Increases the Drone's melee damage.
 
!<span style="display: none;">a</span>400 Credits
 
|-
 
![[File:Circuitboard.png|32px]]<br>Drone: Health Upgrade
 
|Increases the Drone's health.
 
!<span style="display: none;">a</span>400 Credits
 
|-
 
![[File:Circuitboard.png|32px]]<br>Drone: Ranged Upgrade
 
|Decreases the Drone's ranged weapon's cooldown.
 
!<span style="display: none;">a</span>600 Credits
 
|-
 
![[File:Circuitboard.png|32px]]<br>Drone: AI Upgrade
 
|Installs a high tech AI into the Drone (grants a ghost control over the Drone).
 
!<span style="display: none;">a</span>1000 Credits
 
|}
 
  
==RnD Gear==
+
Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.
The following is a list of advance items that can be acquired only from RnD, using a combination of minerals and high tech research.
 
  
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable mw-collapsible mw-collapsed"
 
|+RnD Gear
 
! scope="col" style="background-color:lightblue;" width=200|Item
 
! scope="col" class="unsortable" style="background-color:lightblue;" |Description
 
|-
 
![[File:miningdrill.png|32px]]<br>Mining Drill
 
|Can be acquired early on from RnD. It's twice as fast as the standard Pickaxe but is quickly superseded by better variants and is expensive for what it gives.
 
|-
 
![[File:diamonddrill.png|32px]]<br>Diamond Tipped Mining Drill
 
|Very powerful drill, able to almost instantly mine mineral walls. Very expensive in terms of Diamonds needed to produce however.
 
|-
 
![[File:Sonic Jackhammer.png|32px]]<br>Sonic Jackhammer
 
|The epitome of mining. Can practically instantly mine through rock and walls. But it requires three times the Diamonds of a Diamond Tipped Drill.
 
|-
 
![[File:Modkit.png|32px]]<br>KA Triggerguard Mod
 
|A modkit that will allow species that cannot normally fire guns to use the KA, such as golems and hulks.
 
|-
 
![[File:Modkit.png|32px]]<br>KA Range Mod
 
|A modkit that increases your KA's range by 1.
 
|-
 
![[File:Modkit.png|32px]]<br>KA Damage Mod
 
|A modkit that increases your KA's damage by 10.
 
|-
 
![[File:Modkit.png|32px]]<br>KA Cooldown Mod
 
|A modkit that reduces your KA's cooldown by 0.25 seconds.
 
|-
 
![[File:Modkit.png|32px]]<br>KA AoE Mining Mod
 
|A modkit that makes your KA mine rocks in a 3x3 AoE. It does not, however, deal AoE damage. You're usually better off carrying a plasma cutter to deal with rocks and keep the KA for combat.
 
|-
 
![[File:Plasma_Cutter.png|32px]]<br>Plasma Cutter
 
|A fast mining (and welding) tool. Shoots rock-breaking bolts that pierce up to 5 rocks per shot. Rechargeable by inserting plasma ore or sheets into it. Less efficient in combat than a KA, however, and even less when in high pressure.
 
|-
 
![[File:Adv_plasma_cutter.gif|32px]]<br>Advanced Plasma Cutter
 
|A very fast mining (and welding) tool. Shoots rock-breaking bolts that pierce up to 10 rocks per shot, basically allowing you to pierce rock as fast as you can walk. Rechargeable by inserting plasma ore or sheets into it.
 
|-
 
![[File:Bluespace satchel.gif|32px]]<br>Mining Satchel of Holding
 
|Very cheap mining satchel that can hold an unlimited amount of minerals and ore.
 
|-
 
![[File:NV_meson_glasses.gif|32px]]<br>Night Vision Mesons
 
|These glasses work like normal mesons, but they can see perfectly in the darkness negating the need for flashlights.
 
|}
 
  
  
All of this gear is printed out at the supply department protolathe.
+
For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.
  
==The Ores==
+
For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps.
These are what you should be looking out for, generally try and get a good mix of the more exotic ore types. Iron ore is ok but it sells for little and is highly abundant on the station already.
+
# Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.
 +
# Open the console next the weapon, and select the option to load the ammo.
 +
# Select the next option to chamber the rounds.
 +
# Disable the safeties, allowing the weapons to be fired.
 +
For the '''larger''' guns (The Artillery Cannon), there's a little more you have to do.
 +
# Before you load, you have to prime the cannon round with a multitool.
 +
# Load the round, and chamber as normal.
 +
# Add several bags of gunpowder. Do note that adding more will make the round travel faster, and there is no limit on how much you add (although there is a limit on how practical a light-speed shell can be).
 +
# Add in the gunpowder using the console.
 +
For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds.  
  
{| border="1" cellspacing="0" cellpadding="2" width="80%" class="wikitable sortable"
+
For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.
! scope="col" style='background-color:grey;color:white;' |Name
 
! scope="col" class="unsortable" style='background-color:grey;color:white;' |Wall
 
! scope="col" width="100px" class="unsortable" style='background-color:grey;color:white;' |Raw Ore
 
! scope="col" style='background-color:grey;color:white;' |Money Reward Value
 
! scope="col" class="unsortable" style='background-color:grey;color:white;' |Processed Ore
 
! scope="col" style='background-color:grey;color:white;' |Frequency
 
! scope="col" class="unsortable" style='background-color:grey;color:white;' |Uses
 
|-
 
!Iron
 
![[File:Ironwall.png|64px]]
 
![[File:Ironore.png|64px]]
 
!1
 
![[File:Metal.png|64px]]
 
!Very Common
 
|For just about everything.
 
|-
 
!Sand
 
![[File:minefloor.png|64px]]
 
![[File:Sandore.png|64px]]
 
!1
 
![[File:Glass.png|center|64px]]
 
!Very Common
 
|For making glass, which has a plethora of station applications. Activate sand in your hand to make sandstone bricks. These can be used to make dirt which can be used to grow plants.
 
|-
 
![[Plasma]]
 
![[File:Plasmawall.png|64px]]
 
![[File:Plasmaore.png|64px]]
 
!15
 
![[File:Plasmadone.png|64px]]
 
!Common
 
|Ship sheets back to Centcom for bonus money to the cargo budget.
 
|-
 
!Silver
 
![[File:Silverwall.png|64px]]
 
![[File:Silverore.png|64px]]
 
!16
 
![[File:Silverdone.png|64px]]
 
!Semi-Common
 
|Making dosh, mechs, and researching Bluespace.
 
|-
 
!Gold
 
![[File:Goldwall.png|64px]]
 
![[File:Goldore.png|64px]]
 
!18
 
![[File:Golddone.png|64px]]
 
!Semi-Common
 
|For making various electronics or pimping out Beepsky.
 
|-
 
!Titanium
 
![[File:Titaniumrock.png|64px]]
 
![[File:Titaniumore.png|64px]]
 
!30
 
![[File:Titaniumdone.png|64px]]
 
!Uncommon
 
|For high-tech mechs or R&D components. Also for building shuttle walls and floors.
 
|-
 
!Uranium
 
![[File:Uraniumwall.png|64px]]
 
![[File:Uraniumore.png|64px]]
 
!30
 
![[File:Uraniumdone.png|64px]]
 
!Uncommon
 
|For making you radioactive (notice: no joke, this shit is deadly as a wall or a door). Delicious cocktails.
 
|-
 
!Diamond
 
![[File:Diamondwall.png|64px]]
 
![[File:Diamondore.png|64px]]
 
!50
 
![[File:Diamonddone.png|64px]]
 
!Rare
 
|For making mech parts, among other industrial uses.
 
|-
 
![[Bluespace Crystal]]
 
![[File:BluespaceCrystalWall.png|64px]]
 
![[File:Bluespace_Crystal.png|64px]]
 
!50
 
![[File:BS_polycrystal.png|64px]]
 
!Rare
 
|These crystals can be used in various ways. Give them to science to increase bluespace science, hold onto them to use as a risk free jaunter, or throw them at people to make them teleport randomly (often into space.)
 
|-
 
!Bananium
 
![[File:Bananimumwall.png|64px]]
 
![[File:Bananimumore.png|64px]]
 
!60
 
![[File:Bananiumdone.png|64px]]
 
!HONK!
 
|A rare and unusual mineral found exclusively in clown-controlled space. Used only for the [[Guide_to_robotics#H.O.N.K.|H.O.N.K. mech]] and other clownlike items. ''Absolutely Cursed''
 
|-
 
!Gibtonite
 
![[File:Gibtonitewall.gif|64px]]
 
![[File:Gibtoniteore.png]]
 
!N/A
 
!
 
!Uncommon
 
|For <s>trolling miners</s> blowing shit up, whether they be solid asteroid or [[Traitor|other things]]. Hitting it with your mining tools will start a chain reaction. If you don't stop the reaction with your mining scanner in time, the gibtonite will explode. If you do, you can mine the ore, pick it up (you need both hands free) and use it as an explosive. The closer the gibtonite was to exploding before defused, the more potent its power. Cannot be forged or turned in to the [[Machines#Ore_Redemption_Machine|Ore Redemption Machine]] [[File:Ore_redemption.gif|link=Machines#Ore_Redemption_Machine|Ore Redemption Machine]], so don't bring any of this to the station or else you'll be <s>arrested</s> ignored by security because they don't know what the hell it is. Gibtonite can be used to craft a [[Makeshift_weapons#Chemical_Payload|Chemical Payload]] [[File:ChemPayload.gif]]. <br>
 
  
How to obtain Gibtonite: Hit ore, count to 8 flashes of the ore then hit it with your scanner. Gibtonite varies in the number of reactions it has, so you may get lower quality ore. Use 2 of the 0 reaction ores (the most potent) to blow open the AI core and make it cry at it's malf failure!
+
The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.<br>
|}
+
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)
  
===Who Needs What===
+
The maintenance procedure for the ammo racks is the following:
Miners don't have to deliver ores directly to departments -- they can if they want, or if those bastards are too lazy to leave their fortress of <s>autism</s> science -- but it never hurts to know what to aim for.
+
# Unscrew the cover using a screwdriver.
 +
# Apply Oil to the mechanical components.
 +
# Re-screw the cover back into place using a Screwdriver.  
  
* [[Scientist]]s at least a bit of every ore. In exchange, they may give you upgrades for your Kinetic Accelerator, a [[Plasma Cutter]], a [[Research_items#Mining Satchel of Holding|Mining Satchel of Holding]], and, if you're lucky, Night Vision Meson Scanners or a [[Bag of Holding]]!
+
In the event that an Ammo Rack jams, the procedure to clear the jamming is the following:
* [[Roboticist]]s need diamond, uranium, silver and gold for building mech parts. Give them enough and you've indirectly helped out most of the departments on the station if the Roboticists are competent enough to build helpful stompy mechs for everybody! Too bad the lavaproof Firefighter is the only good mech for mining.
+
# Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.
* The [[Quartermaster]] may want mineral sheets to trade them in for bonus supply credits. Plasma in particular is both common and valuable.
+
# Force the jammed components away from each other, and back to their original place, using a Crowbar.
* Everybody could always use more iron, glass and plasteel, but especially Roboticists and [[Station Engineer]]s.
 
* The [[Chemist]] and [[Guide to xenobiology|Xenobiologist]] will all appreciate having extra plasma.
 
* A competent [[Virologist]] can use several sheets of uranium to create incredibly powerful healing viruses that let you heal out of crit in two seconds.
 
* A [[Clown]] with Bananium is a grateful and dangerous ally.
 
* The [[Bartender]] can use a few sheets of uranium or iron to craft some of his rarest cocktails.
 
  
==Tips==
+
Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the [[Guide to Munitions]].
* Always go with at least two other people when mining. Not only can you mine faster together, the chance that they could both be 'lings/traitors is rather low. Pickaxe to the skull tends to put down most people.
 
* You can view the contents of a mining satchel as if it were a backpack.
 
* Middle mouse click swaps your hand, allowing you to shoot minerals and grat them with the satchel quickly.
 
* Minebots are great at distracting monsters. Just walk near and bash the distracted target with your drill. They can take quite a beating. Plus they collect all the crap gibtonite leaves when it detonates.
 
* The Proto-kinetic Accelerator can destroy electrified grilles without needing a pair of insulated gloves.
 
* The Proto-kinetic Accelerator will obliterate a space carp in one hit while in space.
 
* You can dual wield PKAs. Use harm intent to fire both at once.
 
* The Executive Officer may reward you with all access if you resurrect Ian. Also, sometimes the Research Director will reward you for a pet gold grub.
 
* If you're expecting trouble on the station, consider taking out a window on the mining shuttle before you return to make a quick getaway so you're not trapped like a rat in a cage.
 
* The mining drone can be repaired with a welding tool, but not in the middle of a fight.
 
* You could alternatively buy the drone, fully upgrade it, give it an AI Module, and tell it to go valid-hunt. A mining drone dragging a bar of soap is surprisingly robust against even changelings.
 
* Life improving things:
 
** Mining suit upgrade : The Mining jetpack upgrade can make your already fast work even faster by reducing the time you are moving between the ship and asteroid. Plus it's great to have when you need to make a speedy getaway.
 
** Augmentations : Augs are VERY useful for miners, as healing with a welder is ultimately easier. Plus they work differently than armor when it comes to protection, instead reducing all brute damage taken by an augmented body part by 5 (4 for burn). Downside : EMP vulnerability.
 
* Kinetic accelerators can be used as infinite tools to navigate space, since every time you fire, it'll throw you in the opposite direction.
 
* Sentient minebots can very easily be commanded to go help security if there is an [[Nuclear Operative|imminent]] [[Clockwork Cult|threat]] to the station. Their melee saw is very robust, and works just as well as on all ships. The proto-kinetic accelerator that they are equipped with is very robust when in space.
 
* If you dont have a mining satchel of holding, and no ore box, you can deconstruct tables in the library (the curator is probably too busy organizing a game of D&D to really care much) to obtain wooden planks. You can then use these wooden planks to fabricate an ore box.
 
* If science hasn't researched Advanced Mining Technology within 10 minutes of the start of the shift, please remind them. There is normally at least 1 single person in science competent enough to do so.
 
  
==Dead Space==
+
== Battle Stations ==
A traitorous miner has a lot of advantages. You have a space suit for free right away and a robust pickaxe. Certain minerals you'll find have more "specialized" uses -- uranium structures will irradiate people, plasma can start fires, gibtonite goes boom. You can also buy dangerous "mining" tools and possibly even revive those monsters you've been fighting. As long as you have some mineral wealth or an ore box with you, no one will suspect your presence around the station, even in highly restricted areas like robotics or toxins, and if you are smart enough, you could get a big stompy mech to drill people to death!
+
Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;
 +
* Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.
 +
* Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.
 +
* Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.
 +
* Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.
  
===Tips for Traitoring===
 
* If you're a miner and you have to kill another miner; there's a really easy way to block communications one way so he can't call for help.
 
** Grab a multitool, go to the mining communications room.
 
** Use the multi tool on the relay and make sure the relay isn't sending, meaning your headset won't go to people on the station.
 
** Kill your target with their shouts for help unheard.
 
* More than one uranium wall is hilariously deadly, as they give off a pulse of radiation every couple of seconds. This pulse makes other uranium walls in range pulse as well, and they all run on their own timer.
 
* Tiers 0-1-2-3 can gib bodies, remember mining suits take 50% of damage away from bombs, so strip miners you want to make disappear forever first.
 
*Ripley is a fairly robust murdering tool, if you can, convince robotics to put a gravity catapult on it. '''SLAM PEOPLE INTO WALLS. THE SUFFERING NEVER ENDS.'''
 
*Space is your best ally. Your weapons are more lethal in space, and anyone who wants to chase you will need access to a jetpack and EVA gear. Make people fight on your terms by blowing up the station with various Gibtonite charges, or bust in, stun and drag targets into space.
 
*You can make a chemical payload container using any shitty bit of gibtonite. This can be useful for making chemical bombs, but it relies on knowing how to obtain specific chemicals that can be robust and accessible to a Miner.
 
====Tips for Culting====
 
If you're a miner, you'll find being a cultist a difficult task as the Rocinante blocks all teleportation from any source, meaning cult teleport runes won't work. You'll have to work something out, I suppose.
 
  
 
{{Jobs}}
 
{{Jobs}}
[[Category: Jobs]]
 

Revision as of 14:57, 19 August 2023

Spagooty
Generic mt.png
MAKE TORP.
Information
AccessHangar Bay, Flight Deck, Munitions Bay
Additional AccessMaintenance
DifficultyMedium
SupervisorsMaster at Arms
RankSpecialist (SPC)
DutiesArm, man, and service the various weapons on the ship. "Encourage" Cargo to provide you with more ammo.
GuidesGuide to Munitions

Are you ready to explode? No? You're in the wrong job then. Welcome to Munitions! Your job is to make sure the big guns are fully loaded and ready to blast those Syndicate scum right out of space. This will mostly entail running from gun to gun making sure they have ammo and are functioning properly, but will also see you manning some of those guns and putting a few rounds into the syndicate ships. You will also help the flight team repair, refuel, and re-arm their fighters when they return from a dogfight, or construct brand new fighters for them to inevitably fly directly into a syndicate fleet.

Bare minimum requirements: Enter Munitions Deck and reload all the guns, also discover Master At Arms is your boss, wow.

Weapons/Munitions Bay

This is your new home. Welcome! Each ship type will have a different layout and weapon configuration to them. Some ships have no torpedoes, some have no railguns/Naval Artillery cannons, while others will have nearly every weapon type. All ships are equipped with PDCs, however, so you should always look out for the slots to load those, as they look similar.

The storage room(s) will vary depending on the types of weapons the ship is equipped with. When torpedo tubes or AMS are present, you'll likely have a section of the weapons bay dedicated to the construction of these doom rockets. All torpedo types need to be constructed before they can be used. Other ammunition types may also be stored here, including missiles for fighters. It's generally a good idea to take this ammo out of storage and stash it nearby their respective weapon for faster reload time. In addition, make sure you have enough ammo to last you through any upcoming battles. You can call cargo through the supply channel by using :u in chat if you need more ammo.

The Master at Arms will probably hang out here. You're their subordinate, but there's very little they can order you to do other than "your job, thanks", so feel free to float around and help out in the Munitions Bay where it's needed.

Hangar Bay

Along with making sure the ship's weapons are operational, you will help the flight crew make sure their fighters are able to take flight, however if the hangar is depressurized, well they're all on their own now!

This will include making sure the fighters are fueled, armed with missiles and counter-measures, fully repaired, and taken via the tug to the mag-catapult for launch. Although most pilots will do this work themselves, your help would likely be appreciated, especially if repairs are needed or new fighters have to be constructed. For more information on maintaining and constructing fighters, see the repairs section of the Guide to Fighters.

Big Guns

There's several possible options for the armament aboard your ship. Some ships will have a full array of weapons, while others specialize in one type while lacking another. Take note of what you have, as it'll determine what ammunition you'll need and what weapons will need the most attention.

  • Railgun: A burst-fire high-damage sniper capable of holding up to four tungsten-tipped bullets. It's most effective against capital ships that it can hit easily, and is very hungry for ammo, so ensure the Bridge Assistants don't spam it at fighters.
  • Artillery Cannon: A bigger gun, that shoots bigger stuff, with bigger shells. It can only hold one shot, and must be loaded with gunpowder (more gunpowder makes the round go faster), but deals heavy damage with that shot. Will likely require frequent reloading due to it's low ammo capacity. Also referred to as NACs.
  • Torpedoes: Rocket propelled explosive charges with tracking and course adjustment capabilities. There are six varieties of torpedoes, ranging from basic explosive charges that do damage on impact, to utility torpedoes like freight and probes, all the way to nuclear torpedoes that will annihilate nearly anything it hits. Torpedoes are heavy, so you'll need to use the munition trolley to drag them around.
  • PDCs: Small, fast-moving, rapid fire shots that do light damage. They are best used against fighters or incoming torpedoes.
  • Gauss Gun: A manned turret that fires medium sized tungsten slugs at high velocities, a decent anti-ship weapon that operates similarly to the PDCs, but needs to be reloaded with a rack controlled by the gunner instead.
  • AMS: An automatic weapons system that fires at whatever is targeted by the bridge bunnies, or at ammunition that is aimed squarely at your ship. You can set what you want the computer to target (enemy ships or enemy munitions). Must be loaded with missiles, not torpedoes.
  • Phase Cannons A powerful beam weapon that fires a single, strong, hitscan beam. Has the energy capacity to fire twice in succession. Only available on SolGov ships, like the Aetherwhisp.
  • Burst Phasers: A pair of lesser energy guns that can fire many light lasers per volley. Good for getting fighters off your tail. Only available on SolGov ships, which means you won't be working on these anytime soon (there are no munition tech job slots on the Aetherwhisp).

Maintenance and Loading

For a detailed walkthrough, visit the Guide to Munitions.

Although each weapon has a different ammo type, nearly all of them are loaded in a similar manner.


For the PDCs, simply take one of the matching ammo packs and loaded it into the weapon.

For the large, ammo based weapons (Railgun, Torpedoes), employ the following steps.

  1. Load the ammunition into the weapon. Do note that the railgun holds multiple rounds.
  2. Open the console next the weapon, and select the option to load the ammo.
  3. Select the next option to chamber the rounds.
  4. Disable the safeties, allowing the weapons to be fired.

For the larger guns (The Artillery Cannon), there's a little more you have to do.

  1. Before you load, you have to prime the cannon round with a multitool.
  2. Load the round, and chamber as normal.
  3. Add several bags of gunpowder. Do note that adding more will make the round travel faster, and there is no limit on how much you add (although there is a limit on how practical a light-speed shell can be).
  4. Add in the gunpowder using the console.

For the Gauss guns, load the ammo onto the rack (Or click-drag a crate filled with the ammo onto it to load it all at once), interact with the rack, and select the option to load the rounds.

For energy weapons, all you can do is monitor the power and tell engineering to make more power if there's not enough to fire the weapons.

The ammo racks that holds your ammunition also requires maintenance from time to time, and sometimes it will jam.
(Shift clicking it will tell you if it needs maintenance, although it's best to do maintenance on them once after every combat encounter.)

The maintenance procedure for the ammo racks is the following:

  1. Unscrew the cover using a screwdriver.
  2. Apply Oil to the mechanical components.
  3. Re-screw the cover back into place using a Screwdriver.

In the event that an Ammo Rack jams, the procedure to clear the jamming is the following:

  1. Re-screw the cover back into place if it's been removed earlier, otherwise skip this step.
  2. Force the jammed components away from each other, and back to their original place, using a Crowbar.

Along with making sure the weapons are loaded, keep an eye on the condition of the weapon. As it's fired, it will slowly degrade, eventually reaching a point where it's completely inoperable. Make sure to do maintenance on it before going in to battle, and make sure command is aware so you don't jump into combat with the weapons disassembled. A guide on weapon maintenance can be found in the Guide to Munitions.

Battle Stations

Things get crazy once the ship is in battle. Once the guns start firing and the fighters take off, your job becomes a chaotic race to reload the guns as fast as possible. You should have next to no downtime while this is all going on, so if you find yourself standing around, you're probably neglecting something important. The important things needing to be done include;

  • Make sure the ship's main weapons are loaded. The bridge crew will likely be firing the guns as soon as they're loaded, so keep loading them so they can keep on shooting.
  • Man/Load the Gauss guns. This weapon is very ammo hungry while being used, so keeping them loaded is important. If you have enough manpower to keep the main ship weapons loaded, hop in one of the Gauss guns and put a few rounds into the syndicate ship. Make sure you have your munitions helmet on, as you need the ear protection it offers to not go deaf from the gunfire.
  • Keep an eye on your ammo reserves. You should hopefully have enough ammo to last for the entire fight. If not, call up cargo and get them to order additional ammunition. If your guns run dry, you can't fight.
  • Make sure the fighters are supplied. The pilots should be able to handle this for the most part, but if you're finding yourself with nothing else to do, or munitions is staffed well enough without you, go ahead and help them out.


Jobs on

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