Handing out AA at the XO office,
nobody tell Captain!
|Access||Full access to all civil and supply departments, Weapon Permit, Morgue, Security Office, Brig, Research Division, Medbay, Engineering, Construction Area, Maintenance, EVA, AI Upload, Bridge, Vault, Gateway, XO locker, Personal Lockers, Full ID console access.|
|Supervisors||Captain, Space Law, and Nanotrasen Officials|
|Duties||Alter access on ID cards, Manage and assign squad members, ensure each department is running efficiently, promote synergy.|
|Guides||Chain of Command|
Guide to Paperwork
Guide to squads
You are the Executive Officer of your assigned vessel. Otherwise known as the XO, you are the second in command and are responsible for keeping the ship running as efficiently as possible. Although you look like and have a similar appearance to a Head of Personnel on a space station, you are not the HoP. Your duties as the XO go beyond access modification and instead have you serving a vital role on the ship.
Bare minimum requirements: Man the XO line for the first 10 minutes to modify identification cards, keep in touch with squad leaders, man the bridge during combat if CIC is understaffed.
Familiar surroundings[edit | edit source]
As the right hand of the Captain, you are entrusted with your own office not unlike a Head of Personnel’s, complete with shutters, a windoor, an ID modification console, and your personal equipment. Depending on the make and model of the vessel, you may also have your own personal room and restroom. Regardless of the ship, you are equipped standard with a variety of useful tools such as an Ion sabre (does brute damage unpowered, when activated has a stronger stun than a telebaton), a command glock (non-lethal stun rounds), an armored vest, and more.
Keeping things shipshape[edit | edit source]
Not unlike a HoP, you are expected to modify identification cards at the beginning of a shift and periodically when it is requested of you to meet the ship’s needs or perform demotions.
To use the ID console, enter the ID you wish to modify, followed by yours to authenticate it. Once there, you may select a job to automatically change the access to that job’s equivalent. Alternatively, you may select a department and grant or revoke access for specific areas, such as maintenance, toxins, the kitchen, the brig, the vault. You may also set jobs as “custom” to create and name your own new jobs or hide access from others.
Job Slots[edit | edit source]
Your ID console has the ability to open and close slots for the vast majority of jobs, changing what roles are available for players joining late into the round. You can also set certain jobs to priority which will be indicated to arriving players. This is useful for recruiting replacements for
incompetent dead heads of staff, security, or other crucial roles.
Managing Departments[edit | edit source]
Unlike a HoP, you are in charge of managing ALL departments. This does not mean take direct control of a department’s operations, but instead relay orders from the captain or give them yourself to ensure that Engineering is spooling the FTL in a timely manner and repairing the hull, Medical is actually doing their job, Security isn’t corrupt, Science is focusing their research towards productive items and not less ethical ventures, and that Cargo and munitions are cooperating to keep the flow of ammunition to guns and fighters efficient. While this all sounds overwhelming, you’ll not have to venture to a particular department to understand it has problems - keep your eye on the radio feed, address problems, and visit departments to steer them back to work. Or don’t, take some time for yourself sometimes, man.
Squads[edit | edit source]
All civilian and service personnel are eligible to be rolled into one of (up to) four squads: Apple, Butter, Charlie, and Duff. Select individuals will also be chosen as squad leaders (toggled in job preferences) to manage and direct each squad. These squads have their own radio system which you are able to tap into so long as you have your pager in your backpack. You are also able to assign or reassign squad members or other civilians to two other squads: emergency medical and anti-boarder. Emergency medical teams, as the name suggests, act as paramedics to find, retrieve, and prevent the death or severe injury of crewmembers. Consider assigning someone trustworthy like the CMO, Clown, a medical doctor, or even yourself to be the squad leader and coordinate accordingly.
Finally, you can assign the anti-boarder team. These individuals are given standard glock pistols with lethal ammo to repel syndicate boarding parties. These weapons are not available until you or the Captain initiates the anti-boarding procedure, in which case weapons will be open at the squad vendor on loan. Once you are certain the enemy threat is gone, retract the emergency order using the squad console and instruct the anti-boarder team to return their guns. Unreturned guns can be checked at the squad vendor to see who they are on loan to. Furthermore, squad guns will emit an audible beeping noise for easier detection. Be cautious about who you assign to an anti-boarding team and use common sense to discern the loyal crewmembers from the irrational lunatics, lest you end up arming the wrong side Note that assigning civilians to the anti-boarding team is not the same as assigning them to security.
Located in briefing is the squad vendor where breach sealing equipment is dispensed to the damage control team, medical supplies to the medical response team, and weapons to the boarding team. Occasionally check this machine to find out who is loaning out what and that emergency materials are not being wasted.
For more information on squads, check out the dedicated guide
RADIOLOGICAL EMERGENCIES[edit | edit source]
The most important, and hopefully, rarest situation you will ever have to manage. Just like our munitions team, the Syndicate is capable of manufacturing and deploying nuclear warheads. At any moment, in any sector, without warning, the Syndicate may authorize the use of such a weapon and fire a nuke directly at your ship. An automated announcement will declare a radiological emergency, the rest is up to you. It is possible for munitions to gun down the nuclear warhead before it strikes the ship, in which case take a deep breath and get back to work. If not, here’s how to be the least fucked in that situation.
When the nuke hits the ship on the overmap, it can strike anywhere on the actual ship - the outer hull, a hallway, medical, even your office! While you cannot prepare for if it lands on top of you, you can prepare for the assumption it’s hitting somewhere else. Time is of the essence, alert the crew to head closer to the middle of the ship, as anyone without eye protection will be blinded and take significant eye damage if near an exterior window. Advise them to also beware of standing near windows, as more than half of them will likely explode upon the bomb’s impact into dangerous shards.
Around the nuke’s impact will be a massive amount of damage, flash fires, structural damage, hull damage, and radiation. The cards are down in this situation, so it’s time to get assigned damage control and medical to fix that shit now. Damage control will need to dispense radiation suits for themselves at their vendor (pray that it’s still around) and seal the breach and fight the fires from the blast along with fixing hull plating as it will likely occur during the middle of combat. The emergency medical team should be advised to start immediately looking for survivors, corpses, and tend to those in critical condition.
Setting conditions[edit | edit source]
You also have access, using the communications console in your office, to set the condition of the ship to any of the following:
- Standard Operation: By default the state the ship is set in - munitions, fighters, and other important job members can relax and do not need to be at their posts. Manually set the condition to this if it does not revert automatically or you deem the current situation not fitting of general quarters.
- General quarters: Automatically triggered during combat and changes the color of all lights to red for a moment. During this time all crew members are to report to their posts and squads should begin to prepare to fulfill their assigned duty.
- Condition Zebra: Setting the ship to condition Zebra indicates that the ship is in imminent critical danger. When this is in effect, the expectations of all personnel are directed to preserving the ship or evacuating. Be very cautious of engaging Zebra as departmental interlocks will activate, blocking off hallways to prevent damage.
Ian[edit | edit source]
Amidst the terror of nuclear weapons, boarders, incompetent crewmembers and traitors, you still have Ian. This faithful companion will see you through thick and thin. Above all, protect him with your life. Ian starts as a puppy but with every shift he survives grows older, becoming a fully mature dog and eventually an elder doggo you can be proud of and remember the great adventures you’ve had with. Or just chop him up for the corgi meat cargo bounty, you sadist.