
<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://ftl13.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=EvilJackCarver</id>
	<title>FTL13 - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ftl13.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=EvilJackCarver"/>
	<link rel="alternate" type="text/html" href="https://ftl13.com/wiki/Special:Contributions/EvilJackCarver"/>
	<updated>2026-05-15T23:53:21Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.40.1</generator>
	<entry>
		<id>https://ftl13.com/w/index.php?title=User:EvilJackCarver/research_notes/Guide_to_Atmospherics&amp;diff=6618</id>
		<title>User:EvilJackCarver/research notes/Guide to Atmospherics</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=User:EvilJackCarver/research_notes/Guide_to_Atmospherics&amp;diff=6618"/>
		<updated>2017-02-03T16:15:43Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;DISCLAIMER:&#039;&#039;&#039; The information here refers to /tg/ code in general, and may not account for FTL13-specific quirks or oddities. It may also be mildly inaccurate, as it&#039;s just from my personal understanding of Atmos.&#039;&#039;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Welcome to Atmospherics. As I&#039;ve said many a time before in-game, Atmos is a &amp;quot;whole lot of theory, and a little bit of piping&amp;quot; - and it really is. Knowing how to do the piping is one thing, but knowing the theoreticals behind why 100% oxygen environments is bad, why the contaminated mode on the air scrubbers is a godsend, and why nitrogen is a good fire suppressant is what separates the &#039;&#039;atmos techs&#039;&#039; from the &#039;&#039;greyshirts wearing yellow-and-blue&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are many different parts to Atmospherics, again, mostly theoretical. For simplicity&#039;s sake, this page will only cover theoreticals. And, for the love of Nanotrasen... Don&#039;t just immediately go for the fireaxe.&lt;br /&gt;
&lt;br /&gt;
==Definitions used in this guide==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;20/80&#039;&#039;&#039; - Airmix ratio for your standard airmix (&amp;quot;20% oxygen, 80% filler gas&amp;quot;)&lt;br /&gt;
* &#039;&#039;&#039;Airmix&#039;&#039;&#039; - As the name implies, the mix for the breathable air. Used in this guide as &amp;quot;O2/filler gas&amp;quot;. See &#039;&#039;&#039;20/80&#039;&#039;&#039; above.&lt;br /&gt;
* &#039;&#039;&#039;Content&#039;&#039;&#039; - The amount of gas, i.e. in a mix. Abbreviated in maths here as &#039;&#039;&#039;C&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Filler&#039;&#039;&#039; or &#039;&#039;&#039;Filler gas&#039;&#039;&#039; - The other gas in airmix that is not oxygen, generally N2.&lt;br /&gt;
* &#039;&#039;&#039;Oxidizer&#039;&#039;&#039; - Critical component for a fire, in this game it will be O2.&lt;br /&gt;
* &#039;&#039;&#039;Specific heat&#039;&#039;&#039; - The amount of energy required to heat a specific amount of gas by 1 degree Celsius.&lt;br /&gt;
&lt;br /&gt;
==Air Alarms==&lt;br /&gt;
These little devices are your best friend when you&#039;re an Atmospherics technician: If something is off, it will flash its red light insistently and post a warning on the atmospherics and station monitoring consoles. You control the scrubbers and vents from these.&lt;br /&gt;
&lt;br /&gt;
At the top of your window, are the raw numbers - anything in orange is out of ordinary but still safe. Anything in red needs attention. Below the ambient temperature and pressure is the gas composition immediately at the tile in front of the air alarm. For the most part, you are only going to want to see oxygen, nitrogen, and less than 0.03% of carbon dioxide.&lt;br /&gt;
&lt;br /&gt;
===Vent Controls===&lt;br /&gt;
For every vent, you have 3 settings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039; - Self-explanatory. Master vent power switch.&lt;br /&gt;
* &#039;&#039;&#039;Pressure Regulator&#039;&#039;&#039; - The pressure regulator selection. Internal and External do two &#039;&#039;very&#039;&#039; different things and &#039;&#039;should NOT&#039;&#039; be confused.&lt;br /&gt;
** &#039;&#039;&#039;Internal&#039;&#039;&#039; - The vent will try to push as much air out as possible to maintain a certain in-pipe target pressure. If the target pressure is below the measured pressure, the vent is on. Rarely used.&lt;br /&gt;
** &#039;&#039;&#039;External&#039;&#039;&#039; - The vent will try to maintain a certain outside-vent target pressure, measured on the square the vent is on. If the target pressure is above the measured pressure, the vent is on.&lt;br /&gt;
* &#039;&#039;&#039;Target Pressure&#039;&#039;&#039; - The pressure the vent will try to maintain. &lt;br /&gt;
&lt;br /&gt;
===Scrubber Controls===&lt;br /&gt;
For every scrubber, you have 4 settings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039; - Again, self-explanatory. Master scrubber power switch.&lt;br /&gt;
* &#039;&#039;&#039;Mode&#039;&#039;&#039; - The scrubber mode selection. Much like the vent&#039;s pressure regulator, the two modes do two very different things. Unlike the pressure regulator, this much is pretty obvious at first glance.&lt;br /&gt;
** &#039;&#039;&#039;Scrubbing&#039;&#039;&#039; - The main mode. The scrubber will siphon out all the gases it encounters in the &#039;filters&#039; selection below.&lt;br /&gt;
** &#039;&#039;&#039;Siphoning&#039;&#039;&#039; - The scrubber will siphon out ALL gases it enounters.&lt;br /&gt;
* &#039;&#039;&#039;Range&#039;&#039;&#039; - Self-explanatory, how far the scrubber will reach.&lt;br /&gt;
* &#039;&#039;&#039;Filters&#039;&#039;&#039; - Which gases the scrubber in scrub mode should get out of the air.&lt;br /&gt;
&lt;br /&gt;
===Operating Modes===&lt;br /&gt;
&lt;br /&gt;
You have several operating modes, to suit the needed task at hand.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Filtering&#039;&#039;&#039; - This is the default mode. The scrubbers filter out CO2, and the vents are set at 101.3 kPa target pressure.&lt;br /&gt;
* &#039;&#039;&#039;Contaminated&#039;&#039;&#039; - The scrubbers are set to filter out all contaminants, and the vents are set at 101.3 kPa target pressure. This is the best mode to be in, as it filters all contaminants out quickly, and a locked air alarm can be set to filter out all the nasties and re-locked in about ten seconds with practice.&lt;br /&gt;
* &#039;&#039;&#039;Draught&#039;&#039;&#039; - The scrubbers are set to siphon, and the vents are set to output at 202.7 kPa target pressure to compensate for the air being sucked out of the room. This mode is useful for temperature-related issues, but the temperature increases slowly.&lt;br /&gt;
* &#039;&#039;&#039;Refill&#039;&#039;&#039; - The scrubbers are set to filter, and the vents are set at 303.9 kPa target pressure. Useful for refilling large areas, dangerous otherwise. Keep a close eye on the pressure if you use this mode, or you can easily overpressurise an area. Rarely used.&lt;br /&gt;
* &#039;&#039;&#039;Cycle&#039;&#039;&#039; - This mode is unique: Pressing it sets the mode to panic siphon (see below) until the air pressure is negligible. Once the pressure is below a certain single-digit level, the air alarm automatically sets the mode back to Filtering. This mode is useful for temperature-related issues, if you can keep idiots from barging in while it works, as well as large-scale contamination. Rarely used.&lt;br /&gt;
* &#039;&#039;&#039;Siphon&#039;&#039;&#039; - This mode removes air from the room. The scrubbers are set to siphon, and the vents are off. Useful for dealing with overpressurisations. Rarely used.&lt;br /&gt;
* &#039;&#039;&#039;Panic Siphon&#039;&#039;&#039; - Like syphon, removes air from the room, but quickly. The difference between it and siphon are the scrubbers are set to siphon on expanded mode, which does it much faster. Useful for extreme cases of overpressurisation, as well as salvaging air from a breached room. Also useful for firefighting, with the caveat that it will severely choke up the waste line with hot gas.&lt;br /&gt;
&lt;br /&gt;
==Pressurisation==&lt;br /&gt;
&lt;br /&gt;
Repressurising areas is your main job as an Atmospherics Technician. It is also one of the most important on the ship. In order to survive comfortably, humans (used loosely) need approximately 101.3 kilopascals (kPa) of ambient pressure. The number is much much lower, however; the minimum pressure needed to survive sans hardsuit is about 20.27 kPa. Also of note, canisters pressurise the tile it&#039;s on, which spreads to adjacent tiles in a plus-shaped fashion - think Minecraft fluid physics.&lt;br /&gt;
&lt;br /&gt;
The above... isn&#039;t very relevant. What is relevant, however, is this: Humans need 16 kPa of oxygen to breathe. This means at standard 20/80 airmix, humans need 80 kPa of ambient pressure to survive without internals. The math can be summed up as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;16 ÷ C&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where C is the decimal form of the oxygen content (in the case of 20/80, 20% or 0.2). &lt;br /&gt;
&lt;br /&gt;
As the above maths imply, a higher oxygen content means you only need to pressurise a room to a lower pressure for humans to be able to breathe. While this may make it sound like setting the oxygen content up to 50% is a good idea, in practice it is not.&lt;br /&gt;
&lt;br /&gt;
For starters, you will lose a LOT of your oxygen to space if you get a breach in a 100% oxygen environment, whereas if you have a 20/80 environment, you are only losing 1 kPa of oxygen for every 4 kPa of filler gas. This is important to remember, because the oxygen tank in Atmosia has a very finite amount of O2 in it. This is why Atmospherics are regarded as the &amp;quot;first in, last out&amp;quot; - in the event of a breach, you are the first in to turn off the vents near it to reduce space wind and waste, and last out of it after repressurising it and turning the vents back on.&lt;br /&gt;
&lt;br /&gt;
100% oxygen environments are bad for one other major reason...&lt;br /&gt;
&lt;br /&gt;
==Firefighting==&lt;br /&gt;
[[File:Fire triangle.png|200px|thumb|right|Learn this, and learn it well.]]&lt;br /&gt;
So some greyshirt opened a can of plasma in the main hall. See that firesuit in the atmospherics locker? Guess what that means... That&#039;s right, you&#039;re the station&#039;s ghetto fireman. &#039;&#039;&#039;Always wear your internals when fighting fires. Always.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to fight fires, you must first understand fires. Much like in the real world, in order for a fire to survive, it needs three things: Oxidizer, fuel, and heat. These three things are known as the Fire Triangle, because a fire cannot start without all of them, and a blaze in progress will die if one is removed. This is another reason the airmix is so lean: A fire will burn out the oxidizer in a, say 3-by-3 room much faster if it&#039;s only 20% oxygen rather than 100% oxygen. More oxygen means more oxidizer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SIDE NOTE:&#039;&#039;&#039; While there is no other oxidizer besides oxygen in /tg/ code at the moment, the decision was made to use the word &#039;oxidizer&#039; instead of &#039;oxygen&#039; in the event another oxidizer was added later, and as a nod to the fact that oxygen isn&#039;t strictly required for a fire in real life (see: NASA space shuttle rockets).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another note to take is specific heats: A room of pure oxygen will heat faster than a room of pure nitrous oxide. Oxygen and nitrogen share the lowest specific heat, but nitrogen is used as the filler gas because the rest have adverse effects when breathed. The specific heats known, per the [[Guide to Atmospherics]], are as follows:&lt;br /&gt;
&lt;br /&gt;
* O2: 20&lt;br /&gt;
* N2: 20&lt;br /&gt;
* CO2: 30&lt;br /&gt;
* N2O: 40&lt;br /&gt;
* Plasma: 200&lt;br /&gt;
&lt;br /&gt;
This means a room of 100% plasma will heat ten times slower than the same room of 100% oxygen.&lt;br /&gt;
&lt;br /&gt;
So let&#039;s go back to our scenario, where the greyshirt opened a can of plasma in the main hall. Remember: A fire cannot exist without the three elements of the fire triangle - you can deprive the potential (or raging) fire of its fuel (siphon the plasma out), smother out the oxidizer by replacing it with another gas (such as opening a can of N2), or cool the area down quickly (such as firing off nanofrost - or even a fire extinguisher).&lt;br /&gt;
&lt;br /&gt;
==Decontamination==&lt;br /&gt;
Let&#039;s go back to that greyshirt-canister scenario, and change the gas: Instead of plasma in the main hall, let&#039;s say he opened a can of nitrous oxide. Nitrous Oxide, if you&#039;ll recall, is nicknamed sleeping gas - if inhaled in large enough quantities, you&#039;ll be laying down asleep before you realise it. &lt;br /&gt;
&lt;br /&gt;
Decontamination, however, is fairly straightforward: There&#039;s something in the air you don&#039;t want, and you want to scrub it out. There are a few ways to do it; the easiest is to set the room&#039;s air scrubber operating mode to contaminated, and it will filter out everything that isn&#039;t nitrogen or oxygen. Alternatively, if the room&#039;s contaminated enough, it may be a more viable option to run an air cycle (see &#039;&#039;&#039;cycle&#039;&#039;&#039; under Air Alarm Controls) and pump in fresh air, rather than waiting for the bad gases to filter out.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t get to the air alarm for whatever reason, you can also use a portable scrubber, which acts like a scrubber on contaminated, but stores the bad air in its internal tank. Alternatively, if you have an RPD, two portable pumps, and some patience, you could set one portable pump to intake at maximum pressure on connector docks with at least one filter between them, and have the filter(s) set to filter out the hazardous gases of the day. &lt;br /&gt;
&lt;br /&gt;
If all else fails, and you&#039;re out of ideas, a breach will vent out the gases to space. Just make sure to patch it later and refill the room.&lt;br /&gt;
&lt;br /&gt;
==Temperature-related Calls==&lt;br /&gt;
This is the part you are going to hate. Safely cooling a room is much easier than safely heating a room - rooms being too cold will be the &#039;&#039;bane&#039;&#039; of your existence as an Atmos tech, and I&#039;m exaggerating none. &lt;br /&gt;
&lt;br /&gt;
In order for a human to survive in space, the temperature of a room needs to be between 260 and 360 Kelvin (approximately -10 to 85 Celsius, without leaving the &#039;safe range&#039;) - below 260 K and you&#039;ll get hypothermia, above 360 K and you&#039;ll get hyperthermia. &lt;br /&gt;
&lt;br /&gt;
The obvious choice to cool or heat a room is a space heater - just dragging it over and turning it on will cause the heater to try to get the tile it is on to 20 Celsius. Unscrewing the side panel allows you more flexibility - you can turn it to dedicated heat or dedicated cooling mode from automatic, and even change the demand temperature. &#039;&#039;If a room is too cold, set it high - like, to 25 or 30 - because at the normal Atmos setup, you have more room to heat without burns than you do to cool without burns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A not-so-obvious choice to heat or cool a room is the draught option on the air alarms - this sucks the air out of the room while pumping more in, meaning that unless soneone played with the heater/freezer on the distro line, you&#039;re returning the air to regulation temperatures. Just beware the space wind.&lt;br /&gt;
&lt;br /&gt;
An even less-obvious choice to cool a room is the firefighting backpack - as stated above, firing off nanofrost will cool the immediate area down immensely, but will leave residue. Don&#039;t go overboard. &lt;br /&gt;
&lt;br /&gt;
A not-so-obvious choice to heat a room is a flamethrower, but for obvious reasons you should be very careful when using this method - not only will you contaminate a room easily with the unburned plasma, you can also set things on fire if you&#039;re not careful. All this, of course, is assuming you don&#039;t get lynched by Security or the AI for having a flamethrower in the first place.&lt;br /&gt;
&lt;br /&gt;
==Sabotage==&lt;br /&gt;
The world of Atmosia opens up many possible paths for sabotage. This guide is not going to tell you how to sabotage things, but it will tell you how to fix the three most common types. The most common sabotage option is to send plasma through the distro line, hoping for it to catch fire. While plasma is highly visible, this is still effective in getting the shuttle called.&lt;br /&gt;
&lt;br /&gt;
Most methods of sabotage involve pumping in plasma into the distro line. &#039;&#039;&#039;As soon as you hear &#039;plasma in distro&#039;, head back to Atmos and whack the distro line (dark blue pipe) with an analyser - if you see plasma, turn off all pumps going to it, remove the DISTRO TO WASTE pump and replace it with a volume pump, then turn it on.&#039;&#039;&#039; On MetaStation, the distro to waste pump is hidden behind a scrubber.&lt;br /&gt;
&lt;br /&gt;
While the distro is being flushed, look around the tanks for plasma - if it&#039;s in the mix tank, turn off the plasma tank&#039;s outlet and flush the pure and mix lines out. &#039;&#039;Ensure the mix tank is not straight-piped into the distro line.&#039;&#039; If it&#039;s in the N2, O2, or Airmix tanks, change your filter to filter the correct gas out and set another filter on the outlet between the gas mixer and the affected gas&#039;s pipe. (For instance, if plasma is in the N2 chamber, set a filter on the N2 line after it comes out of the master tank but before it hits the gas filter, to filter out the plasma.)&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t figure out where the plasma is coming from, break that analyser back out and whack pipes, working back - eventually you&#039;ll find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An uncommon sabotage method is to change the airmix ratio.&#039;&#039;&#039; There are 2 extremes to this - 0/100 and 100/0, the latter being more common:&lt;br /&gt;
&lt;br /&gt;
* 0% oxygen, 100% nitrogen suffocates people, at the cost of being extremely fire-suppressive.&lt;br /&gt;
* 100% oxygen, 0% nitrogen is a massive fire hazard and will run out your master oxygen tank quickly, but will repressurise rooms to be breathable before it&#039;ll pressurise rooms enough to be inhabitable sans hardsuit. As stated, this one is the more common of the two uncommon sabotages.&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
*You need 16 kPa of oxygen in order for a room to be breathable, and 20.27 kPa ambient pressure to be inhabitable.&lt;br /&gt;
*A room needs to be between 260 and 360 Kelvin; outside of this range it will cause burns. This range converts to -13.15 Celsius to 86.85 Celsius.&lt;br /&gt;
*Fires can be extinguished easily by depriving it of one of the three things it needs to survive.&lt;br /&gt;
*If Atmos is sabotaged and you can&#039;t figure out where, start at the to-distro pump and work your way back.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=6603</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=6603"/>
		<updated>2017-01-24T23:31:06Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Medium */ remove false note about n2 having second-highest heat absorption (it&amp;#039;s actually tied with O2 for the worst) - see atmos guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Introduction==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
&lt;br /&gt;
[[File:Engine bay annotated.png|600px|thumb|center|It&#039;s not as complex as it looks.]]&lt;br /&gt;
&lt;br /&gt;
===Legend===&lt;br /&gt;
#&#039;&#039;&#039;Thermoelectric Generator&#039;&#039;&#039;: The Thermoelectric generator (TEG) is a machine which creates power based on the temperature difference between the hot loop and the cold loop - the greater the difference, the more energy is generated. The hot loop is on the left in yellow pipes, the cold loop is on the right in blue.&lt;br /&gt;
#&#039;&#039;&#039;Coolant valves&#039;&#039;&#039;: These valves can be opened to mix the hot and cold loops with each other. It&#039;s a decent idea to open it if the hot loop overheats, as that allows the hot loop to cool. However, this also comes at the cost of poisoning the cold loop with waste gases, which may reduce the effectiveness of the loop.&lt;br /&gt;
#&#039;&#039;&#039;N₂ Canister Ports&#039;&#039;&#039;: Two ports for you to wrench in the nitrogen canisters from canister storage.&lt;br /&gt;
#&#039;&#039;&#039;Waste gas canister port&#039;&#039;&#039;: A port for you to put an empty canister to filter out waste gases - namely, oxygen.&lt;br /&gt;
#&#039;&#039;&#039;Gas filter&#039;&#039;&#039;: This is used to filter out the oxygen in the hot loop, and prevent the gas mix in the core from catching fire.&lt;br /&gt;
#&#039;&#039;&#039;Emitter&#039;&#039;&#039;: The emitter fires a beam that energizes the Supermatter Shard.&lt;br /&gt;
#&#039;&#039;&#039;Engine Cooling Unit&#039;&#039;&#039;: This computer controls the input and output of gases in the core.&lt;br /&gt;
#&#039;&#039;&#039;Power Monitor Unit&#039;&#039;&#039;: This computer shows you the load and distribution of power on the ship&#039;s power grid.&lt;br /&gt;
#&#039;&#039;&#039;SMES cell&#039;&#039;&#039;: Essentially a large battery, it starts with a small charge - enough for you to start the engine.&lt;br /&gt;
#&#039;&#039;&#039;Heat Exchanger Gas Pump&#039;&#039;&#039;: This pump regulates the flow of air from the heat exchanger back into the cold loop&#039;s pipes. It should be on 450 kPa when you&#039;re starting the engine, but can be tweaked as necessary. &lt;br /&gt;
#&#039;&#039;&#039;Heat Exchanger&#039;&#039;&#039;: A series of pipes that allow the gas to be cooled down by space. This is necessary for the cold loop to be cold. (Space doesn&#039;t really work that way, but just go with it.)&lt;br /&gt;
#&#039;&#039;&#039;Gas Injector&#039;&#039;&#039;: Injects the gas from the hot loop into the core to be heated.&lt;br /&gt;
#&#039;&#039;&#039;Supermatter Shard&#039;&#039;&#039;: This supermatter shard (SM) is the source of heat for our hot loop. When hit by energy, such as lasers from the emitter or by a laser rifle, it emits heat, plasma and oxygen. In a pinch, you can throw objects into it to get it to emit energy, but this isn&#039;t recommended if you can avoid it. &#039;&#039;You should not look at the shard without meson scanners on, as it may be harmful.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Vent pump&#039;&#039;&#039;: This pumps the gas heated by the shard back into the hot loop, so it can power the TEG.&lt;br /&gt;
#&#039;&#039;&#039;Core eject button&#039;&#039;&#039;: This button jettisons the shard out the back of the ship. If the shard cannot be saved, you should press this before engineering blows up.&lt;br /&gt;
#&#039;&#039;&#039;Canister storage&#039;&#039;&#039;: This is where the N₂ and empty canisters are stored prior to setup.&lt;br /&gt;
#&#039;&#039;&#039;N₂ Gas Pump&#039;&#039;&#039;: These feed the hot and cold loops with N₂. These should be set to maximum.&lt;br /&gt;
#&#039;&#039;&#039;PACMAN Generator&#039;&#039;&#039;: A portable generator that can be used to power the emitter and computers if the SMES cell runs completely dry.&lt;br /&gt;
&lt;br /&gt;
===Supermatter Theory===&lt;br /&gt;
The supermatter engine produces power via a Thermoelectric Generator, or TEG. This large white device has two inputs for pipes. It generates power based on the difference in temperature between the two inputs. This means that you want the cold side to be very cold, and the hot side to be very hot. The larger the difference, the more power you will make.&lt;br /&gt;
The cold loop (or blue loop) is fairly simple. It leads up to heat exchanging pipes in space. The gas runs through the pipes and becomes very cold. Then it flows back down into the right (cold) side of the TEG.  This requires next to no maintenance and will run on its own.&lt;br /&gt;
The second loop is the hot loop, also known as the yellow loop. This is where things get complicated. The yellow loop runs to the top of the room, and enters into the reactor core. The reactor contains the Supermatter Shard (the yellow crystal thing). It is EXTREMELY IMPORTANT that you do not interact with the shard in any way, as it is both highly radioactive and will kill you instantly if you touch it. If you are the CE or AI it is a good idea to bolt the hatches leading into the core to prevent any accidents. &lt;br /&gt;
Now, the Supermatter Shard is aligned with a Emitter. This emitter fires a beam of energy that will hit the supermatter shard and energize it. The beam will also hurt, a lot, so don’t stand in front of it. When the shard is hit by the energy beam, it will produce 3 things: heat, plasma, and pure oxygen. The heat is the important part, because this will heat the gas that flows into the chamber via the Coolant Injector. Don’t be fooled by the name, this is very hot gas. The air will sit in the chamber and be heated by the shard, then be pumped out by Engineering Vent Pump 2 (coders rename these to logical names please). This superheated gas then flows into the hot side of the TEG and repeats the cycle.&lt;br /&gt;
The TEG should now be generating power. The amount of power is based of the difference in temperature in the hot and cold loop. We will discuss how to maximize this power later in the module.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
[[File:Engine Guide Step 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is don a radiation suit and some Meson Scanners. These will allow you to work safely without being irradiated. Side effects of radiation poisoning is hair loss, hallucinations, and death. Next follow these steps to startup the engine.&lt;br /&gt;
&lt;br /&gt;
#Take two of the red nitrogen canisters, and attach them to the two lower connector ports with a wrench. One supplies gas to the cold loop and the other to the hot loop.&lt;br /&gt;
#Take a yellow canister and attach it to the top port with a wrench. This will hold your waste gasses.&lt;br /&gt;
#Walk up to the gas filter above the TEG, and make sure it is set-up to filter O2 (Oxygen) at max pressure. You also want to turn on the filter directly left of the TEG, otherwise the outlet gas cannot get to the TEG and cool back off - if this step is forgotten, you have the perfect setup for a massive core fire. You (probably) don’t want that.&lt;br /&gt;
#At the top of the room near the radiation lockers are the cold loop Heat Exchange Pipes that run through space. There is a gas pump here - set it to 4500 kPa.&lt;br /&gt;
#To your right is the blue Engine Cooling Control computer, or ECC. This monitors the reactor chamber and provides lots of useful information. You want to turn on the output vent. This will pump air out of the core until the pressure in the pipes is equal to the set value. Set the value to 1000-2000 kPa with the button below. Setting this too high can overwhelm the TEG.&lt;br /&gt;
#You might need to tweak the input and output flowrates for the engine, since if you set them wrong waste gas can build up and not filter properly.&lt;br /&gt;
#Return to the lower part of the room and activate the gas pumps connected to the canisters. Make sure the gas pumps at are the maximum pressure, so all of the N2 is moved into the loops. This will drain the canister very quickly. Do not worry, this is normal. You do not need to add more N2 than this.&lt;br /&gt;
#Turn on the emitter. HURRAY! You are now generating power!&lt;br /&gt;
#As soon as you hit about 200k power on the TEG, turn the emitter off for a while, turning it back on once the power starts decreasing again. This prevents the hot loop from overheating.&lt;br /&gt;
&lt;br /&gt;
==Maintenance== &lt;br /&gt;
The supermatter engine is not like the Singularity or Tesla, you have to monitor it. For the most part it will continue running on its own, but throughout the round you can make changes and optimize it to produce more power. Here are some steps to follow when monitoring the core.&lt;br /&gt;
Verify that there are no fires in the core chamber. If so follow the steps in the emergency section of this guide.&lt;br /&gt;
Check power output and adjust the valves and pressures as needed.&lt;br /&gt;
Verify the SMES is sending enough power.&lt;br /&gt;
&lt;br /&gt;
Many of the settings can be tweaked to change performance. You can adjust the gas filter to increase the O2 content in the reactor core. You can adjust the output pump to change the temperature of the gas leaving the chamber. A higher value will let the air stay in the chamber longer, allowing for higher temperatures. Experiment! Most likely you will not mess anything up too bad, as you can revert any issues that might arise if you act quickly enough.&lt;br /&gt;
�&lt;br /&gt;
&lt;br /&gt;
==Emergency Procedures==&lt;br /&gt;
Things have gone horribly wrong and the crew is shouting at you to fix it. Don’t panic! This guide should help you fix most of your issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Delamination===&lt;br /&gt;
Core delamination is caused by overheating. This can be caused by a variety of reasons, and the end result is the same: A big boom. Often times delamination happens without warning and can quickly go from 15% to 40-50% if unattended. These spikes in instability are dangerous and need to be your first priority.&lt;br /&gt;
&lt;br /&gt;
*Inspect for damage to the pipes or cooling equipment. Figure out why the core is not cooling or why it is heating rapidly (e.g, the core is on fire). Damage to the radiator coils can prevent the core from cooling, as well as disconnected pipes or pumps that are turned off.&lt;br /&gt;
*If the core is on fire, make sure oxygen is being filtered. If the core stability is becoming critical, consider venting the core.&lt;br /&gt;
*Adding extra coolers to the cold loop can help with maintaining stable core temperature, especially in the event of damage to the radiator.&lt;br /&gt;
*You can inject more nitrogen into the cold and hot loop to assist with lowering core temperature.&lt;br /&gt;
&lt;br /&gt;
Additionally, if the waste gas canister fills up, waste gas will stop being pumped from the hot loop, resulting in a catastrophic build up of oxygen and plasma which can cause a fire. Make sure to change the waste canister regularly (you can connect it to the scrubbers line in atmospherics to empty it), and considering sending waste gas directly to atmospherics.&lt;br /&gt;
&lt;br /&gt;
If worse comes to worse, turn off both digital valves that connect the hot and cold loops. One is right below the TEG and the other is up in the northern part of the engine room. These connect the cold and hot loops, which can help stabilize temperature, but it will only delay delamination and will also prevent power generation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Fire===&lt;br /&gt;
A Core Fire is when the gases in the chamber ignite and start a fire. 99% of the time this is caused by having a too high oxygen percentage in your core. Generally at normal operating temperatures fires will start at 12% oxygen or higher. At higher temperatures though it can start at lower concentrations. &lt;br /&gt;
&lt;br /&gt;
The root cause is normally someone forgetting to activate the gas filter, and it can be fixed by turning it on/maximizing the pressure. Be warned, a fire can quickly lead to Core Delamination, so do not ignore it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Leak===&lt;br /&gt;
Oh look, nobody bolted the maintenance doors to the core chamber, and somehow somebody opened it. Now all your gas is leaking out and it is pushing you away from the door so you cannot close it. Simply run to the shutters button to close the blast shutters. Then have a buddy stand next to the open door and quickly close it when you raise the shutters. &lt;br /&gt;
You will have lost lots of N2, and most likely irradiated the compartment. Adding more N2 is easy, but make sure people know not to walk into the compartment without radiation suits.&lt;br /&gt;
===Emergency Gas Shunt/SCRAM===&lt;br /&gt;
You have royally screwed things up now, and you need to quickly shutdown the reactor and prevent a meltdown, but save the Shard. You will be severely injured (and possibly die) from doing this. However this might be the only way to stop a catastrophic core fire if it grows too large.&lt;br /&gt;
&lt;br /&gt;
#Turn off the emitter.&lt;br /&gt;
#Disable Input Injection, set Output Regulator to 4500 kPa, and enable both coolant valves.&lt;br /&gt;
#Run inside the chamber and pull the shard off of the mass driver.&lt;br /&gt;
#Run back outside the chamber and hit the mass driver button to open the blast door. This will vent the gas very quickly but you will lose all of it to space.&lt;br /&gt;
#Pray.&lt;br /&gt;
&lt;br /&gt;
===Cold Start===&lt;br /&gt;
If you have run out of electrical power, you cannot turn on the emitter to activate the Shard. In order to restore power to the ship you have to cold start the engine. The first thing to try is to fire up the Pacman Generator if it is available. This will supply enough power to activate the emitter. &lt;br /&gt;
&lt;br /&gt;
If the Pacman is unavailable or out of fuel, you will have to be more, creative. Firing laser guns or other energy weapons into it will slightly charge the shard. Also, throwing random stuff into the shard will disintegrate them and create small amounts of power. Throwing clowns into it also works; their sacrifice will not be in vain.&lt;br /&gt;
&lt;br /&gt;
===Battle Damage===&lt;br /&gt;
(With upcoming changes to power distribution this section may be made obsolete.)&lt;br /&gt;
It is highly recommended that you safely shutdown the reactor while in battle. Turn off the emitter, disable coolant injection, and set the output regulator to zero. Then disable the pumps and filters in both loops. This means that if battle damage is taken and a pipe is destroyed, you are not pumping all your gas into space.&lt;br /&gt;
Also, closing the blast shutters is advised because the windows may be broken by incoming fire. After the battle is over report the damages (if any) to the chain of command and advise them on repair times. If the repairs will take too long, activate the Pacman generator to supplement the power supply. Repairing the engine should be top priority.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! The CoC needs to be made aware of ALL incidents or accidents that occur. Report through the Chain of Command, first in the engineering channel (:h or :e) to report to your Chief Engineer, who will then report to the Captain via the command channel (:c).&lt;br /&gt;
&lt;br /&gt;
===Planetary Excursions===&lt;br /&gt;
Extended stays planetside will give your cold loop issues - because there&#039;s a planet blocking the cold loop&#039;s heat exchangers, it&#039;s very difficult for it to cool effectively. Because the operation of the TEG heats the cold loop, at some point you&#039;ll have to think of an alternate way to cool the cold loop before the pressure difference in the cold loop inlet and outlet become small enough to stop turning the cold loop turbine. Raising the heat exchanger&#039;s outlet pump pressure is a workaround, but a very temporary one at that.&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
Possibly the best thing about the Supermatter Engine is how modifiable it is. As you work with it you might see some flaws in the design or pump settings. Here are a couple of suggestions for your engine! Be sure to consult the CE when making any modifications, as the engine downtime could affect ship performance. For experienced engineers only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
There is a filter to remove the waste O2, but you cannot remove the excess plasma. Is there a way to harvest it?&lt;br /&gt;
&lt;br /&gt;
Gas heaters and coolers might allow you to achieve hotter and colder temperatures.&lt;br /&gt;
&lt;br /&gt;
A second emitter might have some interesting effects.&lt;br /&gt;
&lt;br /&gt;
Volume pumps will drastically change the way the pipes move air. You will achieve much higher pressures, but you will have less control.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
Theoretically, you can boost your power output by starting a fire in the core. “Supercharging” the engine with pure O2 might be a way to do this.&lt;br /&gt;
&lt;br /&gt;
Plasma has the highest heat absorption in the game. Could it be a superior coolant to Nitrogen? &lt;br /&gt;
&lt;br /&gt;
You could easily get rid of the waste O2 if you sucked it from the core into space.&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
Double TEGs? Double Power?&lt;br /&gt;
&lt;br /&gt;
Atmospherics is located directly below the engine room. Could you tie those pipes into the gas loops? &lt;br /&gt;
&lt;br /&gt;
The heat exchanger in space could be expanded into the CE office for extra cooling, don’t expect him to be happy though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=User:EvilJackCarver/research_notes/Guide_to_Atmospherics&amp;diff=6602</id>
		<title>User:EvilJackCarver/research notes/Guide to Atmospherics</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=User:EvilJackCarver/research_notes/Guide_to_Atmospherics&amp;diff=6602"/>
		<updated>2017-01-23T01:47:37Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;DISCLAIMER:&#039;&#039;&#039; The information here refers to /tg/ code in general, and may not account for FTL13-specific quirks or oddities.&#039;&#039;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Welcome to Atmospherics. As I&#039;ve said many a time before in-game, Atmos is a &amp;quot;whole lot of theory, and a little bit of piping&amp;quot; - and it really is. Knowing how to do the piping is one thing, but knowing the theoreticals behind why 100% oxygen environments is bad, why the contaminated mode on the air scrubbers is a godsend, and why nitrogen is a good fire suppressant is what separates the &#039;&#039;atmos techs&#039;&#039; from the &#039;&#039;greyshirts wearing yellow-and-blue&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are many different parts to Atmospherics, again, mostly theoretical. For simplicity&#039;s sake, this page will only cover theoreticals. And, for the love of Nanotrasen... Don&#039;t just immediately go for the fireaxe.&lt;br /&gt;
&lt;br /&gt;
==Definitions used in this guide==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;20/80&#039;&#039;&#039; - Airmix ratio for your standard airmix (&amp;quot;20% oxygen, 80% filler gas&amp;quot;)&lt;br /&gt;
* &#039;&#039;&#039;Airmix&#039;&#039;&#039; - As the name implies, the mix for the breathable air. Used in this guide as &amp;quot;O2/filler gas&amp;quot;. See &#039;&#039;&#039;20/80&#039;&#039;&#039; above.&lt;br /&gt;
* &#039;&#039;&#039;Content&#039;&#039;&#039; - The amount of gas, i.e. in a mix. Abbreviated in maths here as &#039;&#039;&#039;C&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Filler&#039;&#039;&#039; or &#039;&#039;&#039;Filler gas&#039;&#039;&#039; - The other gas in airmix that is not oxygen, generally N2.&lt;br /&gt;
* &#039;&#039;&#039;Oxidizer&#039;&#039;&#039; - Critical component for a fire, in this game it will be O2.&lt;br /&gt;
* &#039;&#039;&#039;Specific heat&#039;&#039;&#039; - The amount of energy required to heat a specific amount of gas by 1 degree Celsius.&lt;br /&gt;
&lt;br /&gt;
==Air Alarms==&lt;br /&gt;
These little devices are your best friend when you&#039;re an Atmospherics technician: If something is off, it will flash its red light insistently and post a warning on the atmospherics and station monitoring consoles. You control the scrubbers and vents from these.&lt;br /&gt;
&lt;br /&gt;
At the top of your window, are the raw numbers - anything in orange is out of ordinary but still safe. Anything in red needs attention. Below the ambient temperature and pressure is the gas composition immediately at the tile in front of the air alarm. For the most part, you are only going to want to see oxygen, nitrogen, and less than 0.03% of carbon dioxide.&lt;br /&gt;
&lt;br /&gt;
===Vent Controls===&lt;br /&gt;
For every vent, you have 3 settings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039; - Self-explanatory. Master vent power switch.&lt;br /&gt;
* &#039;&#039;&#039;Pressure Regulator&#039;&#039;&#039; - The pressure regulator selection. Internal and External do two &#039;&#039;very&#039;&#039; different things and &#039;&#039;should NOT&#039;&#039; be confused.&lt;br /&gt;
** &#039;&#039;&#039;Internal&#039;&#039;&#039; - The vent will try to push as much air out as possible to maintain a certain in-pipe target pressure. If the target pressure is below the measured pressure, the vent is on. Rarely used.&lt;br /&gt;
** &#039;&#039;&#039;External&#039;&#039;&#039; - The vent will try to maintain a certain outside-vent target pressure, measured on the square the vent is on. If the target pressure is above the measured pressure, the vent is on.&lt;br /&gt;
* &#039;&#039;&#039;Target Pressure&#039;&#039;&#039; - The pressure the vent will try to maintain. &lt;br /&gt;
&lt;br /&gt;
===Scrubber Controls===&lt;br /&gt;
For every scrubber, you have 4 settings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039; - Again, self-explanatory. Master scrubber power switch.&lt;br /&gt;
* &#039;&#039;&#039;Mode&#039;&#039;&#039; - The scrubber mode selection. Much like the vent&#039;s pressure regulator, the two modes do two very different things. Unlike the pressure regulator, this much is pretty obvious at first glance.&lt;br /&gt;
** &#039;&#039;&#039;Scrubbing&#039;&#039;&#039; - The main mode. The scrubber will siphon out all the gases it encounters in the &#039;filters&#039; selection below.&lt;br /&gt;
** &#039;&#039;&#039;Siphoning&#039;&#039;&#039; - The scrubber will siphon out ALL gases it enounters.&lt;br /&gt;
* &#039;&#039;&#039;Range&#039;&#039;&#039; - Self-explanatory, how far the scrubber will reach.&lt;br /&gt;
* &#039;&#039;&#039;Filters&#039;&#039;&#039; - Which gases the scrubber in scrub mode should get out of the air.&lt;br /&gt;
&lt;br /&gt;
===Operating Modes===&lt;br /&gt;
&lt;br /&gt;
You have several operating modes, to suit the needed task at hand.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Filtering&#039;&#039;&#039; - This is the default mode. The scrubbers filter out CO2, and the vents are set at 101.3 kPa target pressure.&lt;br /&gt;
* &#039;&#039;&#039;Contaminated&#039;&#039;&#039; - The scrubbers are set to filter out all contaminants, and the vents are set at 101.3 kPa target pressure. This is the best mode to be in, as it filters all contaminants out quickly, and a locked air alarm can be set to filter out all the nasties and re-locked in about ten seconds with practice.&lt;br /&gt;
* &#039;&#039;&#039;Draught&#039;&#039;&#039; - The scrubbers are set to siphon, and the vents are set to output at 202.7 kPa target pressure to compensate for the air being sucked out of the room. This mode is useful for temperature-related issues, but the temperature increases slowly.&lt;br /&gt;
* &#039;&#039;&#039;Refill&#039;&#039;&#039; - The scrubbers are set to filter, and the vents are set at 303.9 kPa target pressure. Useful for refilling large areas, dangerous otherwise. Keep a close eye on the pressure if you use this mode, or you can easily overpressurise an area. Rarely used.&lt;br /&gt;
* &#039;&#039;&#039;Cycle&#039;&#039;&#039; - This mode is unique: Pressing it sets the mode to panic siphon (see below) until the air pressure is negligible. Once the pressure is below a certain single-digit level, the air alarm automatically sets the mode back to Filtering. This mode is useful for temperature-related issues, if you can keep idiots from barging in while it works, as well as large-scale contamination. Rarely used.&lt;br /&gt;
* &#039;&#039;&#039;Siphon&#039;&#039;&#039; - This mode removes air from the room. The scrubbers are set to siphon, and the vents are off. Useful for dealing with overpressurisations. Rarely used.&lt;br /&gt;
* &#039;&#039;&#039;Panic Siphon&#039;&#039;&#039; - Like syphon, removes air from the room, but quickly. The difference between it and siphon are the scrubbers are set to siphon on expanded mode, which does it much faster. Useful for extreme cases of overpressurisation, as well as salvaging air from a breached room. Also useful for firefighting, with the caveat that it will severely choke up the waste line with hot gas.&lt;br /&gt;
&lt;br /&gt;
==Pressurisation==&lt;br /&gt;
&lt;br /&gt;
Repressurising areas is your main job as an Atmospherics Technician. It is also one of the most important on the ship. In order to survive comfortably, humans (used loosely) need approximately 101.3 kilopascals (kPa) of ambient pressure. The number is much much lower, however; the minimum pressure needed to survive sans hardsuit is about 20.27 kPa. Also of note, canisters pressurise the tile it&#039;s on, which spreads to adjacent tiles in a plus-shaped fashion - think Minecraft fluid physics.&lt;br /&gt;
&lt;br /&gt;
The above... isn&#039;t very relevant. What is relevant, however, is this: Humans need 16 kPa of oxygen to breathe. This means at standard 20/80 airmix, humans need 80 kPa of ambient pressure to survive without internals. The math can be summed up as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;16 ÷ C&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where C is the decimal form of the oxygen content (in the case of 20/80, 20% or 0.2). &lt;br /&gt;
&lt;br /&gt;
As the above maths imply, a higher oxygen content means you only need to pressurise a room to a lower pressure for humans to be able to breathe. While this may make it sound like setting the oxygen content up to 50% is a good idea, in practice it is not.&lt;br /&gt;
&lt;br /&gt;
For starters, you will lose a LOT of your oxygen to space if you get a breach in a 100% oxygen environment, whereas if you have a 20/80 environment, you are only losing 1 kPa of oxygen for every 4 kPa of filler gas. This is important to remember, because the oxygen tank in Atmosia has a very finite amount of O2 in it. This is why Atmospherics are regarded as the &amp;quot;first in, last out&amp;quot; - in the event of a breach, you are the first in to turn off the vents near it to reduce space wind and waste, and last out of it after repressurising it and turning the vents back on.&lt;br /&gt;
&lt;br /&gt;
100% oxygen environments are bad for one other major reason...&lt;br /&gt;
&lt;br /&gt;
==Firefighting==&lt;br /&gt;
[[File:Fire triangle.png|200px|thumb|right|Learn this, and learn it well.]]&lt;br /&gt;
So some greyshirt opened a can of plasma in the main hall. See that firesuit in the atmospherics locker? Guess what that means... That&#039;s right, you&#039;re the station&#039;s ghetto fireman. &#039;&#039;&#039;Always wear your internals when fighting fires. Always.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to fight fires, you must first understand fires. Much like in the real world, in order for a fire to survive, it needs three things: Oxidizer, fuel, and heat. These three things are known as the Fire Triangle, because a fire cannot start without all of them, and a blaze in progress will die if one is removed. This is another reason the airmix is so lean: A fire will burn out the oxidizer in a, say 3-by-3 room much faster if it&#039;s only 20% oxygen rather than 100% oxygen. More oxygen means more oxidizer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SIDE NOTE:&#039;&#039;&#039; While there is no other oxidizer besides oxygen in /tg/ code at the moment, the decision was made to use the word &#039;oxidizer&#039; instead of &#039;oxygen&#039; in the event another oxidizer was added later, and as a nod to the fact that oxygen isn&#039;t strictly required for a fire in real life (see: NASA space shuttle rockets).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another note to take is specific heats: A room of pure oxygen will heat faster than a room of pure nitrous oxide. Oxygen and nitrogen share the lowest specific heat, but nitrogen is used as the filler gas because the rest have adverse effects when breathed. The specific heats known, per the [[Guide to Atmospherics]], are as follows:&lt;br /&gt;
&lt;br /&gt;
* O2: 20&lt;br /&gt;
* N2: 20&lt;br /&gt;
* CO2: 30&lt;br /&gt;
* N2O: 40&lt;br /&gt;
* Plasma: 200&lt;br /&gt;
&lt;br /&gt;
This means a room of 100% plasma will heat ten times slower than the same room of 100% oxygen.&lt;br /&gt;
&lt;br /&gt;
So let&#039;s go back to our scenario, where the greyshirt opened a can of plasma in the main hall. Remember: A fire cannot exist without the three elements of the fire triangle - you can deprive the potential (or raging) fire of its fuel (siphon the plasma out), smother out the oxidizer by replacing it with another gas (such as opening a can of N2), or cool the area down quickly (such as firing off nanofrost - or even a fire extinguisher).&lt;br /&gt;
&lt;br /&gt;
==Decontamination==&lt;br /&gt;
Let&#039;s go back to that greyshirt-canister scenario, and change the gas: Instead of plasma in the main hall, let&#039;s say he opened a can of nitrous oxide. Nitrous Oxide, if you&#039;ll recall, is nicknamed sleeping gas - if inhaled in large enough quantities, you&#039;ll be laying down asleep before you realise it. &lt;br /&gt;
&lt;br /&gt;
Decontamination, however, is fairly straightforward: There&#039;s something in the air you don&#039;t want, and you want to scrub it out. There are a few ways to do it; the easiest is to set the room&#039;s air scrubber operating mode to contaminated, and it will filter out everything that isn&#039;t nitrogen or oxygen. Alternatively, if the room&#039;s contaminated enough, it may be a more viable option to run an air cycle (see &#039;&#039;&#039;cycle&#039;&#039;&#039; under Air Alarm Controls) and pump in fresh air, rather than waiting for the bad gases to filter out.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t get to the air alarm for whatever reason, you can also use a portable scrubber, which acts like a scrubber on contaminated, but stores the bad air in its internal tank. Alternatively, if you have an RPD, two portable pumps, and some patience, you could set one portable pump to intake at maximum pressure on connector docks with at least one filter between them, and have the filter(s) set to filter out the hazardous gases of the day. &lt;br /&gt;
&lt;br /&gt;
If all else fails, and you&#039;re out of ideas, a breach will vent out the gases to space. Just make sure to patch it later and refill the room.&lt;br /&gt;
&lt;br /&gt;
==Temperature-related Calls==&lt;br /&gt;
This is the part you are going to hate. Safely cooling a room is much easier than safely heating a room - rooms being too cold will be the &#039;&#039;bane&#039;&#039; of your existence as an Atmos tech, and I&#039;m exaggerating none. &lt;br /&gt;
&lt;br /&gt;
In order for a human to survive in space, the temperature of a room needs to be between 260 and 360 Kelvin (approximately -10 to 85 Celsius, without leaving the &#039;safe range&#039;) - below 260 K and you&#039;ll get hypothermia, above 360 K and you&#039;ll get hyperthermia. &lt;br /&gt;
&lt;br /&gt;
The obvious choice to cool or heat a room is a space heater - just dragging it over and turning it on will cause the heater to try to get the tile it is on to 20 Celsius. Unscrewing the side panel allows you more flexibility - you can turn it to dedicated heat or dedicated cooling mode from automatic, and even change the demand temperature. &#039;&#039;If a room is too cold, set it high - like, to 25 or 30 - because at the normal Atmos setup, you have more room to heat without burns than you do to cool without burns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A not-so-obvious choice to heat or cool a room is the draught option on the air alarms - this sucks the air out of the room while pumping more in, meaning that unless soneone played with the heater/freezer on the distro line, you&#039;re returning the air to regulation temperatures. Just beware the space wind.&lt;br /&gt;
&lt;br /&gt;
An even less-obvious choice to cool a room is the firefighting backpack - as stated above, firing off nanofrost will cool the immediate area down immensely, but will leave residue. Don&#039;t go overboard. &lt;br /&gt;
&lt;br /&gt;
A not-so-obvious choice to heat a room is a flamethrower, but for obvious reasons you should be very careful when using this method - not only will you contaminate a room easily with the unburned plasma, you can also set things on fire if you&#039;re not careful. All this, of course, is assuming you don&#039;t get lynched by Security or the AI for having a flamethrower in the first place.&lt;br /&gt;
&lt;br /&gt;
==Sabotage==&lt;br /&gt;
The world of Atmosia opens up many possible paths for sabotage. This guide is not going to tell you how to sabotage things, but it will tell you how to fix the three most common types. The most common sabotage option is to send plasma through the distro line, hoping for it to catch fire. While plasma is highly visible, this is still effective in getting the shuttle called.&lt;br /&gt;
&lt;br /&gt;
Most methods of sabotage involve pumping in plasma into the distro line. &#039;&#039;&#039;As soon as you hear &#039;plasma in distro&#039;, head back to Atmos and whack the distro line (dark blue pipe) with an analyser - if you see plasma, turn off all pumps going to it, remove the DISTRO TO WASTE pump and replace it with a volume pump, then turn it on.&#039;&#039;&#039; On MetaStation, the distro to waste pump is hidden behind a scrubber.&lt;br /&gt;
&lt;br /&gt;
While the distro is being flushed, look around the tanks for plasma - if it&#039;s in the mix tank, turn off the plasma tank&#039;s outlet and flush the pure and mix lines out. &#039;&#039;Ensure the mix tank is not straight-piped into the distro line.&#039;&#039; If it&#039;s in the N2, O2, or Airmix tanks, change your filter to filter the correct gas out and set another filter on the outlet between the gas mixer and the affected gas&#039;s pipe. (For instance, if plasma is in the N2 chamber, set a filter on the N2 line after it comes out of the master tank but before it hits the gas filter, to filter out the plasma.)&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t figure out where the plasma is coming from, break that analyser back out and whack pipes, working back - eventually you&#039;ll find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An uncommon sabotage method is to change the airmix ratio.&#039;&#039;&#039; There are 2 extremes to this - 0/100 and 100/0, the latter being more common:&lt;br /&gt;
&lt;br /&gt;
* 0% oxygen, 100% nitrogen suffocates people, at the cost of being extremely fire-suppressive.&lt;br /&gt;
* 100% oxygen, 0% nitrogen is a massive fire hazard and will run out your master oxygen tank quickly, but will repressurise rooms to be breathable before it&#039;ll pressurise rooms enough to be inhabitable sans hardsuit. As stated, this one is the more common of the two uncommon sabotages.&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
*You need 16 kPa of oxygen in order for a room to be breathable, and 20.27 kPa ambient pressure to be inhabitable.&lt;br /&gt;
*A room needs to be between 260 and 360 Kelvin; outside of this range it will cause burns. This range converts to -13.15 Celsius to 86.85 Celsius.&lt;br /&gt;
*Fires can be extinguished easily by depriving it of one of the three things it needs to survive.&lt;br /&gt;
*If Atmos is sabotaged and you can&#039;t figure out where, start at the to-distro pump and work your way back.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=User:EvilJackCarver/research_notes/Guide_to_Atmospherics&amp;diff=6601</id>
		<title>User:EvilJackCarver/research notes/Guide to Atmospherics</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=User:EvilJackCarver/research_notes/Guide_to_Atmospherics&amp;diff=6601"/>
		<updated>2017-01-23T01:32:17Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Decontamination */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;DISCLAIMER:&#039;&#039;&#039; The information here refers to /tg/ code in general, and may not account for FTL13-specific quirks or oddities.&#039;&#039;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Welcome to Atmospherics. As I&#039;ve said many a time before in-game, Atmos is a &amp;quot;whole lot of theory, and a little bit of piping&amp;quot; - and it really is. Knowing how to do the piping is one thing, but knowing the theoreticals behind why 100% oxygen environments is bad, why the contaminated mode on the air scrubbers is a godsend, and why nitrogen is a good fire suppressant is what separates the &#039;&#039;atmos techs&#039;&#039; from the &#039;&#039;greyshirts wearing yellow-and-blue&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are many different parts to Atmospherics, again, mostly theoretical. For simplicity&#039;s sake, this page will only cover theoreticals. And, for the love of Nanotrasen... Don&#039;t just immediately go for the fireaxe.&lt;br /&gt;
&lt;br /&gt;
==Definitions used in this guide==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;20/80&#039;&#039;&#039; - Airmix ratio for your standard airmix (&amp;quot;20% oxygen, 80% filler gas&amp;quot;)&lt;br /&gt;
* &#039;&#039;&#039;Airmix&#039;&#039;&#039; - As the name implies, the mix for the breathable air. Used in this guide as &amp;quot;O2/filler gas&amp;quot;. See &#039;&#039;&#039;20/80&#039;&#039;&#039; above.&lt;br /&gt;
* &#039;&#039;&#039;Content&#039;&#039;&#039; - The amount of gas, i.e. in a mix. Abbreviated in maths here as &#039;&#039;&#039;C&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Filler&#039;&#039;&#039; or &#039;&#039;&#039;Filler gas&#039;&#039;&#039; - The other gas in airmix that is not oxygen, generally N2.&lt;br /&gt;
* &#039;&#039;&#039;Oxidizer&#039;&#039;&#039; - Critical component for a fire, in this game it will be O2.&lt;br /&gt;
* &#039;&#039;&#039;Specific heat&#039;&#039;&#039; - The amount of energy required to heat a specific amount of gas by 1 degree Celsius.&lt;br /&gt;
&lt;br /&gt;
==Air Alarms==&lt;br /&gt;
These little devices are your best friend when you&#039;re an Atmospherics technician: If something is off, it will flash its red light insistently and post a warning on the atmospherics and station monitoring consoles. You control the scrubbers and vents from these.&lt;br /&gt;
&lt;br /&gt;
At the top of your window, are the raw numbers - anything in orange is out of ordinary but still safe. Anything in red needs attention. Below the ambient temperature and pressure is the gas composition immediately at the tile in front of the air alarm. For the most part, you are only going to want to see oxygen, nitrogen, and less than 0.03% of carbon dioxide.&lt;br /&gt;
&lt;br /&gt;
===Vent Controls===&lt;br /&gt;
For every vent, you have 3 settings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039; - Self-explanatory. Master vent power switch.&lt;br /&gt;
* &#039;&#039;&#039;Pressure Regulator&#039;&#039;&#039; - The pressure regulator selection. Internal and External do two &#039;&#039;very&#039;&#039; different things and &#039;&#039;should NOT&#039;&#039; be confused.&lt;br /&gt;
** &#039;&#039;&#039;Internal&#039;&#039;&#039; - The vent will try to push as much air out as possible to maintain a certain in-pipe target pressure. If the target pressure is below the measured pressure, the vent is on. Rarely used.&lt;br /&gt;
** &#039;&#039;&#039;External&#039;&#039;&#039; - The vent will try to maintain a certain outside-vent target pressure, measured on the square the vent is on. If the target pressure is above the measured pressure, the vent is on.&lt;br /&gt;
* &#039;&#039;&#039;Target Pressure&#039;&#039;&#039; - The pressure the vent will try to maintain. &lt;br /&gt;
&lt;br /&gt;
===Scrubber Controls===&lt;br /&gt;
For every scrubber, you have 4 settings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039; - Again, self-explanatory. Master scrubber power switch.&lt;br /&gt;
* &#039;&#039;&#039;Mode&#039;&#039;&#039; - The scrubber mode selection. Much like the vent&#039;s pressure regulator, the two modes do two very different things. Unlike the pressure regulator, this much is pretty obvious at first glance.&lt;br /&gt;
** &#039;&#039;&#039;Scrubbing&#039;&#039;&#039; - The main mode. The scrubber will siphon out all the gases it encounters in the &#039;filters&#039; selection below.&lt;br /&gt;
** &#039;&#039;&#039;Siphoning&#039;&#039;&#039; - The scrubber will siphon out ALL gases it enounters.&lt;br /&gt;
* &#039;&#039;&#039;Range&#039;&#039;&#039; - Self-explanatory, how far the scrubber will reach.&lt;br /&gt;
* &#039;&#039;&#039;Filters&#039;&#039;&#039; - Which gases the scrubber in scrub mode should get out of the air.&lt;br /&gt;
&lt;br /&gt;
===Operating Modes===&lt;br /&gt;
&lt;br /&gt;
You have several operating modes, to suit the needed task at hand.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Filtering&#039;&#039;&#039; - This is the default mode. The scrubbers filter out CO2, and the vents are set at 101.3 kPa target pressure.&lt;br /&gt;
* &#039;&#039;&#039;Contaminated&#039;&#039;&#039; - The scrubbers are set to filter out all contaminants, and the vents are set at 101.3 kPa target pressure. This is the best mode to be in, as it filters all contaminants out quickly, and a locked air alarm can be set to filter out all the nasties and re-locked in about ten seconds with practice.&lt;br /&gt;
* &#039;&#039;&#039;Draught&#039;&#039;&#039; - The scrubbers are set to siphon, and the vents are set to output at 202.7 kPa target pressure to compensate for the air being sucked out of the room. This mode is useful for temperature-related issues, but the temperature increases slowly.&lt;br /&gt;
* &#039;&#039;&#039;Refill&#039;&#039;&#039; - The scrubbers are set to filter, and the vents are set at 303.9 kPa target pressure. Useful for refilling large areas, dangerous otherwise. Keep a close eye on the pressure if you use this mode, or you can easily overpressurise an area. Rarely used.&lt;br /&gt;
* &#039;&#039;&#039;Cycle&#039;&#039;&#039; - This mode is unique: Pressing it sets the mode to panic siphon (see below) until the air pressure is negligible. Once the pressure is below a certain single-digit level, the air alarm automatically sets the mode back to Filtering. This mode is useful for temperature-related issues, if you can keep idiots from barging in while it works, as well as large-scale contamination. Rarely used.&lt;br /&gt;
* &#039;&#039;&#039;Siphon&#039;&#039;&#039; - This mode removes air from the room. The scrubbers are set to siphon, and the vents are off. Useful for dealing with overpressurisations. Rarely used.&lt;br /&gt;
* &#039;&#039;&#039;Panic Siphon&#039;&#039;&#039; - Like syphon, removes air from the room, but quickly. The difference between it and siphon are the scrubbers are set to siphon on expanded mode, which does it much faster. Useful for extreme cases of overpressurisation, as well as salvaging air from a breached room. Also useful for firefighting, with the caveat that it will severely choke up the waste line with hot gas.&lt;br /&gt;
&lt;br /&gt;
==Pressurisation==&lt;br /&gt;
&lt;br /&gt;
Repressurising areas is your main job as an Atmospherics Technician. It is also one of the most important on the ship. In order to survive comfortably, humans (used loosely) need approximately 101.3 kilopascals (kPa) of ambient pressure. The number is much much lower, however; the minimum pressure needed to survive sans hardsuit is about 20.27 kPa. Also of note, canisters pressurise the tile it&#039;s on, which spreads to adjacent tiles in a plus-shaped fashion - think Minecraft fluid physics.&lt;br /&gt;
&lt;br /&gt;
The above... isn&#039;t very relevant. What is relevant, however, is this: Humans need 16 kPa of oxygen to breathe. This means at standard 20/80 airmix, humans need 80 kPa of ambient pressure to survive without internals. The math can be summed up as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;16 ÷ C&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where C is the decimal form of the oxygen content (in the case of 20/80, 20% or 0.2). &lt;br /&gt;
&lt;br /&gt;
As the above maths imply, a higher oxygen content means you only need to pressurise a room to a lower pressure for humans to be able to breathe. While this may make it sound like setting the oxygen content up to 50% is a good idea, in practice it is not.&lt;br /&gt;
&lt;br /&gt;
For starters, you will lose a LOT of your oxygen to space if you get a breach in a 100% oxygen environment, whereas if you have a 20/80 environment, you are only losing 1 kPa of oxygen for every 4 kPa of filler gas. This is important to remember, because the oxygen tank in Atmosia has a very finite amount of O2 in it. This is why Atmospherics are regarded as the &amp;quot;first in, last out&amp;quot; - in the event of a breach, you are the first in to turn off the vents near it to reduce space wind and waste, and last out of it after repressurising it and turning the vents back on.&lt;br /&gt;
&lt;br /&gt;
100% oxygen environments are bad for one other major reason...&lt;br /&gt;
&lt;br /&gt;
==Firefighting==&lt;br /&gt;
[[File:Fire triangle.png|200px|thumb|right|Learn this, and learn it well.]]&lt;br /&gt;
So some greyshirt opened a can of plasma in the main hall. See that firesuit in the atmospherics locker? Guess what that means... That&#039;s right, you&#039;re the station&#039;s ghetto fireman. &#039;&#039;&#039;Always wear your internals when fighting fires. Always.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to fight fires, you must first understand fires. Much like in the real world, in order for a fire to survive, it needs three things: Oxidizer, fuel, and heat. These three things are known as the Fire Triangle, because a fire cannot start without all of them, and a blaze in progress will die if one is removed. This is another reason the airmix is so lean: A fire will burn out the oxidizer in a, say 3-by-3 room much faster if it&#039;s only 20% oxygen rather than 100% oxygen. More oxygen means more oxidizer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SIDE NOTE:&#039;&#039;&#039; While there is no other oxidizer besides oxygen in /tg/ code at the moment, the decision was made to use the word &#039;oxidizer&#039; instead of &#039;oxygen&#039; in the event another oxidizer was added later, and as a nod to the fact that oxygen isn&#039;t strictly required for a fire in real life (see: NASA space shuttle rockets).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another note to take is specific heats: A room of pure oxygen will heat faster than a room of pure nitrous oxide. Oxygen and nitrogen share the lowest specific heat, but nitrogen is used as the filler gas because the rest have adverse effects when breathed. The specific heats known, per the [[Guide to Atmospherics]], are as follows:&lt;br /&gt;
&lt;br /&gt;
* O2: 20&lt;br /&gt;
* N2: 20&lt;br /&gt;
* CO2: 30&lt;br /&gt;
* N2O: 40&lt;br /&gt;
* Plasma: 200&lt;br /&gt;
&lt;br /&gt;
This means a room of 100% plasma will heat ten times slower than the same room of 100% oxygen.&lt;br /&gt;
&lt;br /&gt;
So let&#039;s go back to our scenario, where the greyshirt opened a can of plasma in the main hall. Remember: A fire cannot exist without the three elements of the fire triangle - you can deprive the potential (or raging) fire of its fuel (siphon the plasma out), smother out the oxidizer by replacing it with another gas (such as opening a can of N2), or cool the area down quickly (such as firing off nanofrost - or even a fire extinguisher).&lt;br /&gt;
&lt;br /&gt;
==Decontamination==&lt;br /&gt;
Let&#039;s go back to that greyshirt-canister scenario, and change the gas: Instead of plasma in the main hall, let&#039;s say he opened a can of nitrous oxide. Nitrous Oxide, if you&#039;ll recall, is nicknamed sleeping gas - if inhaled in large enough quantities, you&#039;ll be laying down asleep before you realise it. &lt;br /&gt;
&lt;br /&gt;
Decontamination, however, is fairly straightforward: There&#039;s something in the air you don&#039;t want, and you want to scrub it out. There are a few ways to do it; the easiest is to set the room&#039;s air scrubber operating mode to contaminated, and it will filter out everything that isn&#039;t nitrogen or oxygen. Alternatively, if the room&#039;s contaminated enough, it may be a more viable option to run an air cycle (see &#039;&#039;&#039;cycle&#039;&#039;&#039; under Air Alarm Controls) and pump in fresh air, rather than waiting for the bad gases to filter out.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t get to the air alarm for whatever reason, you can also use a portable scrubber, which acts like a scrubber on contaminated, but stores the bad air in its internal tank. Alternatively, if you have an RPD, two portable pumps, and some patience, you could set one portable pump to intake at maximum pressure on connector docks with at least one filter between them, and have the filter(s) set to filter out the hazardous gases of the day. &lt;br /&gt;
&lt;br /&gt;
If all else fails, and you&#039;re out of ideas, a breach will vent out the gases to space. Just make sure to patch it later and refill the room.&lt;br /&gt;
&lt;br /&gt;
==Sabotage==&lt;br /&gt;
The world of Atmosia opens up many possible paths for sabotage. This guide is not going to tell you how to sabotage things, but it will tell you how to fix the three most common types. The most common sabotage option is to send plasma through the distro line, hoping for it to catch fire. While plasma is highly visible, this is still effective in getting the shuttle called.&lt;br /&gt;
&lt;br /&gt;
Most methods of sabotage involve pumping in plasma into the distro line. &#039;&#039;&#039;As soon as you hear &#039;plasma in distro&#039;, head back to Atmos and whack the distro line (dark blue pipe) with an analyser - if you see plasma, turn off all pumps going to it, remove the DISTRO TO WASTE pump and replace it with a volume pump, then turn it on.&#039;&#039;&#039; On MetaStation, the distro to waste pump is hidden behind a scrubber.&lt;br /&gt;
&lt;br /&gt;
While the distro is being flushed, look around the tanks for plasma - if it&#039;s in the mix tank, turn off the plasma tank&#039;s outlet and flush the pure and mix lines out. &#039;&#039;Ensure the mix tank is not straight-piped into the distro line.&#039;&#039; If it&#039;s in the N2, O2, or Airmix tanks, change your filter to filter the correct gas out and set another filter on the outlet between the gas mixer and the affected gas&#039;s pipe. (For instance, if plasma is in the N2 chamber, set a filter on the N2 line after it comes out of the master tank but before it hits the gas filter, to filter out the plasma.)&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t figure out where the plasma is coming from, break that analyser back out and whack pipes, working back - eventually you&#039;ll find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An uncommon sabotage method is to change the airmix ratio.&#039;&#039;&#039; There are 2 extremes to this - 0/100 and 100/0, the latter being more common:&lt;br /&gt;
&lt;br /&gt;
* 0% oxygen, 100% nitrogen suffocates people, at the cost of being extremely fire-suppressive.&lt;br /&gt;
* 100% oxygen, 0% nitrogen is a massive fire hazard and will run out your master oxygen tank quickly, but will repressurise rooms to be breathable before it&#039;ll pressurise rooms enough to be inhabitable sans hardsuit. As stated, this one is the more common of the two uncommon sabotages.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=User:EvilJackCarver/research_notes/Guide_to_Atmospherics&amp;diff=6599</id>
		<title>User:EvilJackCarver/research notes/Guide to Atmospherics</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=User:EvilJackCarver/research_notes/Guide_to_Atmospherics&amp;diff=6599"/>
		<updated>2017-01-23T00:23:11Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Firefighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;DISCLAIMER:&#039;&#039;&#039; The information here refers to /tg/ code in general, and may not account for FTL13-specific quirks or oddities.&#039;&#039;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Welcome to Atmospherics. As I&#039;ve said many a time before in-game, Atmos is a &amp;quot;whole lot of theory, and a little bit of piping&amp;quot; - and it really is. Knowing how to do the piping is one thing, but knowing the theoreticals behind why 100% oxygen environments is bad, why the contaminated mode on the air scrubbers is a godsend, and why nitrogen is a good fire suppressant is what separates the &#039;&#039;atmos techs&#039;&#039; from the &#039;&#039;greyshirts wearing yellow-and-blue&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are many different parts to Atmospherics, again, mostly theoretical. For simplicity&#039;s sake, this page will only cover theoreticals. And, for the love of Nanotrasen... Don&#039;t just immediately go for the fireaxe.&lt;br /&gt;
&lt;br /&gt;
==Definitions used in this guide==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;20/80&#039;&#039;&#039; - Airmix ratio for your standard airmix (&amp;quot;20% oxygen, 80% filler gas&amp;quot;)&lt;br /&gt;
* &#039;&#039;&#039;Airmix&#039;&#039;&#039; - As the name implies, the mix for the breathable air. Used in this guide as &amp;quot;O2/filler gas&amp;quot;. See &#039;&#039;&#039;20/80&#039;&#039;&#039; above.&lt;br /&gt;
* &#039;&#039;&#039;Content&#039;&#039;&#039; - The amount of gas, i.e. in a mix. Abbreviated in maths here as &#039;&#039;&#039;C&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Filler&#039;&#039;&#039; or &#039;&#039;&#039;Filler gas&#039;&#039;&#039; - The other gas in airmix that is not oxygen, generally N2.&lt;br /&gt;
* &#039;&#039;&#039;Oxidizer&#039;&#039;&#039; - Critical component for a fire, in this game it will be O2.&lt;br /&gt;
* &#039;&#039;&#039;Specific heat&#039;&#039;&#039; - The amount of energy required to heat a specific amount of gas by 1 degree Celsius.&lt;br /&gt;
&lt;br /&gt;
==Air Alarms==&lt;br /&gt;
These little devices are your best friend when you&#039;re an Atmospherics technician: If something is off, it will flash its red light insistently and post a warning on the atmospherics and station monitoring consoles. You control the scrubbers and vents from these.&lt;br /&gt;
&lt;br /&gt;
At the top of your window, are the raw numbers - anything in orange is out of ordinary but still safe. Anything in red needs attention. Below the ambient temperature and pressure is the gas composition immediately at the tile in front of the air alarm. For the most part, you are only going to want to see oxygen, nitrogen, and less than 0.03% of carbon dioxide.&lt;br /&gt;
&lt;br /&gt;
===Vent Controls===&lt;br /&gt;
For every vent, you have 3 settings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039; - Self-explanatory. Master vent power switch.&lt;br /&gt;
* &#039;&#039;&#039;Pressure Regulator&#039;&#039;&#039; - The pressure regulator selection. Internal and External do two &#039;&#039;very&#039;&#039; different things and &#039;&#039;should NOT&#039;&#039; be confused.&lt;br /&gt;
** &#039;&#039;&#039;Internal&#039;&#039;&#039; - The vent will try to push as much air out as possible to maintain a certain in-pipe target pressure. If the target pressure is below the measured pressure, the vent is on. Rarely used.&lt;br /&gt;
** &#039;&#039;&#039;External&#039;&#039;&#039; - The vent will try to maintain a certain outside-vent target pressure, measured on the square the vent is on. If the target pressure is above the measured pressure, the vent is on.&lt;br /&gt;
* &#039;&#039;&#039;Target Pressure&#039;&#039;&#039; - The pressure the vent will try to maintain. &lt;br /&gt;
&lt;br /&gt;
===Scrubber Controls===&lt;br /&gt;
For every scrubber, you have 4 settings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039; - Again, self-explanatory. Master scrubber power switch.&lt;br /&gt;
* &#039;&#039;&#039;Mode&#039;&#039;&#039; - The scrubber mode selection. Much like the vent&#039;s pressure regulator, the two modes do two very different things. Unlike the pressure regulator, this much is pretty obvious at first glance.&lt;br /&gt;
** &#039;&#039;&#039;Scrubbing&#039;&#039;&#039; - The main mode. The scrubber will siphon out all the gases it encounters in the &#039;filters&#039; selection below.&lt;br /&gt;
** &#039;&#039;&#039;Siphoning&#039;&#039;&#039; - The scrubber will siphon out ALL gases it enounters.&lt;br /&gt;
* &#039;&#039;&#039;Range&#039;&#039;&#039; - Self-explanatory, how far the scrubber will reach.&lt;br /&gt;
* &#039;&#039;&#039;Filters&#039;&#039;&#039; - Which gases the scrubber in scrub mode should get out of the air.&lt;br /&gt;
&lt;br /&gt;
===Operating Modes===&lt;br /&gt;
&lt;br /&gt;
You have several operating modes, to suit the needed task at hand.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Filtering&#039;&#039;&#039; - This is the default mode. The scrubbers filter out CO2, and the vents are set at 101.3 kPa target pressure.&lt;br /&gt;
* &#039;&#039;&#039;Contaminated&#039;&#039;&#039; - The scrubbers are set to filter out all contaminants, and the vents are set at 101.3 kPa target pressure. This is the best mode to be in, as it filters all contaminants out quickly, and a locked air alarm can be set to filter out all the nasties and re-locked in about ten seconds with practice.&lt;br /&gt;
* &#039;&#039;&#039;Draught&#039;&#039;&#039; - The scrubbers are set to siphon, and the vents are set to output at 202.7 kPa target pressure to compensate for the air being sucked out of the room. This mode is useful for temperature-related issues, but the temperature increases slowly.&lt;br /&gt;
* &#039;&#039;&#039;Refill&#039;&#039;&#039; - The scrubbers are set to filter, and the vents are set at 303.9 kPa target pressure. Useful for refilling large areas, dangerous otherwise. Keep a close eye on the pressure if you use this mode, or you can easily overpressurise an area. Rarely used.&lt;br /&gt;
* &#039;&#039;&#039;Cycle&#039;&#039;&#039; - This mode is unique: Pressing it sets the mode to panic siphon (see below) until the air pressure is negligible. Once the pressure is below a certain single-digit level, the air alarm automatically sets the mode back to Filtering. This mode is useful for temperature-related issues, if you can keep idiots from barging in while it works, as well as large-scale contamination. Rarely used.&lt;br /&gt;
* &#039;&#039;&#039;Siphon&#039;&#039;&#039; - This mode removes air from the room. The scrubbers are set to siphon, and the vents are off. Useful for dealing with overpressurisations. Rarely used.&lt;br /&gt;
* &#039;&#039;&#039;Panic Siphon&#039;&#039;&#039; - Like syphon, removes air from the room, but quickly. The difference between it and siphon are the scrubbers are set to siphon on expanded mode, which does it much faster. Useful for extreme cases of overpressurisation, as well as salvaging air from a breached room. Also useful for firefighting, with the caveat that it will severely choke up the waste line with hot gas.&lt;br /&gt;
&lt;br /&gt;
==Pressurisation==&lt;br /&gt;
&lt;br /&gt;
Repressurising areas is your main job as an Atmospherics Technician. It is also one of the most important on the ship. In order to survive comfortably, humans (used loosely) need approximately 101.3 kilopascals (kPa) of ambient pressure. The number is much much lower, however; the minimum pressure needed to survive sans hardsuit is about 20.27 kPa. Also of note, canisters pressurise the tile it&#039;s on, which spreads to adjacent tiles in a plus-shaped fashion - think Minecraft fluid physics.&lt;br /&gt;
&lt;br /&gt;
The above... isn&#039;t very relevant. What is relevant, however, is this: Humans need 16 kPa of oxygen to breathe. This means at standard 20/80 airmix, humans need 80 kPa of ambient pressure to survive without internals. The math can be summed up as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;16 ÷ C&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where C is the decimal form of the oxygen content (in the case of 20/80, 20% or 0.2). &lt;br /&gt;
&lt;br /&gt;
As the above maths imply, a higher oxygen content means you only need to pressurise a room to a lower pressure for humans to be able to breathe. While this may make it sound like setting the oxygen content up to 50% is a good idea, in practice it is not.&lt;br /&gt;
&lt;br /&gt;
For starters, you will lose a LOT of your oxygen to space if you get a breach in a 100% oxygen environment, whereas if you have a 20/80 environment, you are only losing 1 kPa of oxygen for every 4 kPa of filler gas. This is important to remember, because the oxygen tank in Atmosia has a very finite amount of O2 in it. This is why Atmospherics are regarded as the &amp;quot;first in, last out&amp;quot; - in the event of a breach, you are the first in to turn off the vents near it to reduce space wind and waste, and last out of it after repressurising it and turning the vents back on.&lt;br /&gt;
&lt;br /&gt;
100% oxygen environments are bad for one other major reason...&lt;br /&gt;
&lt;br /&gt;
==Firefighting==&lt;br /&gt;
[[File:Fire triangle.png|200px|thumb|right|Learn this, and learn it well.]]&lt;br /&gt;
So some greyshirt opened a can of plasma in the main hall. See that firesuit in the atmospherics locker? Guess what that means... That&#039;s right, you&#039;re the station&#039;s ghetto fireman. &#039;&#039;&#039;Always wear your internals when fighting fires. Always.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to fight fires, you must first understand fires. Much like in the real world, in order for a fire to survive, it needs three things: Oxidizer, fuel, and heat. These three things are known as the Fire Triangle, because a fire cannot start without all of them, and a blaze in progress will die if one is removed. This is another reason the airmix is so lean: A fire will burn out the oxidizer in a, say 3-by-3 room much faster if it&#039;s only 20% oxygen rather than 100% oxygen. More oxygen means more oxidizer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SIDE NOTE:&#039;&#039;&#039; While there is no other oxidizer besides oxygen in /tg/ code at the moment, the decision was made to use the word &#039;oxidizer&#039; instead of &#039;oxygen&#039; in the event another oxidizer was added later, and as a nod to the fact that oxygen isn&#039;t strictly required for a fire in real life (see: NASA space shuttle rockets).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another note to take is specific heats: A room of pure oxygen will heat faster than a room of pure nitrous oxide. Oxygen and nitrogen share the lowest specific heat, but nitrogen is used as the filler gas because the rest have adverse effects when breathed. The specific heats known, per the [[Guide to Atmospherics]], are as follows:&lt;br /&gt;
&lt;br /&gt;
* O2: 20&lt;br /&gt;
* N2: 20&lt;br /&gt;
* CO2: 30&lt;br /&gt;
* N2O: 40&lt;br /&gt;
* Plasma: 200&lt;br /&gt;
&lt;br /&gt;
This means a room of 100% plasma will heat ten times slower than the same room of 100% oxygen.&lt;br /&gt;
&lt;br /&gt;
So let&#039;s go back to our scenario, where the greyshirt opened a can of plasma in the main hall. Remember: A fire cannot exist without the three elements of the fire triangle - you can deprive the potential (or raging) fire of its fuel (siphon the plasma out), smother out the oxidizer by replacing it with another gas (such as opening a can of N2), or cool the area down quickly (such as firing off nanofrost - or even a fire extinguisher).&lt;br /&gt;
&lt;br /&gt;
==Decontamination==&lt;br /&gt;
Let&#039;s go back to that greyshirt-canister scenario, and change the gas: Instead of plasma in the main hall, let&#039;s say he opened a can of nitrous oxide. Nitrous Oxide, if you&#039;ll recall, is nicknamed sleeping gas - if inhaled in large enough quantities, you&#039;ll be laying down asleep before you realise it. &lt;br /&gt;
&lt;br /&gt;
Decontamination, however, is fairly straightforward: There&#039;s something in the air you don&#039;t want, and you want to scrub it out.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=User:EvilJackCarver/research_notes/Atmosia&amp;diff=6576</id>
		<title>User:EvilJackCarver/research notes/Atmosia</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=User:EvilJackCarver/research_notes/Atmosia&amp;diff=6576"/>
		<updated>2017-01-22T19:38:36Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Pipe setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;DISCLAIMER:&#039;&#039;&#039; The information here is listed for record-keeping purposes only, and should only be relied upon at your own risk. The content displayed here is subject to change or be made useless, without warning and at any time.&#039;&#039;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[File:SpaceSHIP_atmosia.png|450px|thumb|right|Home sweet home...]]&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found an Atmos setup that seems to work better than the one in the manual.&lt;br /&gt;
&lt;br /&gt;
==Pipe setup==&lt;br /&gt;
The inlet line has two volume pumps on the vertical section, and a third on the actual to-filters line. All the filters are maxed, and the airmix gas mixer&#039;s demand pressure is also maxed. &#039;&#039;&#039;The master distro outlet pump, by the chair, is only set to 314~650 kPa, however&#039;&#039;&#039; - this way we don&#039;t lose all our air when we inevitably get a hull breach.&lt;br /&gt;
&lt;br /&gt;
The to-mix line (yellow pipe) has a volume pump from the airmix in, and the gaspump is moved around the bend-pipe to face left. The bendpipe is replaced with a manifold, and at the right is a canister port to attach the portapumps to. This allows us to charge the portapumps and the two airtanks in stock to a tad over 9 MPa - useful for repressurising rooms after a breach, as you only have to run back for a new airtank half as often. &#039;&#039;^RSpitz&#039;&#039;&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=User:EvilJackCarver/research_notes/Guide_to_Atmospherics&amp;diff=6552</id>
		<title>User:EvilJackCarver/research notes/Guide to Atmospherics</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=User:EvilJackCarver/research_notes/Guide_to_Atmospherics&amp;diff=6552"/>
		<updated>2017-01-17T20:24:24Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Definitions used in thsi guide */ i cannot spell at 1 AM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;DISCLAIMER:&#039;&#039;&#039; The information here refers to /tg/ code in general, and may not account for FTL13-specific quirks or oddities.&#039;&#039;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Welcome to Atmospherics. As I&#039;ve said many a time before in-game, Atmos is a &amp;quot;whole lot of theory, and a little bit of piping&amp;quot; - and it really is. Knowing how to do the piping is one thing, but knowing the theoreticals behind why 100% oxygen environments is bad, why the contaminated mode on the air scrubbers is a godsend, and why nitrogen is a good fire suppressant is what separates the &#039;&#039;atmos techs&#039;&#039; from the &#039;&#039;greyshirts wearing yellow-and-blue&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are many different parts to Atmospherics, again, mostly theoretical. For simplicity&#039;s sake, this page will only cover theoreticals. And, for the love of Nanotrasen... Don&#039;t just immediately go for the fireaxe.&lt;br /&gt;
&lt;br /&gt;
==Definitions used in this guide==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;20/80&#039;&#039;&#039; - Airmix ratio for your standard airmix (&amp;quot;20% oxygen, 80% filler gas&amp;quot;)&lt;br /&gt;
* &#039;&#039;&#039;Airmix&#039;&#039;&#039; - As the name implies, the mix for the breathable air. Used in this guide as &amp;quot;O2/filler gas&amp;quot;. See &#039;&#039;&#039;20/80&#039;&#039;&#039; above.&lt;br /&gt;
* &#039;&#039;&#039;Content&#039;&#039;&#039; - The amount of gas, i.e. in a mix. Abbreviated in maths here as &#039;&#039;&#039;C&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Filler&#039;&#039;&#039; or &#039;&#039;&#039;Filler gas&#039;&#039;&#039; - The other gas in airmix that is not oxygen, generally N2.&lt;br /&gt;
* &#039;&#039;&#039;Oxidizer&#039;&#039;&#039; - Critical component for a fire, in this game it will be O2.&lt;br /&gt;
* &#039;&#039;&#039;Specific heat&#039;&#039;&#039; - The amount of energy required to heat a specific amount of gas by 1 degree Celsius.&lt;br /&gt;
&lt;br /&gt;
==Air Alarms==&lt;br /&gt;
These little devices are your best friend when you&#039;re an Atmospherics technician: If something is off, it will flash its red light insistently and post a warning on the atmospherics and station monitoring consoles. You control the scrubbers and vents from these.&lt;br /&gt;
&lt;br /&gt;
At the top of your window, are the raw numbers - anything in orange is out of ordinary but still safe. Anything in red needs attention. Below the ambient temperature and pressure is the gas composition immediately at the tile in front of the air alarm. For the most part, you are only going to want to see oxygen, nitrogen, and less than 0.03% of carbon dioxide.&lt;br /&gt;
&lt;br /&gt;
===Vent Controls===&lt;br /&gt;
For every vent, you have 3 settings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039; - Self-explanatory. Master vent power switch.&lt;br /&gt;
* &#039;&#039;&#039;Pressure Regulator&#039;&#039;&#039; - The pressure regulator selection. Internal and External do two &#039;&#039;very&#039;&#039; different things and &#039;&#039;should NOT&#039;&#039; be confused.&lt;br /&gt;
** &#039;&#039;&#039;Internal&#039;&#039;&#039; - The vent will try to push as much air out as possible to maintain a certain in-pipe target pressure. If the target pressure is below the measured pressure, the vent is on. Rarely used.&lt;br /&gt;
** &#039;&#039;&#039;External&#039;&#039;&#039; - The vent will try to maintain a certain outside-vent target pressure, measured on the square the vent is on. If the target pressure is above the measured pressure, the vent is on.&lt;br /&gt;
* &#039;&#039;&#039;Target Pressure&#039;&#039;&#039; - The pressure the vent will try to maintain. &lt;br /&gt;
&lt;br /&gt;
===Scrubber Controls===&lt;br /&gt;
For every scrubber, you have 4 settings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039; - Again, self-explanatory. Master scrubber power switch.&lt;br /&gt;
* &#039;&#039;&#039;Mode&#039;&#039;&#039; - The scrubber mode selection. Much like the vent&#039;s pressure regulator, the two modes do two very different things. Unlike the pressure regulator, this much is pretty obvious at first glance.&lt;br /&gt;
** &#039;&#039;&#039;Scrubbing&#039;&#039;&#039; - The main mode. The scrubber will siphon out all the gases it encounters in the &#039;filters&#039; selection below.&lt;br /&gt;
** &#039;&#039;&#039;Siphoning&#039;&#039;&#039; - The scrubber will siphon out ALL gases it enounters.&lt;br /&gt;
* &#039;&#039;&#039;Range&#039;&#039;&#039; - Self-explanatory, how far the scrubber will reach.&lt;br /&gt;
* &#039;&#039;&#039;Filters&#039;&#039;&#039; - Which gases the scrubber in scrub mode should get out of the air.&lt;br /&gt;
&lt;br /&gt;
===Operating Modes===&lt;br /&gt;
&lt;br /&gt;
You have several operating modes, to suit the needed task at hand.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Filtering&#039;&#039;&#039; - This is the default mode. The scrubbers filter out CO2, and the vents are set at 101.3 kPa target pressure.&lt;br /&gt;
* &#039;&#039;&#039;Contaminated&#039;&#039;&#039; - The scrubbers are set to filter out all contaminants, and the vents are set at 101.3 kPa target pressure. This is the best mode to be in, as it filters all contaminants out quickly, and a locked air alarm can be set to filter out all the nasties and re-locked in about ten seconds with practice.&lt;br /&gt;
* &#039;&#039;&#039;Draught&#039;&#039;&#039; - The scrubbers are set to siphon, and the vents are set to output at 202.7 kPa target pressure to compensate for the air being sucked out of the room. This mode is useful for temperature-related issues, but the temperature increases slowly.&lt;br /&gt;
* &#039;&#039;&#039;Refill&#039;&#039;&#039; - The scrubbers are set to filter, and the vents are set at 303.9 kPa target pressure. Useful for refilling large areas, dangerous otherwise. Keep a close eye on the pressure if you use this mode, or you can easily overpressurise an area. Rarely used.&lt;br /&gt;
* &#039;&#039;&#039;Cycle&#039;&#039;&#039; - This mode is unique: Pressing it sets the mode to panic siphon (see below) until the air pressure is negligible. Once the pressure is below a certain single-digit level, the air alarm automatically sets the mode back to Filtering. This mode is useful for temperature-related issues, if you can keep idiots from barging in while it works, as well as large-scale contamination. Rarely used.&lt;br /&gt;
* &#039;&#039;&#039;Siphon&#039;&#039;&#039; - This mode removes air from the room. The scrubbers are set to siphon, and the vents are off. Useful for dealing with overpressurisations. Rarely used.&lt;br /&gt;
* &#039;&#039;&#039;Panic Siphon&#039;&#039;&#039; - Like syphon, removes air from the room, but quickly. The difference between it and siphon are the scrubbers are set to siphon on expanded mode, which does it much faster. Useful for extreme cases of overpressurisation, as well as salvaging air from a breached room. Also useful for firefighting, with the caveat that it will severely choke up the waste line with hot gas.&lt;br /&gt;
&lt;br /&gt;
==Pressurisation==&lt;br /&gt;
&lt;br /&gt;
Repressurising areas is your main job as an Atmospherics Technician. It is also one of the most important on the ship. In order to survive comfortably, humans (used loosely) need approximately 101.3 kilopascals (kPa) of ambient pressure. The number is much much lower, however; the minimum pressure needed to survive sans hardsuit is about 20.27 kPa. Also of note, canisters pressurise the tile it&#039;s on, which spreads to adjacent tiles in a plus-shaped fashion - think Minecraft fluid physics.&lt;br /&gt;
&lt;br /&gt;
The above... isn&#039;t very relevant. What is relevant, however, is this: Humans need 16 kPa of oxygen to breathe. This means at standard 20/80 airmix, humans need 80 kPa of ambient pressure to survive without internals. The math can be summed up as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;16 ÷ C&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where C is the decimal form of the oxygen content (in the case of 20/80, 20% or 0.2). &lt;br /&gt;
&lt;br /&gt;
As the above maths imply, a higher oxygen content means you only need to pressurise a room to a lower pressure for humans to be able to breathe. While this may make it sound like setting the oxygen content up to 50% is a good idea, in practice it is not.&lt;br /&gt;
&lt;br /&gt;
For starters, you will lose a LOT of your oxygen to space if you get a breach in a 100% oxygen environment, whereas if you have a 20/80 environment, you are only losing 1 kPa of oxygen for every 4 kPa of filler gas. This is important to remember, because the oxygen tank in Atmosia has a very finite amount of O2 in it. This is why Atmospherics are regarded as the &amp;quot;first in, last out&amp;quot; - in the event of a breach, you are the first in to turn off the vents near it to reduce space wind and waste, and last out of it after repressurising it and turning the vents back on.&lt;br /&gt;
&lt;br /&gt;
100% oxygen environments are bad for one other major reason...&lt;br /&gt;
&lt;br /&gt;
==Firefighting==&lt;br /&gt;
[[File:Fire triangle.png|200px|thumb|right|Learn this, and learn it well.]]&lt;br /&gt;
So some greyshirt opened a can of plasma in the main hall. See that firesuit in the atmospherics locker? Guess what that means... That&#039;s right, you&#039;re the station&#039;s ghetto fireman. &#039;&#039;&#039;Always wear your internals when fighting fires. Always.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to fight fires, you must first understand fires. Much like in the real world, in order for a fire to survive, it needs three things: Oxidizer, fuel, and heat. These three things are known as the Fire Triangle, because a fire cannot start without all of them, and a blaze in progress will die if one is removed. This is another reason the airmix is so lean: A fire will burn out the oxidizer in a, say 3-by-3 room much faster if it&#039;s only 20% oxygen rather than 100% oxygen. More oxygen means more oxidizer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SIDE NOTE:&#039;&#039;&#039; While there is no other oxidizer besides oxygen in /tg/ code at the moment, the decision was made to use the word &#039;oxidizer&#039; instead of &#039;oxygen&#039; in the event another oxidizer was added later, and as a nod to the fact that oxygen isn&#039;t strictly required for a fire in real life (see: NASA space shuttle rockets).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another note to take is specific heats: A room of pure oxygen will heat faster than a room of pure nitrous oxide. Oxygen and nitrogen share the lowest specific heat, but nitrogen is used as the filler gas because the rest have adverse effects when breathed. The specific heats known, per the [[Guide to Atmospherics]], are as follows:&lt;br /&gt;
&lt;br /&gt;
* O2: 20&lt;br /&gt;
* N2: 20&lt;br /&gt;
* CO2: 30&lt;br /&gt;
* N2O: 40&lt;br /&gt;
* Plasma: 200&lt;br /&gt;
&lt;br /&gt;
This means a room of 100% oxygen will heat ten times slower than a room of 100% oxygen.&lt;br /&gt;
&lt;br /&gt;
So let&#039;s go back to our scenario, where the greyshirt opened a can of plasma in the main hall. Remember: A fire cannot exist without the three elements of the fire triangle - you can deprive the potential (or raging) fire of its fuel (siphon the plasma out), smother out the oxidizer by replacing it with another gas (such as opening a can of N2), or cool the area down quickly (such as firing off nanofrost - or even a fire extinguisher).&lt;br /&gt;
&lt;br /&gt;
==Decontamination==&lt;br /&gt;
Let&#039;s go back to that greyshirt-canister scenario, and change the gas: Instead of plasma in the main hall, let&#039;s say he opened a can of nitrous oxide. Nitrous Oxide, if you&#039;ll recall, is nicknamed sleeping gas - if inhaled in large enough quantities, you&#039;ll be laying down asleep before you realise it. &lt;br /&gt;
&lt;br /&gt;
Decontamination, however, is fairly straightforward: There&#039;s something in the air you don&#039;t want, and you want to scrub it out.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=User:EvilJackCarver/research_notes/Guide_to_Atmospherics&amp;diff=6551</id>
		<title>User:EvilJackCarver/research notes/Guide to Atmospherics</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=User:EvilJackCarver/research_notes/Guide_to_Atmospherics&amp;diff=6551"/>
		<updated>2017-01-17T20:24:05Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: create, my fingers hurt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;DISCLAIMER:&#039;&#039;&#039; The information here refers to /tg/ code in general, and may not account for FTL13-specific quirks or oddities.&#039;&#039;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Welcome to Atmospherics. As I&#039;ve said many a time before in-game, Atmos is a &amp;quot;whole lot of theory, and a little bit of piping&amp;quot; - and it really is. Knowing how to do the piping is one thing, but knowing the theoreticals behind why 100% oxygen environments is bad, why the contaminated mode on the air scrubbers is a godsend, and why nitrogen is a good fire suppressant is what separates the &#039;&#039;atmos techs&#039;&#039; from the &#039;&#039;greyshirts wearing yellow-and-blue&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are many different parts to Atmospherics, again, mostly theoretical. For simplicity&#039;s sake, this page will only cover theoreticals. And, for the love of Nanotrasen... Don&#039;t just immediately go for the fireaxe.&lt;br /&gt;
&lt;br /&gt;
==Definitions used in thsi guide==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;20/80&#039;&#039;&#039; - Airmix ratio for your standard airmix (&amp;quot;20% oxygen, 80% filler gas&amp;quot;)&lt;br /&gt;
* &#039;&#039;&#039;Airmix&#039;&#039;&#039; - As the name implies, the mix for the breathable air. Used in this guide as &amp;quot;O2/filler gas&amp;quot;. See &#039;&#039;&#039;20/80&#039;&#039;&#039; above.&lt;br /&gt;
* &#039;&#039;&#039;Content&#039;&#039;&#039; - The amount of gas, i.e. in a mix. Abbreviated in maths here as &#039;&#039;&#039;C&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Filler&#039;&#039;&#039; or &#039;&#039;&#039;Filler gas&#039;&#039;&#039; - The other gas in airmix that is not oxygen, generally N2.&lt;br /&gt;
* &#039;&#039;&#039;Oxidizer&#039;&#039;&#039; - Critical component for a fire, in this game it will be O2.&lt;br /&gt;
* &#039;&#039;&#039;Specific heat&#039;&#039;&#039; - The amount of energy required to heat a specific amount of gas by 1 degree Celsius.&lt;br /&gt;
&lt;br /&gt;
==Air Alarms==&lt;br /&gt;
These little devices are your best friend when you&#039;re an Atmospherics technician: If something is off, it will flash its red light insistently and post a warning on the atmospherics and station monitoring consoles. You control the scrubbers and vents from these.&lt;br /&gt;
&lt;br /&gt;
At the top of your window, are the raw numbers - anything in orange is out of ordinary but still safe. Anything in red needs attention. Below the ambient temperature and pressure is the gas composition immediately at the tile in front of the air alarm. For the most part, you are only going to want to see oxygen, nitrogen, and less than 0.03% of carbon dioxide.&lt;br /&gt;
&lt;br /&gt;
===Vent Controls===&lt;br /&gt;
For every vent, you have 3 settings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039; - Self-explanatory. Master vent power switch.&lt;br /&gt;
* &#039;&#039;&#039;Pressure Regulator&#039;&#039;&#039; - The pressure regulator selection. Internal and External do two &#039;&#039;very&#039;&#039; different things and &#039;&#039;should NOT&#039;&#039; be confused.&lt;br /&gt;
** &#039;&#039;&#039;Internal&#039;&#039;&#039; - The vent will try to push as much air out as possible to maintain a certain in-pipe target pressure. If the target pressure is below the measured pressure, the vent is on. Rarely used.&lt;br /&gt;
** &#039;&#039;&#039;External&#039;&#039;&#039; - The vent will try to maintain a certain outside-vent target pressure, measured on the square the vent is on. If the target pressure is above the measured pressure, the vent is on.&lt;br /&gt;
* &#039;&#039;&#039;Target Pressure&#039;&#039;&#039; - The pressure the vent will try to maintain. &lt;br /&gt;
&lt;br /&gt;
===Scrubber Controls===&lt;br /&gt;
For every scrubber, you have 4 settings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039; - Again, self-explanatory. Master scrubber power switch.&lt;br /&gt;
* &#039;&#039;&#039;Mode&#039;&#039;&#039; - The scrubber mode selection. Much like the vent&#039;s pressure regulator, the two modes do two very different things. Unlike the pressure regulator, this much is pretty obvious at first glance.&lt;br /&gt;
** &#039;&#039;&#039;Scrubbing&#039;&#039;&#039; - The main mode. The scrubber will siphon out all the gases it encounters in the &#039;filters&#039; selection below.&lt;br /&gt;
** &#039;&#039;&#039;Siphoning&#039;&#039;&#039; - The scrubber will siphon out ALL gases it enounters.&lt;br /&gt;
* &#039;&#039;&#039;Range&#039;&#039;&#039; - Self-explanatory, how far the scrubber will reach.&lt;br /&gt;
* &#039;&#039;&#039;Filters&#039;&#039;&#039; - Which gases the scrubber in scrub mode should get out of the air.&lt;br /&gt;
&lt;br /&gt;
===Operating Modes===&lt;br /&gt;
&lt;br /&gt;
You have several operating modes, to suit the needed task at hand.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Filtering&#039;&#039;&#039; - This is the default mode. The scrubbers filter out CO2, and the vents are set at 101.3 kPa target pressure.&lt;br /&gt;
* &#039;&#039;&#039;Contaminated&#039;&#039;&#039; - The scrubbers are set to filter out all contaminants, and the vents are set at 101.3 kPa target pressure. This is the best mode to be in, as it filters all contaminants out quickly, and a locked air alarm can be set to filter out all the nasties and re-locked in about ten seconds with practice.&lt;br /&gt;
* &#039;&#039;&#039;Draught&#039;&#039;&#039; - The scrubbers are set to siphon, and the vents are set to output at 202.7 kPa target pressure to compensate for the air being sucked out of the room. This mode is useful for temperature-related issues, but the temperature increases slowly.&lt;br /&gt;
* &#039;&#039;&#039;Refill&#039;&#039;&#039; - The scrubbers are set to filter, and the vents are set at 303.9 kPa target pressure. Useful for refilling large areas, dangerous otherwise. Keep a close eye on the pressure if you use this mode, or you can easily overpressurise an area. Rarely used.&lt;br /&gt;
* &#039;&#039;&#039;Cycle&#039;&#039;&#039; - This mode is unique: Pressing it sets the mode to panic siphon (see below) until the air pressure is negligible. Once the pressure is below a certain single-digit level, the air alarm automatically sets the mode back to Filtering. This mode is useful for temperature-related issues, if you can keep idiots from barging in while it works, as well as large-scale contamination. Rarely used.&lt;br /&gt;
* &#039;&#039;&#039;Siphon&#039;&#039;&#039; - This mode removes air from the room. The scrubbers are set to siphon, and the vents are off. Useful for dealing with overpressurisations. Rarely used.&lt;br /&gt;
* &#039;&#039;&#039;Panic Siphon&#039;&#039;&#039; - Like syphon, removes air from the room, but quickly. The difference between it and siphon are the scrubbers are set to siphon on expanded mode, which does it much faster. Useful for extreme cases of overpressurisation, as well as salvaging air from a breached room. Also useful for firefighting, with the caveat that it will severely choke up the waste line with hot gas.&lt;br /&gt;
&lt;br /&gt;
==Pressurisation==&lt;br /&gt;
&lt;br /&gt;
Repressurising areas is your main job as an Atmospherics Technician. It is also one of the most important on the ship. In order to survive comfortably, humans (used loosely) need approximately 101.3 kilopascals (kPa) of ambient pressure. The number is much much lower, however; the minimum pressure needed to survive sans hardsuit is about 20.27 kPa. Also of note, canisters pressurise the tile it&#039;s on, which spreads to adjacent tiles in a plus-shaped fashion - think Minecraft fluid physics.&lt;br /&gt;
&lt;br /&gt;
The above... isn&#039;t very relevant. What is relevant, however, is this: Humans need 16 kPa of oxygen to breathe. This means at standard 20/80 airmix, humans need 80 kPa of ambient pressure to survive without internals. The math can be summed up as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;16 ÷ C&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where C is the decimal form of the oxygen content (in the case of 20/80, 20% or 0.2). &lt;br /&gt;
&lt;br /&gt;
As the above maths imply, a higher oxygen content means you only need to pressurise a room to a lower pressure for humans to be able to breathe. While this may make it sound like setting the oxygen content up to 50% is a good idea, in practice it is not.&lt;br /&gt;
&lt;br /&gt;
For starters, you will lose a LOT of your oxygen to space if you get a breach in a 100% oxygen environment, whereas if you have a 20/80 environment, you are only losing 1 kPa of oxygen for every 4 kPa of filler gas. This is important to remember, because the oxygen tank in Atmosia has a very finite amount of O2 in it. This is why Atmospherics are regarded as the &amp;quot;first in, last out&amp;quot; - in the event of a breach, you are the first in to turn off the vents near it to reduce space wind and waste, and last out of it after repressurising it and turning the vents back on.&lt;br /&gt;
&lt;br /&gt;
100% oxygen environments are bad for one other major reason...&lt;br /&gt;
&lt;br /&gt;
==Firefighting==&lt;br /&gt;
[[File:Fire triangle.png|200px|thumb|right|Learn this, and learn it well.]]&lt;br /&gt;
So some greyshirt opened a can of plasma in the main hall. See that firesuit in the atmospherics locker? Guess what that means... That&#039;s right, you&#039;re the station&#039;s ghetto fireman. &#039;&#039;&#039;Always wear your internals when fighting fires. Always.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to fight fires, you must first understand fires. Much like in the real world, in order for a fire to survive, it needs three things: Oxidizer, fuel, and heat. These three things are known as the Fire Triangle, because a fire cannot start without all of them, and a blaze in progress will die if one is removed. This is another reason the airmix is so lean: A fire will burn out the oxidizer in a, say 3-by-3 room much faster if it&#039;s only 20% oxygen rather than 100% oxygen. More oxygen means more oxidizer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SIDE NOTE:&#039;&#039;&#039; While there is no other oxidizer besides oxygen in /tg/ code at the moment, the decision was made to use the word &#039;oxidizer&#039; instead of &#039;oxygen&#039; in the event another oxidizer was added later, and as a nod to the fact that oxygen isn&#039;t strictly required for a fire in real life (see: NASA space shuttle rockets).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another note to take is specific heats: A room of pure oxygen will heat faster than a room of pure nitrous oxide. Oxygen and nitrogen share the lowest specific heat, but nitrogen is used as the filler gas because the rest have adverse effects when breathed. The specific heats known, per the [[Guide to Atmospherics]], are as follows:&lt;br /&gt;
&lt;br /&gt;
* O2: 20&lt;br /&gt;
* N2: 20&lt;br /&gt;
* CO2: 30&lt;br /&gt;
* N2O: 40&lt;br /&gt;
* Plasma: 200&lt;br /&gt;
&lt;br /&gt;
This means a room of 100% oxygen will heat ten times slower than a room of 100% oxygen.&lt;br /&gt;
&lt;br /&gt;
So let&#039;s go back to our scenario, where the greyshirt opened a can of plasma in the main hall. Remember: A fire cannot exist without the three elements of the fire triangle - you can deprive the potential (or raging) fire of its fuel (siphon the plasma out), smother out the oxidizer by replacing it with another gas (such as opening a can of N2), or cool the area down quickly (such as firing off nanofrost - or even a fire extinguisher).&lt;br /&gt;
&lt;br /&gt;
==Decontamination==&lt;br /&gt;
Let&#039;s go back to that greyshirt-canister scenario, and change the gas: Instead of plasma in the main hall, let&#039;s say he opened a can of nitrous oxide. Nitrous Oxide, if you&#039;ll recall, is nicknamed sleeping gas - if inhaled in large enough quantities, you&#039;ll be laying down asleep before you realise it. &lt;br /&gt;
&lt;br /&gt;
Decontamination, however, is fairly straightforward: There&#039;s something in the air you don&#039;t want, and you want to scrub it out.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:Fire_triangle.png&amp;diff=6550</id>
		<title>File:Fire triangle.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:Fire_triangle.png&amp;diff=6550"/>
		<updated>2017-01-17T05:29:57Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: Ripped from Wikipedia, altered slightly. For use on the Atmos theoreticals page I plan to finish soonish.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ripped from Wikipedia, altered slightly. For use on the Atmos theoreticals page I plan to finish soonish.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=User:EvilJackCarver/research_notes&amp;diff=6549</id>
		<title>User:EvilJackCarver/research notes</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=User:EvilJackCarver/research_notes&amp;diff=6549"/>
		<updated>2017-01-17T04:30:08Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Atmos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Directory of various research notes, straight from the desk of R. Andreas Spitzer.&lt;br /&gt;
&lt;br /&gt;
==Supermatter Engine==&lt;br /&gt;
&lt;br /&gt;
*[[User:EvilJackCarver/research_notes/C-TEG|Cheater&#039;s TEG]]&lt;br /&gt;
*[[User:EvilJackCarver/research_notes/Pre-cooled_SM|Pre-cooled SM]]&lt;br /&gt;
*[[User:EvilJackCarver/research_notes/&amp;quot;Afterburner&amp;quot; SM|&amp;quot;Afterburner&amp;quot; SM]]&lt;br /&gt;
&lt;br /&gt;
==Atmos==&lt;br /&gt;
&lt;br /&gt;
*[[User:EvilJackCarver/research_notes/Atmosia|Atmos setup]]&lt;br /&gt;
*[[User:EvilJackCarver/research_notes/Guide to Atmospherics|Comprehensive Guide to Atmospherics]]&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6505</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6505"/>
		<updated>2016-12-24T07:22:11Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: Replace &amp;#039;i&amp;#039;m bored what now&amp;#039; with an actual tips and tricks section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpaceSHIP_bridge.png|300px|thumb|alt=The Bridge|It&#039;s actually very rare that all six stations will be manned at once. You&#039;re either going to be on the centre-right console (the blue one) if you&#039;re Helms, or the bottom right one (the red one) if you&#039;re Weapons.]]&lt;br /&gt;
Naturally the [[Captain|captain]] cannot press every single button on the [[Bridge|bridge]] himself, so Centcom has employed multiple [[Bridge Officer|HIGHLY TRAINED OFFICERS]] to press the buttons for him. When you join you will be automatically assigned a station to man. However, this is not a formal assignment so you and the other officers may switch places at will. This may sound dull, but worry not, many fun things await you!&lt;br /&gt;
&lt;br /&gt;
==The Chain of Command==&lt;br /&gt;
As a bridge officer you are not a head of staff like the Captain or Head of Personnel. You are on the same level as a standard department crewman; the only difference between you and a standard crewman is your department is the bridge. Thus you must obey orders from all heads of staff, and your fancy uniform does not give you permission to order other people around. &lt;br /&gt;
&lt;br /&gt;
In times of crisis the order of succession is Captain → Head of Personnel → Other Heads → Helms Officer. Being on the bridge does not give you special privileges to jump the chain of command, although the Chief Medical Officer may opt to pass and stay in medbay to heal others, the Chief Engineer may opt to stay with their team and coordinate repairs, and the Head of Security may opt to stay with and coordinate the Sec team.&lt;br /&gt;
&lt;br /&gt;
The Bridge Officers and the Munitions Officer are on the same level: none of them outrank another. While a Munitions Officer will generally take orders from the Weapons Officer about which rounds to load, they are not obliged to honor a request to, say, allow the WO into the munitions bay to get a toolbox.&lt;br /&gt;
&lt;br /&gt;
==Your Duties==&lt;br /&gt;
Your duties will vary depending on whether you&#039;re a Helms Officer or a Weapons Officer. While these aren&#039;t formal assignments, and the HO and WO can switch places as will, you should not touch the other bridge officer&#039;s console unless the other bridge officer is MIA or you&#039;ve been cleared to do so by the other BO or the Captain. If you do end up using the other BO&#039;s console, &#039;&#039;&#039;you assume full responsibility for what effects your actions may have.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Helms Officer===&lt;br /&gt;
As a Helms Officer, your duties are fairly relaxed. Your main responsibility is to jump the ship from point A to point B. The Captain’s orders determine where you should be going, as well as the mission assignment. Your ship has a max range for jumps, so you need to plan the best route to travel to faraway locations; the FTL drive only has a limited supply of plasma to use and needs to recharge between jumps, so jumping more often than necessary can easily screw you over if you suddenly need to flee hostile forces.&lt;br /&gt;
&lt;br /&gt;
Of course, jumping into enemy space also opens up the option to salvage more things, such as more phase cannons, air or plasma tanks, or other miscellaneous bits and bobs of cargo. You should consult with the Captain whether or not you should take the direct way or make a few stops in Syndie space, as well as the Weapons Officer to see if you have the capabilities to take on the extra enemies that you wouldn&#039;t have to worry about otherwise.&lt;br /&gt;
&lt;br /&gt;
Remember to warn the crew before you jump, you might regret jumping unannounced.&lt;br /&gt;
&lt;br /&gt;
===Weapons Officer===&lt;br /&gt;
&lt;br /&gt;
As a Weapons Officer, your job is a bit more logistically involved than that of a Helms Officer. You&#039;re in charge of firing the onboard anti-ship battery, so you need to coordinate with the [[Munitions Officer]] on what to load, the [[Captain]] on where to aim, and the [[Shaft Miner|salvage team]] on when to bring the shields down and up. &lt;br /&gt;
&lt;br /&gt;
Targeting an enemy is as simple as clicking the vessel&#039;s name under the Targeting section of the Tactical Console, and selecting where you wish to aim on the ship. A small reminder of where you currently are is listed at the top of the targeting section - remember, the NSV Astraeus&#039; anti-ship battery can only hit ships at the same planet you&#039;re at, so aiming at one at the navbeacon while you&#039;re at a planet will only waste ammo. The available salvage from a ship will depend on where you aim. Shooting at the hull will destroy the cargo holds, shooting at the weapons will reduce your odds of salvaging a tenth phase cannon for your ship. Pick your targeting location carefully.&lt;br /&gt;
&lt;br /&gt;
The phase cannons are designed to disrupt the enemy ships&#039; shields for long enough to get a MAC round through them. All of your MAC shells (shield-piercing excepted) will explode harmlessly on enemy shields, so it&#039;s a good idea to fire a short burst of 2 or 3 shots from the phase cannon, then fire a MAC at the shield generator.&lt;br /&gt;
&lt;br /&gt;
==Bridge Stations==&lt;br /&gt;
There are six stations on the Bridge, but in general you&#039;re only going to use two (and MAYBE the communications console to announce a jump).&lt;br /&gt;
===Navigation Console===&lt;br /&gt;
[[File:Helms_starmap.png|200px|thumb|right|One of the two main screens you&#039;ll be staring at.]]&lt;br /&gt;
This console is how you move the ship to various locations. You can click on different circles on the map. Each circle represents a solar system, each with multiple celestial bodies. Different colors correspond to different factions. When you click on them it opens a menu where you can jump to the system and see more info. At the top you can click the &amp;quot;Show Map&amp;quot; tab to view the map of the current solar system. Clicking on planets lets you see if there are any points of interest. Additionally, if you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier, as yellow-pages tell you where other nearby stations are. In combat you should stay near the computer in case you need to make a tactical retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Inform the crew before you jump so they can get back on the ship or get busy things done such as moving prisoners or handling a supermatter shard delamination incident. &#039;&#039;&#039;If you make an unannounced jump and it causes someone&#039;s death (such as leaving a salvage team behind), you may face consequences both in-character (manslaughter charges) or out-of-character (job-bans).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The systems in the star map are colour-coded according to who controls them:&lt;br /&gt;
&lt;br /&gt;
*Blue systems are friendly systems, controlled by Nanotrasen.&lt;br /&gt;
*Orange systems are neutral systems, and are controlled by the SolGov.&lt;br /&gt;
*Red systems are enemy systems, and are Syndicate-controlled&lt;br /&gt;
*White systems are not controlled by any one &amp;quot;faction&amp;quot;, but tend to be infested with pirates.&lt;br /&gt;
*Every system has a small chance of containing pirates. Be on guard at all times!&lt;br /&gt;
&lt;br /&gt;
On the planet map, you&#039;ll be able to see the type of planet each one is by clicking on them. Ringed planets have asteroids for miners to mine. Lava planets can be landed on, and Gas Giants are worthless (for now). Orbital Platforms are trading stations, where you can buy and sell things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tactical Console===&lt;br /&gt;
[[File:Weapons_console.png|200px|thumb|right|Normally there&#039;d be ships here on the screen, in the Targeting section. You&#039;d click them to target them.]]&lt;br /&gt;
This console is everything in ship combat. You can see your shields, your weapons systems, and the location of other ships in the system. Not all ships are hostile, but if you shoot at a neutral or friendly vessel, expect to start an intergalactic war.&lt;br /&gt;
&lt;br /&gt;
At the top of the screen you have your shield status and control. While the shields are up, they act as a physical barrier - if someone needs to throw something (such as an alien larva) outside the shields, they will be unable to without you lowering them. This also works for crew - salvage teams will not be able to bring things in or head out to salvage while the shields are up. An important note to make is that while the salvage team is outside the shields, &#039;&#039;they are not vulnerable to incoming fire and thus do not have to worry about being shot by the enemy.&#039;&#039; &amp;lt;!-- I&#039;m not sure if it goes for outgoing fire. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When looking at enemy vessels, be sure to note their location. If they are not at the same planet/nav beacon you are, then you are out of range and your shots will do nothing. Also, when firing at enemy ships, you can select various subsystems to target. Damaging and destroying these hinder the enemy ships. Destroying the shields makes it so they cannot block your shots, destroying the engines reduces their evasion, etc. If you shoot the bridge, the enemy will have difficulty evading. Shooting at the hull will destroy the enemies&#039; cargo holds. Where you target determines the state of the salvageable wreck. Use this strategically to salvage certain items (weapons, etc) for your ship!&lt;br /&gt;
&lt;br /&gt;
The weapon systems are sorted by type, with the MAC cannon(s) on top and the phase cannon(s) on bottom. Each phase cannon shot takes 200 energy and will fire almost as fast as you can click - be careful not to run it completely dry. A decent tactic is to use a couple of shots with the phase cannon to knock down the shields, then fire the MAC before their shield system recharges.&lt;br /&gt;
&lt;br /&gt;
===Crew Monitoring Console===&lt;br /&gt;
If the Chief Medical Officer wishes to be on the bridge, they&#039;ll most likely be manning this console. Functionally, it is identical to the crew monitoring console in their office. You could use this to coordinate with the mining team to recover a deceased miner if you wish, or ensure everyone&#039;s back aboard before making the takeoff announcement. Or, if you&#039;re bored and there&#039;s a lull in the action, you could see who&#039;s where and take guesses as to what they&#039;re up to. &lt;br /&gt;
&lt;br /&gt;
===Engineering Console===&lt;br /&gt;
If the Chief Engineer wishes to be on the bridge, they&#039;ll most likely be here watching the power. Functionally, the consoles are identical to the two in the engine bay. The console on the left can be used to monitor power draw and generation, and the console on the right can be used to transfer power from one area to another. You could monitor it from the bridge and see when engineering finally sets the SMES units, or nag at them to increase the power output if the power draw is close to or exceeding the available power.&lt;br /&gt;
&lt;br /&gt;
===Security Console===&lt;br /&gt;
If the Head of Security isn&#039;t up to their knees in [[Shitcurity|dead detainees]] and wants to be on the bridge, they&#039;ll most likely be manning this console. These consoles are identical to the two in their office and two of the three at the dispatchers&#039; area of the Security Offices - the one on the left is the recordkeeping console, the one on the right is the cameras. You won&#039;t be able to access the records unless the Head of Security forgets to log out, but you can look through the cameras and see yourself looking at the cameras, or see if the Supermatter shard is on fire and then yell at Engineering before the SM shard does.&lt;br /&gt;
&lt;br /&gt;
===Communications Console===&lt;br /&gt;
The Communications Console is similar to the ones found aboard modern stations, albeit with some differences. The Captain will usually be manning this station. He will usually leave the console unlocked, so you can use this to ask Centcomm for guidance in an emergency , check your objectives, or make an announcement regarding jumps. Expect the Captain to be rather cross with you if you use it while he&#039;s present, however.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Tips and Tricks==&lt;br /&gt;
* Helms/Weapons Officer is an informal assignment - you are free to switch with the other Bridge Officer at will.&lt;br /&gt;
&lt;br /&gt;
===Helms===&lt;br /&gt;
* You will only be able to see if a planet has a station if you&#039;re orbiting it.&lt;br /&gt;
* Obtaining a station&#039;s yellowpages will help you locate nearby stations, as well as see their stock and pricing.&lt;br /&gt;
* If Centcomm is feeling generous, they may respond to you if you ask where a station is.&lt;br /&gt;
* Coordinate closely with Engineering.&lt;br /&gt;
**They are in charge of the FTL/shield plasma. You cannot jump without power or plasma. Jumping into enemy territory before the FTL plasma is connected can and will easily cause mass casualties.&lt;br /&gt;
**They are also in charge of the engine. Extended planetside stays play hell on the cold loop&#039;s ability to cool the engine. If you stay down there too long and Engineering isn&#039;t prepared for it, you could cause the Supermatter to delaminate - and you can&#039;t readily eject the Supermatter planetside, as it&#039;ll destroy the enginebay.&lt;br /&gt;
** They also need your help - you cannot safely eject the Supermatter when docked at a station or planetside. In the case of the former, it will bounce off the docking wall; the latter, the atmosphere will allow it to damage the enginebay if it explodes.&lt;br /&gt;
* There is no shame in retreating if you&#039;re outnumbered. Sometimes it&#039;s better to retreat, regroup, and try again than it is to stay in the fight and continuously take hits.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* If you accidentally fire upon Nanotrasen, &#039;&#039;&#039;ahelp it immediately&#039;&#039;&#039; - it is impossible to get Nanotrasen to stop firing upon you without admin intervention.&lt;br /&gt;
* Like with the Helms Officer, coordinate closely with Engineering.&lt;br /&gt;
** They can set up cannons you salvage from combat. Get enough and you can take down ships easily without having to fire the MAC.&lt;br /&gt;
** They are in charge of the FTL/shield plasma. If the shield plasma is unwrenched, you only get one hit to the shields before you&#039;re exposed to incoming fire.&lt;br /&gt;
** They also need your help - in the event they need to jettison the Supermatter, you will need to lower the shields so the Supermatter Shard doesn&#039;t bounce off them and go back in.&lt;br /&gt;
* &#039;&#039;&#039;Due to a bug in spriting, unscrewing the maintenance panel of the phase cannons or loading an unarmed round in the MAC will cause its sprite to disappear.&#039;&#039;&#039; Ensure Engineering and Munitions are aware of this. &#039;&#039;(The in-character excuse for this is &#039;due to a glitch in the firmware, doing either will engage their stealth systems&#039;.)&#039;&#039;&lt;br /&gt;
* Phase cannons can be upgraded with better batteries to be able to store more charge. However, you need a Bluespace RPED to do so (see above bullet).&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6504</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6504"/>
		<updated>2016-12-24T07:02:39Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Communications Console */ add note about objectives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpaceSHIP_bridge.png|300px|thumb|alt=The Bridge|It&#039;s actually very rare that all six stations will be manned at once. You&#039;re either going to be on the centre-right console (the blue one) if you&#039;re Helms, or the bottom right one (the red one) if you&#039;re Weapons.]]&lt;br /&gt;
Naturally the [[Captain|captain]] cannot press every single button on the [[Bridge|bridge]] himself, so Centcom has employed multiple [[Bridge Officer|HIGHLY TRAINED OFFICERS]] to press the buttons for him. When you join you will be automatically assigned a station to man. However, this is not a formal assignment so you and the other officers may switch places at will. This may sound dull, but worry not, many fun things await you!&lt;br /&gt;
&lt;br /&gt;
==The Chain of Command==&lt;br /&gt;
As a bridge officer you are not a head of staff like the Captain or Head of Personnel. You are on the same level as a standard department crewman; the only difference between you and a standard crewman is your department is the bridge. Thus you must obey orders from all heads of staff, and your fancy uniform does not give you permission to order other people around. &lt;br /&gt;
&lt;br /&gt;
In times of crisis the order of succession is Captain → Head of Personnel → Other Heads → Helms Officer. Being on the bridge does not give you special privileges to jump the chain of command, although the Chief Medical Officer may opt to pass and stay in medbay to heal others, the Chief Engineer may opt to stay with their team and coordinate repairs, and the Head of Security may opt to stay with and coordinate the Sec team.&lt;br /&gt;
&lt;br /&gt;
The Bridge Officers and the Munitions Officer are on the same level: none of them outrank another. While a Munitions Officer will generally take orders from the Weapons Officer about which rounds to load, they are not obliged to honor a request to, say, allow the WO into the munitions bay to get a toolbox.&lt;br /&gt;
&lt;br /&gt;
==Your Duties==&lt;br /&gt;
Your duties will vary depending on whether you&#039;re a Helms Officer or a Weapons Officer. While these aren&#039;t formal assignments, and the HO and WO can switch places as will, you should not touch the other bridge officer&#039;s console unless the other bridge officer is MIA or you&#039;ve been cleared to do so by the other BO or the Captain. If you do end up using the other BO&#039;s console, &#039;&#039;&#039;you assume full responsibility for what effects your actions may have.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Helms Officer===&lt;br /&gt;
As a Helms Officer, your duties are fairly relaxed. Your main responsibility is to jump the ship from point A to point B. The Captain’s orders determine where you should be going, as well as the mission assignment. Your ship has a max range for jumps, so you need to plan the best route to travel to faraway locations; the FTL drive only has a limited supply of plasma to use and needs to recharge between jumps, so jumping more often than necessary can easily screw you over if you suddenly need to flee hostile forces.&lt;br /&gt;
&lt;br /&gt;
Of course, jumping into enemy space also opens up the option to salvage more things, such as more phase cannons, air or plasma tanks, or other miscellaneous bits and bobs of cargo. You should consult with the Captain whether or not you should take the direct way or make a few stops in Syndie space, as well as the Weapons Officer to see if you have the capabilities to take on the extra enemies that you wouldn&#039;t have to worry about otherwise.&lt;br /&gt;
&lt;br /&gt;
Remember to warn the crew before you jump, you might regret jumping unannounced.&lt;br /&gt;
&lt;br /&gt;
===Weapons Officer===&lt;br /&gt;
&lt;br /&gt;
As a Weapons Officer, your job is a bit more logistically involved than that of a Helms Officer. You&#039;re in charge of firing the onboard anti-ship battery, so you need to coordinate with the [[Munitions Officer]] on what to load, the [[Captain]] on where to aim, and the [[Shaft Miner|salvage team]] on when to bring the shields down and up. &lt;br /&gt;
&lt;br /&gt;
Targeting an enemy is as simple as clicking the vessel&#039;s name under the Targeting section of the Tactical Console, and selecting where you wish to aim on the ship. A small reminder of where you currently are is listed at the top of the targeting section - remember, the NSV Astraeus&#039; anti-ship battery can only hit ships at the same planet you&#039;re at, so aiming at one at the navbeacon while you&#039;re at a planet will only waste ammo. The available salvage from a ship will depend on where you aim. Shooting at the hull will destroy the cargo holds, shooting at the weapons will reduce your odds of salvaging a tenth phase cannon for your ship. Pick your targeting location carefully.&lt;br /&gt;
&lt;br /&gt;
The phase cannons are designed to disrupt the enemy ships&#039; shields for long enough to get a MAC round through them. All of your MAC shells (shield-piercing excepted) will explode harmlessly on enemy shields, so it&#039;s a good idea to fire a short burst of 2 or 3 shots from the phase cannon, then fire a MAC at the shield generator.&lt;br /&gt;
&lt;br /&gt;
==Bridge Stations==&lt;br /&gt;
There are six stations on the Bridge, but in general you&#039;re only going to use two (and MAYBE the communications console to announce a jump).&lt;br /&gt;
===Navigation Console===&lt;br /&gt;
[[File:Helms_starmap.png|200px|thumb|right|One of the two main screens you&#039;ll be staring at.]]&lt;br /&gt;
This console is how you move the ship to various locations. You can click on different circles on the map. Each circle represents a solar system, each with multiple celestial bodies. Different colors correspond to different factions. When you click on them it opens a menu where you can jump to the system and see more info. At the top you can click the &amp;quot;Show Map&amp;quot; tab to view the map of the current solar system. Clicking on planets lets you see if there are any points of interest. Additionally, if you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier, as yellow-pages tell you where other nearby stations are. In combat you should stay near the computer in case you need to make a tactical retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Inform the crew before you jump so they can get back on the ship or get busy things done such as moving prisoners or handling a supermatter shard delamination incident. &#039;&#039;&#039;If you make an unannounced jump and it causes someone&#039;s death (such as leaving a salvage team behind), you may face consequences both in-character (manslaughter charges) or out-of-character (job-bans).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The systems in the star map are colour-coded according to who controls them:&lt;br /&gt;
&lt;br /&gt;
*Blue systems are friendly systems, controlled by Nanotrasen.&lt;br /&gt;
*Orange systems are neutral systems, and are controlled by the SolGov.&lt;br /&gt;
*Red systems are enemy systems, and are Syndicate-controlled&lt;br /&gt;
*White systems are not controlled by any one &amp;quot;faction&amp;quot;, but tend to be infested with pirates.&lt;br /&gt;
*Every system has a small chance of containing pirates. Be on guard at all times!&lt;br /&gt;
&lt;br /&gt;
On the planet map, you&#039;ll be able to see the type of planet each one is by clicking on them. Ringed planets have asteroids for miners to mine. Lava planets can be landed on, and Gas Giants are worthless (for now). Orbital Platforms are trading stations, where you can buy and sell things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tactical Console===&lt;br /&gt;
[[File:Weapons_console.png|200px|thumb|right|Normally there&#039;d be ships here on the screen, in the Targeting section. You&#039;d click them to target them.]]&lt;br /&gt;
This console is everything in ship combat. You can see your shields, your weapons systems, and the location of other ships in the system. Not all ships are hostile, but if you shoot at a neutral or friendly vessel, expect to start an intergalactic war.&lt;br /&gt;
&lt;br /&gt;
At the top of the screen you have your shield status and control. While the shields are up, they act as a physical barrier - if someone needs to throw something (such as an alien larva) outside the shields, they will be unable to without you lowering them. This also works for crew - salvage teams will not be able to bring things in or head out to salvage while the shields are up. An important note to make is that while the salvage team is outside the shields, &#039;&#039;they are not vulnerable to incoming fire and thus do not have to worry about being shot by the enemy.&#039;&#039; &amp;lt;!-- I&#039;m not sure if it goes for outgoing fire. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When looking at enemy vessels, be sure to note their location. If they are not at the same planet/nav beacon you are, then you are out of range and your shots will do nothing. Also, when firing at enemy ships, you can select various subsystems to target. Damaging and destroying these hinder the enemy ships. Destroying the shields makes it so they cannot block your shots, destroying the engines reduces their evasion, etc. If you shoot the bridge, the enemy will have difficulty evading. Shooting at the hull will destroy the enemies&#039; cargo holds. Where you target determines the state of the salvageable wreck. Use this strategically to salvage certain items (weapons, etc) for your ship!&lt;br /&gt;
&lt;br /&gt;
The weapon systems are sorted by type, with the MAC cannon(s) on top and the phase cannon(s) on bottom. Each phase cannon shot takes 200 energy and will fire almost as fast as you can click - be careful not to run it completely dry. A decent tactic is to use a couple of shots with the phase cannon to knock down the shields, then fire the MAC before their shield system recharges.&lt;br /&gt;
&lt;br /&gt;
===Crew Monitoring Console===&lt;br /&gt;
If the Chief Medical Officer wishes to be on the bridge, they&#039;ll most likely be manning this console. Functionally, it is identical to the crew monitoring console in their office. You could use this to coordinate with the mining team to recover a deceased miner if you wish, or ensure everyone&#039;s back aboard before making the takeoff announcement. Or, if you&#039;re bored and there&#039;s a lull in the action, you could see who&#039;s where and take guesses as to what they&#039;re up to. &lt;br /&gt;
&lt;br /&gt;
===Engineering Console===&lt;br /&gt;
If the Chief Engineer wishes to be on the bridge, they&#039;ll most likely be here watching the power. Functionally, the consoles are identical to the two in the engine bay. The console on the left can be used to monitor power draw and generation, and the console on the right can be used to transfer power from one area to another. You could monitor it from the bridge and see when engineering finally sets the SMES units, or nag at them to increase the power output if the power draw is close to or exceeding the available power.&lt;br /&gt;
&lt;br /&gt;
===Security Console===&lt;br /&gt;
If the Head of Security isn&#039;t up to their knees in [[Shitcurity|dead detainees]] and wants to be on the bridge, they&#039;ll most likely be manning this console. These consoles are identical to the two in their office and two of the three at the dispatchers&#039; area of the Security Offices - the one on the left is the recordkeeping console, the one on the right is the cameras. You won&#039;t be able to access the records unless the Head of Security forgets to log out, but you can look through the cameras and see yourself looking at the cameras, or see if the Supermatter shard is on fire and then yell at Engineering before the SM shard does.&lt;br /&gt;
&lt;br /&gt;
===Communications Console===&lt;br /&gt;
The Communications Console is similar to the ones found aboard modern stations, albeit with some differences. The Captain will usually be manning this station. He will usually leave the console unlocked, so you can use this to ask Centcomm for guidance in an emergency , check your objectives, or make an announcement regarding jumps. Expect the Captain to be rather cross with you if you use it while he&#039;s present, however.&lt;br /&gt;
&lt;br /&gt;
==I am bored. What now?==&lt;br /&gt;
When you are in FTL translation, waiting on miners to mine ores or waiting for the Quartermaster to get more ammo from a station, things can get boring. Here are a few ideas on how to stay busy during the lulls in action:&lt;br /&gt;
&lt;br /&gt;
* Go out and look around the ship, then suddenly remember you have no EVA gear on.&lt;br /&gt;
* Shout at people that don&#039;t have suit sensors on to turn them on.&lt;br /&gt;
* Shout at R&amp;amp;D to upgrade the phase cannons.&lt;br /&gt;
* Shout at Engineering to install more phase cannons.&lt;br /&gt;
* Go to Chemistry and get the Munitions Officer more oil for his MAC breech.&lt;br /&gt;
* Go to the bar and get plastered.&lt;br /&gt;
* Throw Ian a birthday party.&lt;br /&gt;
* Bring half the bar back and get even &#039;&#039;more&#039;&#039; plastered.&lt;br /&gt;
* Nag the Captain to put the AI on something other than Asimov.&lt;br /&gt;
* Look through cameras and watch Security beat up the clown for the hundredth time, or watch the Supermatter shard delaminate and explode.&lt;br /&gt;
* Go down to Robotics and get yourself robot arms, or a big stompy mech.&lt;br /&gt;
* Ride a quadbike in the halls, and then get shouted at by Centcomm for riding a quadbike in the halls.&lt;br /&gt;
* Drink the entirety of the station&#039;s liquor reserve, then die of liquor poisoning.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Bridge_Officer&amp;diff=6503</id>
		<title>Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Bridge_Officer&amp;diff=6503"/>
		<updated>2016-12-24T07:00:43Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic bridge officer male.png&lt;br /&gt;
|img = Bridge officer spitzer.png&lt;br /&gt;
|jobtitle = Bridge Officer&lt;br /&gt;
|access = Maintenance, Outer Bridge, Bridge, Tactical Consoles&lt;br /&gt;
|additional = None&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Captain]], [[Head of Personnel]]&lt;br /&gt;
|duties = Fly the ship, shoot at enemy ships. &lt;br /&gt;
|guides = [[Guide to Bridge Officer]]&lt;br /&gt;
|quote = ...I hope you all realissse I can&#039;t drive ssstick...&lt;br /&gt;
}}&lt;br /&gt;
[[File:SpaceSHIP_bridge.png|300px|thumb|alt=The Bridge|Your home away from home.]]&lt;br /&gt;
You are the Bridge Officer. Depending on when you joined, you&#039;re either the Weapons Officer or the Helms Officer. The Weapons Officer is in charge of the ship&#039;s anti-ship battery, and the Helms Officer is the one in charge of actually flying the ship. &#039;&#039;&#039;Unless you&#039;re cleared to do so by the other Bridge Officer or the Captain, or the other Bridge Officer is dead or missing, you should not interact with the other Bridge Officer&#039;s console.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;Weapons Officer:&#039;&#039; Know how to targeting works, know how to fire the weapons. Communicate with the Munitions Officer about what rounds to load into the MAC. &lt;br /&gt;
*&#039;&#039;Helms Officer:&#039;&#039; Fly the ship into and out of danger. Warn the crew when you go to jump.&lt;br /&gt;
&lt;br /&gt;
==Ladies and Gentlemen, This is Your Pilot Speaking==&lt;br /&gt;
As a Helms Officer, your duty is to fly the ship. Your seat is front and centre on the bridge, so you have the best view to parallel-park &amp;lt;s&amp;gt;on top of&amp;lt;/s&amp;gt; by an orbital platform. The Helms Console is fairly self-explanatory, and is discussed more in-depth [[Guide to Bridge Officer|in the guide.]]&lt;br /&gt;
&lt;br /&gt;
Sometimes Centcomm will ask you to head to a specific planet. It&#039;s up to you as to how you plan to get the crew there. When you go to make the initial jump, you should check with Engineering and make sure the TEG is making power, and the plasma cans to the FTL drives are connected. Generally speaking, it&#039;s also a good idea to make sure your first jump is into friendly territory to ensure if something &#039;&#039;isn&#039;t&#039;&#039; set up, it can be set up without being shot to pieces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you jump without warning and it causes the death of a crewmember (i.e. leaving a salvage team behind), you may face both IC and OOC consequences.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Art of Not Being Able to Shoot at Something On The Other Side of the Star System==&lt;br /&gt;
As a Weapons Officer, your duty is to defend your ship from enemy ships. This is done with the Tactical Console and the NSV Astraeus&#039; onboard anti-ship battery, which consists of a mass accelerator cannon and a phase cannon at roundstart. You are responsible for coordinating with the [[Munitions Officer]] about what shells to load. If one phase cannon isn&#039;t enough firepower, you can nag engineering to get a spare circuitboard out of Tech Storage and set up a second phase cannon: just know if a shot destroys your phase cannons, you won&#039;t have a spare board you can use to get that back online.&lt;br /&gt;
&lt;br /&gt;
The onboard anti-ship battery has a maximum effective range of about that of a planet - in other words, if you&#039;re at a nav beacon and you target a ship that&#039;s not at the nav beacon, you&#039;re wasting ammunition. Wasting ammunition&#039;s a surefire way to piss off both the Captain and the MO, because the MO only gets fifteen shells to work with.&lt;br /&gt;
&lt;br /&gt;
Also note that targeting different areas of the enemy ship will yield different results if you go to salvage: For example, targeting the hull will destroy the cargo holds and thus reduce the available loot you can scrap from the wreckage, while targeting the weapons will reduce the chance of salvaging a new phase cannon.&lt;br /&gt;
&lt;br /&gt;
==Your Chain of Command==&lt;br /&gt;
Although Head of Personnel is technically your immediate supervisor, 99% of the time you&#039;ll be answering directly to the Captain or Acting Captain. It&#039;s important to keep the Captain informed and up-to-date on threat assessments. It&#039;s also generally a good idea to let them know when you enter or leave hostile space. If the Captain is dismissed or deceased, the Head of Personnel becomes Acting Captain unless they or Centcomm elect someone else to be Acting Captain.&lt;br /&gt;
&lt;br /&gt;
While the Weapons Officer generally orders the Munitions Officer around in terms of ammo-loading, you should remember that they are both on the same level in the chain of command - neither one outranks the other. For example, a Munitions Officer is not obliged to allow a Weapons Officer into the Munitions Bay if asked to do so by the Weapons Officer.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
===Helms===&lt;br /&gt;
*Being on a planet does not protect you from an enemy ASB.&lt;br /&gt;
*Coordinate with Engineering if you plan to stay planetside for a long time. If you are planetside, there is a planet blocking the heat exchangers from being able to radiate heat, and because of the way the TEG works, the Supermatter can easily delaminate from the cold loop being unable to cool.&lt;br /&gt;
*Forgetting to warn the crew before you make a jump is bad form and annoys the crew. Ideally you should give them at least 30 seconds&#039; warning, if possible, so they have enough time to object or get aboard.&lt;br /&gt;
*A captain&#039;s order to jump does not override Centcomm&#039;s order to stay.&lt;br /&gt;
*If you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier: Yellow-pages tell you where other nearby stations are.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*The onboard anti-ship battery will only hit targets at the same planet you&#039;re at. For example, if you&#039;re at a system&#039;s nav beacon, you will only be able to hit targets that are also at the nav beacon. &#039;&#039;This works both ways.&#039;&#039;&lt;br /&gt;
*The MO only starts with fifteen rounds ammunition for the MAC: 5 high-explosive, 5 smart-homing, and 5 shield-piercing.&lt;br /&gt;
*The enemy ships&#039; cargo holds are within their hulls. Targetting the hull on the tactical console will most likely destroy the loot.&lt;br /&gt;
*You start with one phase cannon at roundstart, but you can nag Engineering to get another from Tech Storage. If you coordinate with the salvage team, you can easily get enough phase cannons to be able to destroy ships without firing the MAC.&lt;br /&gt;
*It is impossible to get Nanotrasen to stop shooting at you if you accidentally (or intentionally) fire upon them without admin intervention. &#039;&#039;&#039;If you do accidentally fire upon Nanotrasen, ahelp it as soon as possible.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=6502</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=6502"/>
		<updated>2016-12-19T00:16:34Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Introduction==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
&lt;br /&gt;
[[File:Engine bay annotated.png|600px|thumb|center|It&#039;s not as complex as it looks.]]&lt;br /&gt;
&lt;br /&gt;
===Legend===&lt;br /&gt;
#&#039;&#039;&#039;Thermoelectric Generator&#039;&#039;&#039;: The Thermoelectric generator (TEG) is a machine which creates power based on the temperature difference between the hot loop and the cold loop - the greater the difference, the more energy is generated. The hot loop is on the left in yellow pipes, the cold loop is on the right in blue.&lt;br /&gt;
#&#039;&#039;&#039;Coolant valves&#039;&#039;&#039;: These valves can be opened to mix the hot and cold loops with each other. It&#039;s a decent idea to open it if the hot loop overheats, as that allows the hot loop to cool. However, this also comes at the cost of poisoning the cold loop with waste gases, which may reduce the effectiveness of the loop.&lt;br /&gt;
#&#039;&#039;&#039;N₂ Canister Ports&#039;&#039;&#039;: Two ports for you to wrench in the nitrogen canisters from canister storage.&lt;br /&gt;
#&#039;&#039;&#039;Waste gas canister port&#039;&#039;&#039;: A port for you to put an empty canister to filter out waste gases - namely, oxygen.&lt;br /&gt;
#&#039;&#039;&#039;Gas filter&#039;&#039;&#039;: This is used to filter out the oxygen in the hot loop, and prevent the gas mix in the core from catching fire.&lt;br /&gt;
#&#039;&#039;&#039;Emitter&#039;&#039;&#039;: The emitter fires a beam that energizes the Supermatter Shard.&lt;br /&gt;
#&#039;&#039;&#039;Engine Cooling Unit&#039;&#039;&#039;: This computer controls the input and output of gases in the core.&lt;br /&gt;
#&#039;&#039;&#039;Power Monitor Unit&#039;&#039;&#039;: This computer shows you the load and distribution of power on the ship&#039;s power grid.&lt;br /&gt;
#&#039;&#039;&#039;SMES cell&#039;&#039;&#039;: Essentially a large battery, it starts with a small charge - enough for you to start the engine.&lt;br /&gt;
#&#039;&#039;&#039;Heat Exchanger Gas Pump&#039;&#039;&#039;: This pump regulates the flow of air from the heat exchanger back into the cold loop&#039;s pipes. It should be on 450 kPa when you&#039;re starting the engine, but can be tweaked as necessary. &lt;br /&gt;
#&#039;&#039;&#039;Heat Exchanger&#039;&#039;&#039;: A series of pipes that allow the gas to be cooled down by space. This is necessary for the cold loop to be cold. (Space doesn&#039;t really work that way, but just go with it.)&lt;br /&gt;
#&#039;&#039;&#039;Gas Injector&#039;&#039;&#039;: Injects the gas from the hot loop into the core to be heated.&lt;br /&gt;
#&#039;&#039;&#039;Supermatter Shard&#039;&#039;&#039;: This supermatter shard (SM) is the source of heat for our hot loop. When hit by energy, such as lasers from the emitter or by a laser rifle, it emits heat, plasma and oxygen. In a pinch, you can throw objects into it to get it to emit energy, but this isn&#039;t recommended if you can avoid it. &#039;&#039;You should not look at the shard without meson scanners on, as it may be harmful.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Vent pump&#039;&#039;&#039;: This pumps the gas heated by the shard back into the hot loop, so it can power the TEG.&lt;br /&gt;
#&#039;&#039;&#039;Core eject button&#039;&#039;&#039;: This button jettisons the shard out the back of the ship. If the shard cannot be saved, you should press this before engineering blows up.&lt;br /&gt;
#&#039;&#039;&#039;Canister storage&#039;&#039;&#039;: This is where the N₂ and empty canisters are stored prior to setup.&lt;br /&gt;
#&#039;&#039;&#039;N₂ Gas Pump&#039;&#039;&#039;: These feed the hot and cold loops with N₂. These should be set to maximum.&lt;br /&gt;
#&#039;&#039;&#039;PACMAN Generator&#039;&#039;&#039;: A portable generator that can be used to power the emitter and computers if the SMES cell runs completely dry.&lt;br /&gt;
&lt;br /&gt;
===Supermatter Theory===&lt;br /&gt;
The supermatter engine produces power via a Thermoelectric Generator, or TEG. This large white device has two inputs for pipes. It generates power based on the difference in temperature between the two inputs. This means that you want the cold side to be very cold, and the hot side to be very hot. The larger the difference, the more power you will make.&lt;br /&gt;
The cold loop (or blue loop) is fairly simple. It leads up to heat exchanging pipes in space. The gas runs through the pipes and becomes very cold. Then it flows back down into the right (cold) side of the TEG.  This requires next to no maintenance and will run on its own.&lt;br /&gt;
The second loop is the hot loop, also known as the yellow loop. This is where things get complicated. The yellow loop runs to the top of the room, and enters into the reactor core. The reactor contains the Supermatter Shard (the yellow crystal thing). It is EXTREMELY IMPORTANT that you do not interact with the shard in any way, as it is both highly radioactive and will kill you instantly if you touch it. If you are the CE or AI it is a good idea to bolt the hatches leading into the core to prevent any accidents. &lt;br /&gt;
Now, the Supermatter Shard is aligned with a Emitter. This emitter fires a beam of energy that will hit the supermatter shard and energize it. The beam will also hurt, a lot, so don’t stand in front of it. When the shard is hit by the energy beam, it will produce 3 things: heat, plasma, and pure oxygen. The heat is the important part, because this will heat the gas that flows into the chamber via the Coolant Injector. Don’t be fooled by the name, this is very hot gas. The air will sit in the chamber and be heated by the shard, then be pumped out by Engineering Vent Pump 2 (coders rename these to logical names please). This superheated gas then flows into the hot side of the TEG and repeats the cycle.&lt;br /&gt;
The TEG should now be generating power. The amount of power is based of the difference in temperature in the hot and cold loop. We will discuss how to maximize this power later in the module.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
[[File:Engine Guide Step 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is don a radiation suit and some Meson Scanners. These will allow you to work safely without being irradiated. Side effects of radiation poisoning is hair loss, hallucinations, and death. Next follow these steps to startup the engine.&lt;br /&gt;
&lt;br /&gt;
#Take two of the red nitrogen canisters, and attach them to the two lower connector ports with a wrench. One supplies gas to the cold loop and the other to the hot loop.&lt;br /&gt;
#Take a yellow canister and attach it to the top port with a wrench. This will hold your waste gasses.&lt;br /&gt;
#Walk up to the gas filter above the TEG, and make sure it is set-up to filter O2 (Oxygen) at max pressure. You also want to turn on the filter directly left of the TEG, otherwise the outlet gas cannot get to the TEG and cool back off - if this step is forgotten, you have the perfect setup for a massive core fire. You (probably) don’t want that.&lt;br /&gt;
#At the top of the room near the radiation lockers are the cold loop Heat Exchange Pipes that run through space. There is a gas pump here - set it to 450kPa.&lt;br /&gt;
#To your right is the blue Engine Cooling Control computer, or ECC. This monitors the reactor chamber and provides lots of useful information. You want to turn on the output regulator. This value will tell the vent pump in the core to pump out air until the pressure in the core is equal to that value. Set the value to 100 wgith the button below.&lt;br /&gt;
#Return to the lower part of the room and activate the gas pumps connected to the canisters. Make sure the gas pumps at are the maximum pressure, so all of the N2 is moved into the loops. This will drain the canister very quickly. Do not worry, this is normal. You do not need to add more N2 than this.&lt;br /&gt;
#Turn on the emitter. HURRAY! You are now generating power!&lt;br /&gt;
#As soon as you hit about 200k power on the TEG, turn the emitter off for a while, turning it back on once the power starts decreasing again. This prevents the hot loop from overheating.&lt;br /&gt;
&lt;br /&gt;
==Maintenance== &lt;br /&gt;
The supermatter engine is not like the Singularity or Tesla, you have to monitor it. For the most part it will continue running on its own, but throughout the round you can make changes and optimize it to produce more power. Here are some steps to follow when monitoring the core.&lt;br /&gt;
Verify that there are no fires in the core chamber. If so follow the steps in the emergency section of this guide.&lt;br /&gt;
Check power output and adjust the valves and pressures as needed.&lt;br /&gt;
Verify the SMES is sending enough power.&lt;br /&gt;
&lt;br /&gt;
Many of the settings can be tweaked to change performance. You can adjust the gas filter to increase the O2 content in the reactor core. You can adjust the output pump to change the temperature of the gas leaving the chamber. A higher value will let the air stay in the chamber longer, allowing for higher temperatures. Experiment! Most likely you will not mess anything up too bad, as you can revert any issues that might arise if you act quickly enough.&lt;br /&gt;
�&lt;br /&gt;
&lt;br /&gt;
==Emergency Procedures==&lt;br /&gt;
Things have gone horribly wrong and the crew is shouting at you to fix it. Don’t panic! This guide should help you fix most of your issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Delamination===&lt;br /&gt;
Core delamination is caused by overheating. This can be caused by a variety of reasons, and the end result is the same: A big boom. Often times delamination happens without warning and can quickly go from 15% to 40-50% if unattended. These spikes in instability are dangerous and need to be your first priority.&lt;br /&gt;
&lt;br /&gt;
Early Stage&lt;br /&gt;
#Shutdown Emitter.&lt;br /&gt;
#Check for obvious causes (core on fire, etc).&lt;br /&gt;
#Disable the injector at the ECC.&lt;br /&gt;
#Wait for the temperature to decrease and the warnings to disappear.&lt;br /&gt;
&lt;br /&gt;
Mid Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Set the Output Regulator value to zero at the ECC to attempt to remove all the gas from the core.&lt;br /&gt;
#Advise CoC of possible Engine Emergency.&lt;br /&gt;
#Perform a SCRAM (instructions below) if CoC requests.&lt;br /&gt;
&lt;br /&gt;
Late Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Inform COC of Engine Emergency.&lt;br /&gt;
#Engage both coolant valves to attempt to equalize the temperature.&lt;br /&gt;
#Attempt to cool core manually with fire extinguishers (dangerous).&lt;br /&gt;
#If these are ineffective eject the core to prevent catastrophic explosion. &#039;&#039;&#039;If you eject the core while the shields are up, it will bounce back in and detonate in the blast door. Ejecting the core with the shields up during FTL translation could prove even more disasterous.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Core Fire===&lt;br /&gt;
A Core Fire is when the gases in the chamber ignite and start a fire. 99% of the time this is caused by having a too high oxygen percentage in your core. Generally at normal operating temperatures fires will start at 12% oxygen or higher. At higher temperatures though it can start at lower concentrations. &lt;br /&gt;
&lt;br /&gt;
The root cause is normally someone forgetting to activate the gas filter, and it can be fixed by turning it on/maximizing the pressure. Be warned, a fire can quickly lead to Core Delamination, so do not ignore it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Leak===&lt;br /&gt;
Oh look, nobody bolted the maintenance doors to the core chamber, and somehow somebody opened it. Now all your gas is leaking out and it is pushing you away from the door so you cannot close it. Simply run to the shutters button to close the blast shutters. Then have a buddy stand next to the open door and quickly close it when you raise the shutters. &lt;br /&gt;
You will have lost lots of N2, and most likely irradiated the compartment. Adding more N2 is easy, but make sure people know not to walk into the compartment without radiation suits.&lt;br /&gt;
===Emergency Gas Shunt/SCRAM===&lt;br /&gt;
You have royally screwed things up now, and you need to quickly shutdown the reactor and prevent a meltdown, but save the Shard. You will be severely injured (and possibly die) from doing this. However this might be the only way to stop a catastrophic core fire if it grows too large.&lt;br /&gt;
&lt;br /&gt;
#Turn off the emitter.&lt;br /&gt;
#Disable Input Injection, set Output Regulator to zero, and enable both coolant valves.&lt;br /&gt;
#Run inside the chamber and pull the shard off of the mass driver.&lt;br /&gt;
#Run back outside the chamber and hit the mass driver button to open the blast door. This will vent the gas very quickly but you will lose all of it to space.&lt;br /&gt;
#Pray.&lt;br /&gt;
&lt;br /&gt;
===Cold Start===&lt;br /&gt;
If you have run out of electrical power, you cannot turn on the emitter to activate the Shard. In order to restore power to the ship you have to cold start the engine. The first thing to try is to fire up the Pacman Generator if it is available. This will supply enough power to activate the emitter. &lt;br /&gt;
&lt;br /&gt;
If the Pacman is unavailable or out of fuel, you will have to be more, creative. Firing laser guns or other energy weapons into it will slightly charge the shard. Also, throwing random stuff into the shard will disintegrate them and create small amounts of power. Throwing clowns into it also works; their sacrifice will not be in vain.&lt;br /&gt;
&lt;br /&gt;
===Battle Damage===&lt;br /&gt;
(With upcoming changes to power distribution this section may be made obsolete.)&lt;br /&gt;
It is highly recommended that you safely shutdown the reactor while in battle. Turn off the emitter, disable coolant injection, and set the output regulator to zero. Then disable the pumps and filters in both loops. This means that if battle damage is taken and a pipe is destroyed, you are not pumping all your gas into space.&lt;br /&gt;
Also, closing the blast shutters is advised because the windows may be broken by incoming fire. After the battle is over report the damages (if any) to the chain of command and advise them on repair times. If the repairs will take too long, activate the Pacman generator to supplement the power supply. Repairing the engine should be top priority.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! The CoC needs to be made aware of ALL incidents or accidents that occur. Report through the Chain of Command, first in the engineering channel (:h or :e) to report to your Chief Engineer, who will then report to the Captain via the command channel (:c).&lt;br /&gt;
&lt;br /&gt;
===Planetary Excursions===&lt;br /&gt;
Extended stays planetside will give your cold loop issues - because there&#039;s a planet blocking the cold loop&#039;s heat exchangers, it&#039;s very difficult for it to cool effectively. Because the operation of the TEG heats the cold loop, at some point you&#039;ll have to think of an alternate way to cool the cold loop before the pressure difference in the cold loop inlet and outlet become small enough to stop turning the cold loop turbine. Raising the heat exchanger&#039;s outlet pump pressure is a workaround, but a very temporary one at that.&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
Possibly the best thing about the Supermatter Engine is how modifiable it is. As you work with it you might see some flaws in the design or pump settings. Here are a couple of suggestions for your engine! Be sure to consult the CE when making any modifications, as the engine downtime could affect ship performance. For experienced engineers only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
There is a filter to remove the waste O2, but you cannot remove the excess plasma. Is there a way to harvest it?&lt;br /&gt;
&lt;br /&gt;
Gas heaters and coolers might allow you to achieve hotter and colder temperatures.&lt;br /&gt;
&lt;br /&gt;
A second emitter might have some interesting effects.&lt;br /&gt;
&lt;br /&gt;
Volume pumps will drastically change the way the pipes move air. You will achieve much higher pressures, but you will have less control.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
Theoretically, you can boost your power output by starting a fire in the core. “Supercharging” the engine with pure O2 might be a way to do this.&lt;br /&gt;
&lt;br /&gt;
Nitrogen has the second highest heat absorption value, paired with its safeness makes it an excellent coolant. Plasma has the highest heat absorption in the game. Could it be the superior coolant? &lt;br /&gt;
&lt;br /&gt;
You could easily get rid of the waste O2 if you sucked it from the core into space.&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
Double TEGs? Double Power?&lt;br /&gt;
&lt;br /&gt;
Atmospherics is located directly below the engine room. Could you tie those pipes into the gas loops? &lt;br /&gt;
&lt;br /&gt;
The heat exchanger in space could be expanded into the CE office for extra cooling, don’t expect him to be happy though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=6501</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=6501"/>
		<updated>2016-12-18T16:06:30Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Core Delamination */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Introduction==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
&lt;br /&gt;
[[File:Engine bay annotated.png|600px|thumb|center|It&#039;s not as complex as it looks.]]&lt;br /&gt;
&lt;br /&gt;
===Legend===&lt;br /&gt;
#&#039;&#039;&#039;Thermoelectric Generator&#039;&#039;&#039;: The Thermoelectric generator (TEG) is a machine which creates power based on the temperature difference between the hot loop and the cold loop - the greater the difference, the more energy is generated. The hot loop is on the left in yellow pipes, the cold loop is on the right in blue.&lt;br /&gt;
#&#039;&#039;&#039;Coolant valves&#039;&#039;&#039;: These valves can be opened to mix the hot and cold loops with each other. It&#039;s a decent idea to open it if the hot loop overheats, as that allows the hot loop to cool. However, this also comes at the cost of poisoning the cold loop with waste gases, which may reduce the effectiveness of the loop.&lt;br /&gt;
#&#039;&#039;&#039;N₂ Canister Ports&#039;&#039;&#039;: Two ports for you to wrench in the nitrogen canisters from canister storage.&lt;br /&gt;
#&#039;&#039;&#039;Waste gas canister port&#039;&#039;&#039;: A port for you to put an empty canister to filter out waste gases - namely, oxygen.&lt;br /&gt;
#&#039;&#039;&#039;Gas filter&#039;&#039;&#039;: This is used to filter out the oxygen in the hot loop, and prevent the gas mix in the core from catching fire.&lt;br /&gt;
#&#039;&#039;&#039;Emitter&#039;&#039;&#039;: The emitter fires a beam that energizes the Supermatter Shard.&lt;br /&gt;
#&#039;&#039;&#039;Engine Cooling Unit&#039;&#039;&#039;: This computer controls the input and output of gases in the core.&lt;br /&gt;
#&#039;&#039;&#039;Power Monitor Unit&#039;&#039;&#039;: This computer shows you the load and distribution of power on the ship&#039;s power grid.&lt;br /&gt;
#&#039;&#039;&#039;SMES cell&#039;&#039;&#039;: Essentially a large battery, it starts with a small charge - enough for you to start the engine.&lt;br /&gt;
#&#039;&#039;&#039;Heat Exchanger Gas Pump&#039;&#039;&#039;: This pump regulates the flow of air from the heat exchanger back into the cold loop&#039;s pipes. It should be on 450 kPa when you&#039;re starting the engine, but can be tweaked as necessary. &lt;br /&gt;
#&#039;&#039;&#039;Heat Exchanger&#039;&#039;&#039;: A series of pipes that allow the gas to be cooled down by space. This is necessary for the cold loop to be cold. (Space doesn&#039;t really work that way, but just go with it.)&lt;br /&gt;
#&#039;&#039;&#039;Gas Injector&#039;&#039;&#039;: Injects the gas from the hot loop into the core to be heated.&lt;br /&gt;
#&#039;&#039;&#039;Supermatter Shard&#039;&#039;&#039;: This supermatter shard (SM) is the source of heat for our hot loop. When hit by energy, such as lasers from the emitter or by a laser rifle, it emits heat, plasma and oxygen. In a pinch, you can throw objects into it to get it to emit energy, but this isn&#039;t recommended if you can avoid it. &#039;&#039;You should not look at the shard without meson scanners on, as it may be harmful.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Vent pump&#039;&#039;&#039;: This pumps the gas heated by the shard back into the hot loop, so it can power the TEG.&lt;br /&gt;
#&#039;&#039;&#039;Core eject button&#039;&#039;&#039;: This button jettisons the shard out the back of the ship. If the shard cannot be saved, you should press this before engineering blows up.&lt;br /&gt;
#&#039;&#039;&#039;Canister storage&#039;&#039;&#039;: This is where the N₂ and empty canisters are stored prior to setup.&lt;br /&gt;
#&#039;&#039;&#039;N₂ Gas Pump&#039;&#039;&#039;: These feed the hot and cold loops with N₂. These should be set to maximum.&lt;br /&gt;
#&#039;&#039;&#039;PACMAN Generator&#039;&#039;&#039;: A portable generator that can be used to power the emitter and computers if the SMES cell runs completely dry.&lt;br /&gt;
&lt;br /&gt;
===Supermatter Theory===&lt;br /&gt;
The supermatter engine produces power via a Thermoelectric Generator, or TEG. This large white device has two inputs for pipes. It generates power based on the difference in temperature between the two inputs. This means that you want the cold side to be very cold, and the hot side to be very hot. The larger the difference, the more power you will make.&lt;br /&gt;
The cold loop (or blue loop) is fairly simple. It leads up to heat exchanging pipes in space. The gas runs through the pipes and becomes very cold. Then it flows back down into the right (cold) side of the TEG.  This requires next to no maintenance and will run on its own.&lt;br /&gt;
The second loop is the hot loop, also known as the yellow loop. This is where things get complicated. The yellow loop runs to the top of the room, and enters into the reactor core. The reactor contains the Supermatter Shard (the yellow crystal thing). It is EXTREMELY IMPORTANT that you do not interact with the shard in any way, as it is both highly radioactive and will kill you instantly if you touch it. If you are the CE or AI it is a good idea to bolt the hatches leading into the core to prevent any accidents. &lt;br /&gt;
Now, the Supermatter Shard is aligned with a Emitter. This emitter fires a beam of energy that will hit the supermatter shard and energize it. The beam will also hurt, a lot, so don’t stand in front of it. When the shard is hit by the energy beam, it will produce 3 things: heat, plasma, and pure oxygen. The heat is the important part, because this will heat the gas that flows into the chamber via the Coolant Injector. Don’t be fooled by the name, this is very hot gas. The air will sit in the chamber and be heated by the shard, then be pumped out by Engineering Vent Pump 2 (coders rename these to logical names please). This superheated gas then flows into the hot side of the TEG and repeats the cycle.&lt;br /&gt;
The TEG should now be generating power. The amount of power is based of the difference in temperature in the hot and cold loop. We will discuss how to maximize this power later in the module.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
[[File:Engine Guide Step 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is don a radiation suit and some Meson Scanners. These will allow you to work safely without being irradiated. Side effects of radiation poisoning is hair loss, hallucinations, and death. Next follow these steps to startup the engine.&lt;br /&gt;
&lt;br /&gt;
#Take two of the red nitrogen canisters, and attach them to the two lower connector ports with a wrench. One supplies gas to the cold loop and the other to the hot loop.&lt;br /&gt;
#Take a yellow canister and attach it to the top port with a wrench. This will hold your waste gasses.&lt;br /&gt;
#Walk up to the gas filter above the TEG, and make sure it is set-up to filter O2 (Oxygen) at max pressure. If this step is forgotten then the high oxygen concentration will start a fire in the core chamber. You (probably) don’t want that.&lt;br /&gt;
#At the top of the room near the radiation lockers are the cold loop Heat Exchange Pipes that run through space. There is a gas pump here - set it to 450kPa.&lt;br /&gt;
#To your right is the blue Engine Cooling Control computer, or ECC. This monitors the reactor chamber and provides lots of useful information. You want to turn on the output regulator. This value will tell the vent pump in the core to pump out air until the pressure in the core is equal to that value. Set the value to 100 wgith the button below.&lt;br /&gt;
#Return to the lower part of the room and activate the gas pumps connected to the canisters. Make sure the gas pumps at are the maximum pressure, so all of the N2 is moved into the loops. This will drain the canister very quickly. Do not worry, this is normal. You do not need to add more N2 than this.&lt;br /&gt;
#Turn on the emitter. HURRAY! You are now generating power!&lt;br /&gt;
#As soon as you hit about 200k power on the TEG, turn the emitter off for a while, turning it back on once the power starts decreasing again. This prevents the hot loop from overheating.&lt;br /&gt;
&lt;br /&gt;
==Maintenance== &lt;br /&gt;
The supermatter engine is not like the Singularity or Tesla, you have to monitor it. For the most part it will continue running on its own, but throughout the round you can make changes and optimize it to produce more power. Here are some steps to follow when monitoring the core.&lt;br /&gt;
Verify that there are no fires in the core chamber. If so follow the steps in the emergency section of this guide.&lt;br /&gt;
Check power output and adjust the valves and pressures as needed.&lt;br /&gt;
Verify the SMES is sending enough power.&lt;br /&gt;
&lt;br /&gt;
Many of the settings can be tweaked to change performance. You can adjust the gas filter to increase the O2 content in the reactor core. You can adjust the output pump to change the temperature of the gas leaving the chamber. A higher value will let the air stay in the chamber longer, allowing for higher temperatures. Experiment! Most likely you will not mess anything up too bad, as you can revert any issues that might arise if you act quickly enough.&lt;br /&gt;
�&lt;br /&gt;
&lt;br /&gt;
==Emergency Procedures==&lt;br /&gt;
Things have gone horribly wrong and the crew is shouting at you to fix it. Don’t panic! This guide should help you fix most of your issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Delamination===&lt;br /&gt;
Core delamination is caused by overheating. This can be caused by a variety of reasons, and the end result is the same: A big boom. Often times delamination happens without warning and can quickly go from 15% to 40-50% if unattended. These spikes in instability are dangerous and need to be your first priority.&lt;br /&gt;
&lt;br /&gt;
Early Stage&lt;br /&gt;
#Shutdown Emitter.&lt;br /&gt;
#Check for obvious causes (core on fire, etc).&lt;br /&gt;
#Disable the injector at the ECC.&lt;br /&gt;
#Wait for the temperature to decrease and the warnings to disappear.&lt;br /&gt;
&lt;br /&gt;
Mid Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Set the Output Regulator value to zero at the ECC to attempt to remove all the gas from the core.&lt;br /&gt;
#Advise CoC of possible Engine Emergency.&lt;br /&gt;
#Perform a SCRAM (instructions below) if CoC requests.&lt;br /&gt;
&lt;br /&gt;
Late Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Inform COC of Engine Emergency.&lt;br /&gt;
#Engage both coolant valves to attempt to equalize the temperature.&lt;br /&gt;
#Attempt to cool core manually with fire extinguishers (dangerous).&lt;br /&gt;
#If these are ineffective eject the core to prevent catastrophic explosion. &#039;&#039;&#039;If you eject the core while the shields are up, it will bounce back in and detonate in the blast door. Ejecting the core with the shields up during FTL translation could prove even more disasterous.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Core Fire===&lt;br /&gt;
A Core Fire is when the gases in the chamber ignite and start a fire. 99% of the time this is caused by having a too high oxygen percentage in your core. Generally at normal operating temperatures fires will start at 12% oxygen or higher. At higher temperatures though it can start at lower concentrations. &lt;br /&gt;
&lt;br /&gt;
The root cause is normally someone forgetting to activate the gas filter, and it can be fixed by turning it on/maximizing the pressure. Be warned, a fire can quickly lead to Core Delamination, so do not ignore it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Leak===&lt;br /&gt;
Oh look, nobody bolted the maintenance doors to the core chamber, and somehow somebody opened it. Now all your gas is leaking out and it is pushing you away from the door so you cannot close it. Simply run to the shutters button to close the blast shutters. Then have a buddy stand next to the open door and quickly close it when you raise the shutters. &lt;br /&gt;
You will have lost lots of N2, and most likely irradiated the compartment. Adding more N2 is easy, but make sure people know not to walk into the compartment without radiation suits.&lt;br /&gt;
===Emergency Gas Shunt/SCRAM===&lt;br /&gt;
You have royally screwed things up now, and you need to quickly shutdown the reactor and prevent a meltdown, but save the Shard. You will be severely injured (and possibly die) from doing this. However this might be the only way to stop a catastrophic core fire if it grows too large.&lt;br /&gt;
&lt;br /&gt;
#Turn off the emitter.&lt;br /&gt;
#Disable Input Injection, set Output Regulator to zero, and enable both coolant valves.&lt;br /&gt;
#Run inside the chamber and pull the shard off of the mass driver.&lt;br /&gt;
#Run back outside the chamber and hit the mass driver button to open the blast door. This will vent the gas very quickly but you will lose all of it to space.&lt;br /&gt;
#Pray.&lt;br /&gt;
&lt;br /&gt;
===Cold Start===&lt;br /&gt;
If you have run out of electrical power, you cannot turn on the emitter to activate the Shard. In order to restore power to the ship you have to cold start the engine. The first thing to try is to fire up the Pacman Generator if it is available. This will supply enough power to activate the emitter. &lt;br /&gt;
&lt;br /&gt;
If the Pacman is unavailable or out of fuel, you will have to be more, creative. Firing laser guns or other energy weapons into it will slightly charge the shard. Also, throwing random stuff into the shard will disintegrate them and create small amounts of power. Throwing clowns into it also works; their sacrifice will not be in vain.&lt;br /&gt;
&lt;br /&gt;
===Battle Damage===&lt;br /&gt;
(With upcoming changes to power distribution this section may be made obsolete.)&lt;br /&gt;
It is highly recommended that you safely shutdown the reactor while in battle. Turn off the emitter, disable coolant injection, and set the output regulator to zero. Then disable the pumps and filters in both loops. This means that if battle damage is taken and a pipe is destroyed, you are not pumping all your gas into space.&lt;br /&gt;
Also, closing the blast shutters is advised because the windows may be broken by incoming fire. After the battle is over report the damages (if any) to the chain of command and advise them on repair times. If the repairs will take too long, activate the Pacman generator to supplement the power supply. Repairing the engine should be top priority.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! The CoC needs to be made aware of ALL incidents or accidents that occur. Report through the Chain of Command, first in the engineering channel (:h or :e) to report to your Chief Engineer, who will then report to the Captain via the command channel (:c).&lt;br /&gt;
&lt;br /&gt;
===Planetary Excursions===&lt;br /&gt;
Extended stays planetside will give your cold loop issues - because there&#039;s a planet blocking the cold loop&#039;s heat exchangers, it&#039;s very difficult for it to cool effectively. Because the operation of the TEG heats the cold loop, at some point you&#039;ll have to think of an alternate way to cool the cold loop before the pressure difference in the cold loop inlet and outlet become small enough to stop turning the cold loop turbine. Raising the heat exchanger&#039;s outlet pump pressure is a workaround, but a very temporary one at that.&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
Possibly the best thing about the Supermatter Engine is how modifiable it is. As you work with it you might see some flaws in the design or pump settings. Here are a couple of suggestions for your engine! Be sure to consult the CE when making any modifications, as the engine downtime could affect ship performance. For experienced engineers only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
There is a filter to remove the waste O2, but you cannot remove the excess plasma. Is there a way to harvest it?&lt;br /&gt;
&lt;br /&gt;
Gas heaters and coolers might allow you to achieve hotter and colder temperatures.&lt;br /&gt;
&lt;br /&gt;
A second emitter might have some interesting effects.&lt;br /&gt;
&lt;br /&gt;
Volume pumps will drastically change the way the pipes move air. You will achieve much higher pressures, but you will have less control.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
Theoretically, you can boost your power output by starting a fire in the core. “Supercharging” the engine with pure O2 might be a way to do this.&lt;br /&gt;
&lt;br /&gt;
Nitrogen has the second highest heat absorption value, paired with its safeness makes it an excellent coolant. Plasma has the highest heat absorption in the game. Could it be the superior coolant? &lt;br /&gt;
&lt;br /&gt;
You could easily get rid of the waste O2 if you sucked it from the core into space.&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
Double TEGs? Double Power?&lt;br /&gt;
&lt;br /&gt;
Atmospherics is located directly below the engine room. Could you tie those pipes into the gas loops? &lt;br /&gt;
&lt;br /&gt;
The heat exchanger in space could be expanded into the CE office for extra cooling, don’t expect him to be happy though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=6500</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=6500"/>
		<updated>2016-12-18T15:57:29Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Core Delamination */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Introduction==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
&lt;br /&gt;
[[File:Engine bay annotated.png|600px|thumb|center|It&#039;s not as complex as it looks.]]&lt;br /&gt;
&lt;br /&gt;
===Legend===&lt;br /&gt;
#&#039;&#039;&#039;Thermoelectric Generator&#039;&#039;&#039;: The Thermoelectric generator (TEG) is a machine which creates power based on the temperature difference between the hot loop and the cold loop - the greater the difference, the more energy is generated. The hot loop is on the left in yellow pipes, the cold loop is on the right in blue.&lt;br /&gt;
#&#039;&#039;&#039;Coolant valves&#039;&#039;&#039;: These valves can be opened to mix the hot and cold loops with each other. It&#039;s a decent idea to open it if the hot loop overheats, as that allows the hot loop to cool. However, this also comes at the cost of poisoning the cold loop with waste gases, which may reduce the effectiveness of the loop.&lt;br /&gt;
#&#039;&#039;&#039;N₂ Canister Ports&#039;&#039;&#039;: Two ports for you to wrench in the nitrogen canisters from canister storage.&lt;br /&gt;
#&#039;&#039;&#039;Waste gas canister port&#039;&#039;&#039;: A port for you to put an empty canister to filter out waste gases - namely, oxygen.&lt;br /&gt;
#&#039;&#039;&#039;Gas filter&#039;&#039;&#039;: This is used to filter out the oxygen in the hot loop, and prevent the gas mix in the core from catching fire.&lt;br /&gt;
#&#039;&#039;&#039;Emitter&#039;&#039;&#039;: The emitter fires a beam that energizes the Supermatter Shard.&lt;br /&gt;
#&#039;&#039;&#039;Engine Cooling Unit&#039;&#039;&#039;: This computer controls the input and output of gases in the core.&lt;br /&gt;
#&#039;&#039;&#039;Power Monitor Unit&#039;&#039;&#039;: This computer shows you the load and distribution of power on the ship&#039;s power grid.&lt;br /&gt;
#&#039;&#039;&#039;SMES cell&#039;&#039;&#039;: Essentially a large battery, it starts with a small charge - enough for you to start the engine.&lt;br /&gt;
#&#039;&#039;&#039;Heat Exchanger Gas Pump&#039;&#039;&#039;: This pump regulates the flow of air from the heat exchanger back into the cold loop&#039;s pipes. It should be on 450 kPa when you&#039;re starting the engine, but can be tweaked as necessary. &lt;br /&gt;
#&#039;&#039;&#039;Heat Exchanger&#039;&#039;&#039;: A series of pipes that allow the gas to be cooled down by space. This is necessary for the cold loop to be cold. (Space doesn&#039;t really work that way, but just go with it.)&lt;br /&gt;
#&#039;&#039;&#039;Gas Injector&#039;&#039;&#039;: Injects the gas from the hot loop into the core to be heated.&lt;br /&gt;
#&#039;&#039;&#039;Supermatter Shard&#039;&#039;&#039;: This supermatter shard (SM) is the source of heat for our hot loop. When hit by energy, such as lasers from the emitter or by a laser rifle, it emits heat, plasma and oxygen. In a pinch, you can throw objects into it to get it to emit energy, but this isn&#039;t recommended if you can avoid it. &#039;&#039;You should not look at the shard without meson scanners on, as it may be harmful.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Vent pump&#039;&#039;&#039;: This pumps the gas heated by the shard back into the hot loop, so it can power the TEG.&lt;br /&gt;
#&#039;&#039;&#039;Core eject button&#039;&#039;&#039;: This button jettisons the shard out the back of the ship. If the shard cannot be saved, you should press this before engineering blows up.&lt;br /&gt;
#&#039;&#039;&#039;Canister storage&#039;&#039;&#039;: This is where the N₂ and empty canisters are stored prior to setup.&lt;br /&gt;
#&#039;&#039;&#039;N₂ Gas Pump&#039;&#039;&#039;: These feed the hot and cold loops with N₂. These should be set to maximum.&lt;br /&gt;
#&#039;&#039;&#039;PACMAN Generator&#039;&#039;&#039;: A portable generator that can be used to power the emitter and computers if the SMES cell runs completely dry.&lt;br /&gt;
&lt;br /&gt;
===Supermatter Theory===&lt;br /&gt;
The supermatter engine produces power via a Thermoelectric Generator, or TEG. This large white device has two inputs for pipes. It generates power based on the difference in temperature between the two inputs. This means that you want the cold side to be very cold, and the hot side to be very hot. The larger the difference, the more power you will make.&lt;br /&gt;
The cold loop (or blue loop) is fairly simple. It leads up to heat exchanging pipes in space. The gas runs through the pipes and becomes very cold. Then it flows back down into the right (cold) side of the TEG.  This requires next to no maintenance and will run on its own.&lt;br /&gt;
The second loop is the hot loop, also known as the yellow loop. This is where things get complicated. The yellow loop runs to the top of the room, and enters into the reactor core. The reactor contains the Supermatter Shard (the yellow crystal thing). It is EXTREMELY IMPORTANT that you do not interact with the shard in any way, as it is both highly radioactive and will kill you instantly if you touch it. If you are the CE or AI it is a good idea to bolt the hatches leading into the core to prevent any accidents. &lt;br /&gt;
Now, the Supermatter Shard is aligned with a Emitter. This emitter fires a beam of energy that will hit the supermatter shard and energize it. The beam will also hurt, a lot, so don’t stand in front of it. When the shard is hit by the energy beam, it will produce 3 things: heat, plasma, and pure oxygen. The heat is the important part, because this will heat the gas that flows into the chamber via the Coolant Injector. Don’t be fooled by the name, this is very hot gas. The air will sit in the chamber and be heated by the shard, then be pumped out by Engineering Vent Pump 2 (coders rename these to logical names please). This superheated gas then flows into the hot side of the TEG and repeats the cycle.&lt;br /&gt;
The TEG should now be generating power. The amount of power is based of the difference in temperature in the hot and cold loop. We will discuss how to maximize this power later in the module.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
[[File:Engine Guide Step 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is don a radiation suit and some Meson Scanners. These will allow you to work safely without being irradiated. Side effects of radiation poisoning is hair loss, hallucinations, and death. Next follow these steps to startup the engine.&lt;br /&gt;
&lt;br /&gt;
#Take two of the red nitrogen canisters, and attach them to the two lower connector ports with a wrench. One supplies gas to the cold loop and the other to the hot loop.&lt;br /&gt;
#Take a yellow canister and attach it to the top port with a wrench. This will hold your waste gasses.&lt;br /&gt;
#Walk up to the gas filter above the TEG, and make sure it is set-up to filter O2 (Oxygen) at max pressure. If this step is forgotten then the high oxygen concentration will start a fire in the core chamber. You (probably) don’t want that.&lt;br /&gt;
#At the top of the room near the radiation lockers are the cold loop Heat Exchange Pipes that run through space. There is a gas pump here - set it to 450kPa.&lt;br /&gt;
#To your right is the blue Engine Cooling Control computer, or ECC. This monitors the reactor chamber and provides lots of useful information. You want to turn on the output regulator. This value will tell the vent pump in the core to pump out air until the pressure in the core is equal to that value. Set the value to 100 wgith the button below.&lt;br /&gt;
#Return to the lower part of the room and activate the gas pumps connected to the canisters. Make sure the gas pumps at are the maximum pressure, so all of the N2 is moved into the loops. This will drain the canister very quickly. Do not worry, this is normal. You do not need to add more N2 than this.&lt;br /&gt;
#Turn on the emitter. HURRAY! You are now generating power!&lt;br /&gt;
#As soon as you hit about 200k power on the TEG, turn the emitter off for a while, turning it back on once the power starts decreasing again. This prevents the hot loop from overheating.&lt;br /&gt;
&lt;br /&gt;
==Maintenance== &lt;br /&gt;
The supermatter engine is not like the Singularity or Tesla, you have to monitor it. For the most part it will continue running on its own, but throughout the round you can make changes and optimize it to produce more power. Here are some steps to follow when monitoring the core.&lt;br /&gt;
Verify that there are no fires in the core chamber. If so follow the steps in the emergency section of this guide.&lt;br /&gt;
Check power output and adjust the valves and pressures as needed.&lt;br /&gt;
Verify the SMES is sending enough power.&lt;br /&gt;
&lt;br /&gt;
Many of the settings can be tweaked to change performance. You can adjust the gas filter to increase the O2 content in the reactor core. You can adjust the output pump to change the temperature of the gas leaving the chamber. A higher value will let the air stay in the chamber longer, allowing for higher temperatures. Experiment! Most likely you will not mess anything up too bad, as you can revert any issues that might arise if you act quickly enough.&lt;br /&gt;
�&lt;br /&gt;
&lt;br /&gt;
==Emergency Procedures==&lt;br /&gt;
Things have gone horribly wrong and the crew is shouting at you to fix it. Don’t panic! This guide should help you fix most of your issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Delamination===&lt;br /&gt;
Core delamination is caused by overheating. This can be caused by a variety of reasons, and the end result is the same: A big boom. Often times delamination happens without warning and can quickly go from 15% to 40-50% if unattended. These spikes in instability are dangerous and need to be your first priority.&lt;br /&gt;
&lt;br /&gt;
Early Stage&lt;br /&gt;
#Shutdown Emitter.&lt;br /&gt;
#Check for obvious causes (core on fire, etc).&lt;br /&gt;
#Disable the injector at the ECC.&lt;br /&gt;
#Wait for the temperature to decrease and the warnings to disappear.&lt;br /&gt;
&lt;br /&gt;
Mid Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Set the Output Regulator value to zero at the ECC to attempt to remove all the gas from the core.&lt;br /&gt;
#Advise CoC of possible Engine Emergency.&lt;br /&gt;
#Perform a SCRAM (instructions below) if CoC requests.&lt;br /&gt;
&lt;br /&gt;
Late Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Inform COC of Engine Emergency.&lt;br /&gt;
#Engage both coolant valves to attempt to equalize the temperature.&lt;br /&gt;
#Attempt to cool core manually with fire extinguishers (dangerous).&lt;br /&gt;
#If these are ineffective eject the core to prevent catastrophic explosion. &#039;&#039;&#039;If you eject the core while the shields are up, it will bounce back in and detonate in the blast door.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Core Fire===&lt;br /&gt;
A Core Fire is when the gases in the chamber ignite and start a fire. 99% of the time this is caused by having a too high oxygen percentage in your core. Generally at normal operating temperatures fires will start at 12% oxygen or higher. At higher temperatures though it can start at lower concentrations. &lt;br /&gt;
&lt;br /&gt;
The root cause is normally someone forgetting to activate the gas filter, and it can be fixed by turning it on/maximizing the pressure. Be warned, a fire can quickly lead to Core Delamination, so do not ignore it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Leak===&lt;br /&gt;
Oh look, nobody bolted the maintenance doors to the core chamber, and somehow somebody opened it. Now all your gas is leaking out and it is pushing you away from the door so you cannot close it. Simply run to the shutters button to close the blast shutters. Then have a buddy stand next to the open door and quickly close it when you raise the shutters. &lt;br /&gt;
You will have lost lots of N2, and most likely irradiated the compartment. Adding more N2 is easy, but make sure people know not to walk into the compartment without radiation suits.&lt;br /&gt;
===Emergency Gas Shunt/SCRAM===&lt;br /&gt;
You have royally screwed things up now, and you need to quickly shutdown the reactor and prevent a meltdown, but save the Shard. You will be severely injured (and possibly die) from doing this. However this might be the only way to stop a catastrophic core fire if it grows too large.&lt;br /&gt;
&lt;br /&gt;
#Turn off the emitter.&lt;br /&gt;
#Disable Input Injection, set Output Regulator to zero, and enable both coolant valves.&lt;br /&gt;
#Run inside the chamber and pull the shard off of the mass driver.&lt;br /&gt;
#Run back outside the chamber and hit the mass driver button to open the blast door. This will vent the gas very quickly but you will lose all of it to space.&lt;br /&gt;
#Pray.&lt;br /&gt;
&lt;br /&gt;
===Cold Start===&lt;br /&gt;
If you have run out of electrical power, you cannot turn on the emitter to activate the Shard. In order to restore power to the ship you have to cold start the engine. The first thing to try is to fire up the Pacman Generator if it is available. This will supply enough power to activate the emitter. &lt;br /&gt;
&lt;br /&gt;
If the Pacman is unavailable or out of fuel, you will have to be more, creative. Firing laser guns or other energy weapons into it will slightly charge the shard. Also, throwing random stuff into the shard will disintegrate them and create small amounts of power. Throwing clowns into it also works; their sacrifice will not be in vain.&lt;br /&gt;
&lt;br /&gt;
===Battle Damage===&lt;br /&gt;
(With upcoming changes to power distribution this section may be made obsolete.)&lt;br /&gt;
It is highly recommended that you safely shutdown the reactor while in battle. Turn off the emitter, disable coolant injection, and set the output regulator to zero. Then disable the pumps and filters in both loops. This means that if battle damage is taken and a pipe is destroyed, you are not pumping all your gas into space.&lt;br /&gt;
Also, closing the blast shutters is advised because the windows may be broken by incoming fire. After the battle is over report the damages (if any) to the chain of command and advise them on repair times. If the repairs will take too long, activate the Pacman generator to supplement the power supply. Repairing the engine should be top priority.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! The CoC needs to be made aware of ALL incidents or accidents that occur. Report through the Chain of Command, first in the engineering channel (:h or :e) to report to your Chief Engineer, who will then report to the Captain via the command channel (:c).&lt;br /&gt;
&lt;br /&gt;
===Planetary Excursions===&lt;br /&gt;
Extended stays planetside will give your cold loop issues - because there&#039;s a planet blocking the cold loop&#039;s heat exchangers, it&#039;s very difficult for it to cool effectively. Because the operation of the TEG heats the cold loop, at some point you&#039;ll have to think of an alternate way to cool the cold loop before the pressure difference in the cold loop inlet and outlet become small enough to stop turning the cold loop turbine. Raising the heat exchanger&#039;s outlet pump pressure is a workaround, but a very temporary one at that.&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
Possibly the best thing about the Supermatter Engine is how modifiable it is. As you work with it you might see some flaws in the design or pump settings. Here are a couple of suggestions for your engine! Be sure to consult the CE when making any modifications, as the engine downtime could affect ship performance. For experienced engineers only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
There is a filter to remove the waste O2, but you cannot remove the excess plasma. Is there a way to harvest it?&lt;br /&gt;
&lt;br /&gt;
Gas heaters and coolers might allow you to achieve hotter and colder temperatures.&lt;br /&gt;
&lt;br /&gt;
A second emitter might have some interesting effects.&lt;br /&gt;
&lt;br /&gt;
Volume pumps will drastically change the way the pipes move air. You will achieve much higher pressures, but you will have less control.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
Theoretically, you can boost your power output by starting a fire in the core. “Supercharging” the engine with pure O2 might be a way to do this.&lt;br /&gt;
&lt;br /&gt;
Nitrogen has the second highest heat absorption value, paired with its safeness makes it an excellent coolant. Plasma has the highest heat absorption in the game. Could it be the superior coolant? &lt;br /&gt;
&lt;br /&gt;
You could easily get rid of the waste O2 if you sucked it from the core into space.&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
Double TEGs? Double Power?&lt;br /&gt;
&lt;br /&gt;
Atmospherics is located directly below the engine room. Could you tie those pipes into the gas loops? &lt;br /&gt;
&lt;br /&gt;
The heat exchanger in space could be expanded into the CE office for extra cooling, don’t expect him to be happy though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:NSV_Astraeus.png&amp;diff=6499</id>
		<title>File:NSV Astraeus.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:NSV_Astraeus.png&amp;diff=6499"/>
		<updated>2016-12-14T02:56:26Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: EvilJackCarver uploaded a new version of File:NSV Astraeus.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of the [[SpaceSHIP|NSV Astraeus]].&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_munitions&amp;diff=6495</id>
		<title>Guide to munitions</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_munitions&amp;diff=6495"/>
		<updated>2016-12-10T20:45:29Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Ammo Types */ remove wasted newlines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Congratulations, Recruit! You have been inducted into the honored group of MAC operators. This guide will tell you everything you need to know about your weapon, how to maintain it, and how to operate it in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Mass Accelerator Cannon, Caliber 1400mm, KH179, was originally developed for the Astraeus class of Cruisers near the start of the Wizard War, the KH179 has served as the primary heavy weapons system of the fleet for decades. Celebrated for its reliability, the KH179 is chambered for the 1400x2000 MAC round. By harnessing focused gravitic fields, similar to those made by artificial gravity generators, the KH179 forms the first stage of a two stage weapon system. These gravitic coils accelerate the round out of the ship to a safe distance where the onboard rocket motor performs terminal acceleration and guidance. A wide variety of ammunition is available, with differing capabilities depending on the round. &lt;br /&gt;
&lt;br /&gt;
[[File:Munitions Reference Image.png|900px|thumb|centre|You are the commander of this domain, unless the HoP or Captain is present.]]&lt;br /&gt;
===Legend===&lt;br /&gt;
# &#039;&#039;&#039;Munitions Control Computer:&#039;&#039;&#039; This is where you check the status of the MAC, or pull a shell off the ammo rack. You can extend the loader arm for each rack here, which will open the loader to the magazine conveyor, or you can alternatively click on the ammo racks themselves.&lt;br /&gt;
# &#039;&#039;&#039;Telescopic Baton:&#039;&#039;&#039; You have one of these babies to remove greytiders from your Munitions Bay. If someone is being a nuisance, don&#039;t be afraid to use it and throw them out into the hall: It&#039;s better to use it and have one person hate you, than it is to have someone open the loaded MAC and have the &#039;&#039;entire crew&#039;&#039; hate you.&lt;br /&gt;
# &#039;&#039;&#039;Conveyor Switches:&#039;&#039;&#039; These control the loading and magazine conveyors.&lt;br /&gt;
# &#039;&#039;&#039;Blast Door Control:&#039;&#039;&#039; This opens and closes the blast doors. Every window visible in the image above, as well as the two doors at the bottom and the door at top right, has a blast door that can be closed by pressing this button. (The window at the very bottom right, however, is on a separate control and is closed by the Bridge crew.)&lt;br /&gt;
# &#039;&#039;&#039;Bombsuit Locker:&#039;&#039;&#039; This locker contains one bombsuit, which you&#039;ll want to wear: If you get exploded while wearing one of these babies, you will not be gibbed - this means you can be cloned and go back in for more action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not shown:&#039;&#039;&#039; There is a conveyor from cargo to munitions to allow the cargo techs to send ammo there.&lt;br /&gt;
&lt;br /&gt;
==Munitions Quick Start Guide==&lt;br /&gt;
At round start there is not much you need to do. In battle however you are one of the most important members of the crew. Here is a list of your responsibilities:&lt;br /&gt;
*Load the MAC Cannon in battle&lt;br /&gt;
*Coordinate ammo supply levels with the cargo department.&lt;br /&gt;
*Keep idiots out of the Munitions Bay. The only people that should be allowed into the Munitions Bay are the Captain, HoP and HoS.&lt;br /&gt;
&lt;br /&gt;
You have a Command Headset. Spamming with it will only get it taken away. It is to be used to coordinate battle plans and ammo statuses with the Captain and Weapons Bridge Officer. Be sure to ask what type of ammo to load, and report when ammunition is running low.  &lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
The KH179 consists of three main components: The breech assembly, the actuator housing, and the guidance rails, or barrel. &lt;br /&gt;
&lt;br /&gt;
Firing procedure for the cannon is as follows:&lt;br /&gt;
*Open the breech by clicking on it.  For ease of reloading, the weapon is equipped with a rapid ejection system that expels the expended casing, or anything else in the chamber, at speed. Care must be taken that no personnel or equipment are behind the breech at the time of shell ejection. &lt;br /&gt;
*Use the Munitions Control Computer to dispense a round of the desired ammo type from the hardened storage bunkers. The conveyor belt system can then be used to move the round into loading position. In case of power failure, shells can be manually dispensed. &lt;br /&gt;
*Once the shell is in position on the loading tray, arm it with a standard issue multitool. If necessary, the round can be disarmed in a similar manner. &#039;&#039;&#039;  WARNING: At this time, there is no procedure to downcycle an armed round from the weapon. Ejecting an armed projectile will result in the activation of the proximity fuse, and detonation.&#039;&#039;&#039;&lt;br /&gt;
*After the cannon is fired from the bridge, open the breech and eject the shell, before repeating the loading process. &lt;br /&gt;
&lt;br /&gt;
When in battle, you should try to alternate between shell types. This means you will not run out of ammo super quickly, and that you have a mix of effects when you shoot. The exception to this rule is to not use up all of your Shield Piercing ammo by firing them while their shield generator is destroyed. They do lower damage and are best fired as a first shot to drop their shields.&lt;br /&gt;
&lt;br /&gt;
==Ammo Types==&lt;br /&gt;
Currently, three types of ammunition are standard issue on NT vessels. A 1400x2000mm round consists of two parts: The projectile itself, containing warhead, guidance package, and rocket motor, and the casing, which acts as a hardened storage tank for the hydrazine monopropellant fuel. This casing is discarded upon firing. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Shell type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=50|Damage &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:mac_he.png|32px]]&amp;lt;br&amp;gt;Projectile, 1400mm: High Explosive, M107&lt;br /&gt;
|5&lt;br /&gt;
|Designed for maximum effect against unshielded targets, the M107 round delivers a 500 kilogram warhead. However, shields will nullify the concussive blast of this round completely.&lt;br /&gt;
|-&lt;br /&gt;
![[File:mac_sh.png|32px]]&amp;lt;br&amp;gt;Projectile, 1400mm: Smart Homing, M982&lt;br /&gt;
|3&lt;br /&gt;
|After reports of the M107 round repeatedly missing smaller targets such as drones and fighters, the M982 Smart Homing round was developed. Some of the warhead was replaced with a larger monopropellant tank, and larger maneuvering thrusters. Delivers a 300 kilogram warhead on target.&lt;br /&gt;
|-&lt;br /&gt;
![[File:mac_sp.png|32px]]&amp;lt;br&amp;gt;Projectile, 1400mm: Shield Piercing, XM1128&lt;br /&gt;
|1&lt;br /&gt;
|An experimental round designed to penetrate enemy shields and lower the reliance on phase cannons against shielded targets, the XM1128 is equipped with experimental bluespace technology that allows it to make a short range jump past enemy shielding. However, this tech is still in the development stage and is rather bulky, necessitating a decrease in explosive power. Delivers a 100 kilogram warhead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Maintenance==&lt;br /&gt;
[[File:Munitions_Console.PNG|30%|thumb|right|Not only does this show you how much ammo you have, it also shows you how far off your calibration is.]]&lt;br /&gt;
To maintain optimum combat readiness, the KH179 requires regular maintenance. There are three main issues reported:&lt;br /&gt;
&lt;br /&gt;
===Jamming===&lt;br /&gt;
The weapon&#039;s breech assembly contains an internal lubricant resovoir, capacity 1000u. You can examine the breech to view the current oil level. This should be kept filled with [[Oil|standard machine oil], obtainable from your ship&#039;s chemistry department. Failure to do so will result in a breech jam, and loading will not be possible.&lt;br /&gt;
&lt;br /&gt;
===Miscalibration===&lt;br /&gt;
&lt;br /&gt;
As the weapon fires, the gravitic shear slowly pulls these coils out of alignment. If the coils drift too far out of alignment, shell explosion in the gun can result.  These coils have a limited lifespan, and must be recalibrated regularly. &lt;br /&gt;
&lt;br /&gt;
To recalibrate, you&#039;ll need to remove the actuator. This is fairly simple to do:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unscrew&#039;&#039;&#039; the MAC breech&#039;s maintenance panel.&lt;br /&gt;
#&#039;&#039;&#039;Pry out&#039;&#039;&#039; the actuator.&lt;br /&gt;
#&#039;&#039;&#039;Pull&#039;&#039;&#039; the actuator out from under the MAC breech. You do not want to pick it up yet.&lt;br /&gt;
#&#039;&#039;&#039;Multitool&#039;&#039;&#039; the actuator to reset the calibration.&lt;br /&gt;
#&#039;&#039;&#039;Re-insert&#039;&#039;&#039; the actuator. You will need both hands free to lift it.&lt;br /&gt;
#&#039;&#039;&#039;Screw down&#039;&#039;&#039; the MAC breech&#039;s maintenance panel.&lt;br /&gt;
&lt;br /&gt;
The recalibration procedure has a chance to burn out the actuator. To replace an actuator, see the procedure below:&lt;br /&gt;
&lt;br /&gt;
===Actuator Burnout===&lt;br /&gt;
&lt;br /&gt;
In case of Actuator Burnout, the Munitions Control Computer will display the error, as well as sending an alert to bridge staff. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Actuator Replacement:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Acquire a replacement actuator.&#039;&#039;&#039; You can get one from the autolathe at Cargo for 4000 metal and 4000 glass, under the &#039;Misc&#039; section.&lt;br /&gt;
#&#039;&#039;&#039;Unscrew&#039;&#039;&#039; the MAC breech&#039;s maintenance panel.&lt;br /&gt;
#&#039;&#039;&#039;Pry out&#039;&#039;&#039; the actuator.&lt;br /&gt;
#&#039;&#039;&#039;Move&#039;&#039;&#039; the old actuator so it does not cause the MAC issues later. It should be under the breech.&lt;br /&gt;
#&#039;&#039;&#039;Insert&#039;&#039;&#039; the replacement actuator.&lt;br /&gt;
#&#039;&#039;&#039;Screw&#039;&#039;&#039; the MAC breech&#039;s maintenance panel closed.&lt;br /&gt;
&lt;br /&gt;
==Tips and Warnings==&lt;br /&gt;
[[File:Munitions Damaged.PNG|300px|thumb|right|Don&#039;t be the guy who ejects a live shell and destroys the Munitions Department!]]&lt;br /&gt;
*Opening the breech with an armed shell inside will cause it to fly across the room and detonate. Doing so will almost certainly lead to a job ban.&lt;br /&gt;
*Loading more than one thing in the MAC cannon at a time may result in an in-breech explosion. Mind those shell casings!&lt;br /&gt;
*Queuing up multiple rounds on the conveyor can speed up the reloading process. &lt;br /&gt;
*Starting off with a Shield Piercing round, then using a mix of HE and SM is a good combat mix.&lt;br /&gt;
*Inform the chain of command when ammo is running low. You can purchase more from stations, but the captain needs to know when you are running out so he does not enter combat without a MAC Cannon.&lt;br /&gt;
*Keep other crewmembers out of the Munitions Room. They will either mess things up or accidentally (or intentionally) eject an armed shell from the cannon and ruin everything. You have a baton, use it!&lt;br /&gt;
*Make sure the Quartermaster knows to order more shells whan docked at a station.&lt;br /&gt;
*You can open the Ammo Racks by clicking on them, as well as through the Munitions Control Computer.&lt;br /&gt;
*If you have to go AFK or leave the round, let somebody know either IC or OOC, so somebody can take your place.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Munitions_Officer&amp;diff=6486</id>
		<title>Munitions Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Munitions_Officer&amp;diff=6486"/>
		<updated>2016-12-09T23:04:11Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: reword a vagueword&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = Page is a stub and needs to be worked on by someone actually experienced as an MO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = gray&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SUPPLY&lt;br /&gt;
|imagebgcolor = #cc9966&lt;br /&gt;
|img_generic = Generic_munitions_officer_male.png&lt;br /&gt;
|img = Munitions officer bombsuit.png&lt;br /&gt;
|jobtitle = Munitions Officer&lt;br /&gt;
|access = [[Cargo Office|Delivery Office]], Munitions, MO office, Outer Bridge, Bridge&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = [[Head of Personnel]]&lt;br /&gt;
|duties = Load the mac cannon&lt;br /&gt;
|guides = [[Guide to munitions]]&lt;br /&gt;
|quote = &amp;quot;ARM THE GOD DAMN ROUND, IDIOT&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Munitions Officer. You wanted to fire the MAC cannon, but the Weapons Officer position was already taken. Or maybe you [[beyond the impossible|actually wanted to load the MAC cannon]]. Whatever the reason, you&#039;re in charge of the main arm of the NSV Astraeus&#039;s anti-ship battery, the Mass Accelerator Cannon cannon. &amp;lt;!-- redundant acronym syndrome syndrome ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Load the MAC cannon without blowing yourself or Munitions up.&lt;br /&gt;
&lt;br /&gt;
==Lock and load.==&lt;br /&gt;
[[File:Mac loaded warning.png|200px|thumb|right|Trust us... you&#039;ll want to hit &amp;quot;no&amp;quot;.]]&lt;br /&gt;
The MAC cannon is your responsibility, so it&#039;s probably best to start off with a quick how-to guide to loading it:&lt;br /&gt;
&lt;br /&gt;
# Open the MAC cannon&#039;s breech. (If you get a pop-up warning like the one shown to the right, there is a live round already loaded and you do &#039;&#039;&#039;not&#039;&#039;&#039;  want to unload it.)&lt;br /&gt;
# Use the munitions console in the office and select a round.&lt;br /&gt;
# Turn on the conveyor belt and wait for the round to move itself onto the loading tray.&lt;br /&gt;
# Use a multitool on the round to toggle the arming mechanism. If the lights are flashing, the round is armed. &#039;&#039;You can disarm a round if it&#039;s outside the MAC cannon by using a multitool again.&#039;&#039;&lt;br /&gt;
# Close the MAC cannon&#039;s breech. &lt;br /&gt;
&lt;br /&gt;
Congratulations, the MAC is now loaded. &#039;&#039;&#039;Once there is an armed shell in the MAC, you&#039;ve passed the point of no return - you cannot unload it without it detonating.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Your Chain of Command==&lt;br /&gt;
As a Munitions Officer, your chain of command is slightly odd: While your immediate superior is the Head of Personnel, you&#039;re most likely going to be taking orders from the Weapons Officer or the Captain. You and the Weapons Officer are at the same level on the Chain of Command - neither one of you outranks the other. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a good idea to listen to them when they tell you what type of ammo to load because they&#039;re better-equipped to make informed decisions about what ammo would be most effective, but if they ask for you to allow them into the Munitions Bay, for example, you are not required to honor that request. If in doubt, ask the Head of Personnel for advice.&lt;br /&gt;
&lt;br /&gt;
==Give me another HE!==&lt;br /&gt;
&lt;br /&gt;
There are three different types of ammunition you&#039;ll be using, each listed here: &amp;lt;!-- damage values obtained from https://github.com/FTL13/FTL13/blob/master/code/game/objects/structures/cannon_shell.dm ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Shell type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=50|Damage &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:mac_he.png|32px]]&amp;lt;br&amp;gt;High Explosive&lt;br /&gt;
|5&lt;br /&gt;
|A large shell designed to deliver a high-yield warhead upon high-speed impact with solid objects.&lt;br /&gt;
|-&lt;br /&gt;
![[File:mac_sh.png|32px]]&amp;lt;br&amp;gt;Smart Homing&lt;br /&gt;
|3&lt;br /&gt;
|A large shell designed with maneuvering jets and a targeting computer integrated into the sabot to allow for course corrections during flight. Delivers a medium-yield warhead upon impact.&lt;br /&gt;
|-&lt;br /&gt;
![[File:mac_sp.png|32px]]&amp;lt;br&amp;gt;Shield Piercing&lt;br /&gt;
|1&lt;br /&gt;
|A large shell containing bluespace disrupter technology that is designed to phase through shields. Delivers a low-yield warhead upon impact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your WO should either tell you what to load, or come up with a battle plan with you before the shells start flying. If they don&#039;t, nag them until they tell you which shell you need - using a shield piercing round against a target with no shields, for example, is a waste of ammunition - and you only get 5 of each to start with!&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The MAC cannon is loud. If you don&#039;t have a bowmans&#039; headset, there are earmuffs in the office.&lt;br /&gt;
* Wearing a bombsuit, found in the Level 4 EOD closet in the office, will mean if you get hit with an explosion or eject a live round into yourself, you won&#039;t be gibbed and can thus be cloned.&lt;br /&gt;
* You have a baton. Use it if there are intruders. &lt;br /&gt;
* Ejecting a live shell is a surefire way to get lynched at best and banned at worst.&lt;br /&gt;
* The MAC breech can hold 1,000 (one THOUSAND) units of oil. It comes loaded with 50 at roundstart. [[Guide to munitions#Maintenance|It&#039;s a good idea to get some more as soon as possible.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=User:EvilJackCarver&amp;diff=6485</id>
		<title>User:EvilJackCarver</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=User:EvilJackCarver&amp;diff=6485"/>
		<updated>2016-12-09T22:59:52Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* To-do list */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==To-do list==&lt;br /&gt;
* &amp;lt;s&amp;gt;Improve [[Guide to Bridge Officer]] somehow&amp;lt;/s&amp;gt;&lt;br /&gt;
* Add backstory and flavour text to [[SpaceSHIP|NSV Astraeus]]&lt;br /&gt;
* Rolling update of [[Locations]] / [[Template:Locations]]&lt;br /&gt;
**template is done, but we need to update the images and do a lot of happy horseshit&lt;br /&gt;
** Could make a new template, but we don&#039;t need one - we don&#039;t run meta or boxstation, so there&#039;s really not much need&lt;br /&gt;
* Re-snip and reupload [[:Category:SpaceSHIP_departments]] and [[:Category:SpaceSHIP_sub-departments]]&lt;br /&gt;
&lt;br /&gt;
===If you&#039;re not me please add things to this section instead of up there===&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Template:Locations&amp;diff=6484</id>
		<title>Template:Locations</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Template:Locations&amp;diff=6484"/>
		<updated>2016-12-09T22:46:43Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: comment out all the crap we don&amp;#039;t have&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background-color:#FFFFFF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; style=&amp;quot;text-align: left;&amp;quot; | [[File:jobstemp.png|link=Locations]] &#039;&#039;&#039;[[Locations]] on /tg/station&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #898787&amp;quot; |  &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #92b26d&amp;quot; | &#039;&#039;&#039;Recreational&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #8cbcd6&amp;quot; | &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #996666&amp;quot; |  &#039;&#039;&#039;Supply&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #a885a2&amp;quot; |  &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ba9b67&amp;quot; |  &#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #AF6365; color: white;&amp;quot; |  &#039;&#039;&#039;Security&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #334E6D; color: white;&amp;quot; |  &#039;&#039;&#039;Command&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #660068; color: white;&amp;quot; | &#039;&#039;&#039;Upkeep&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: center; background: black; color: white;&amp;quot; | &#039;&#039;&#039;Outside&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
* [[Arrivals]]&lt;br /&gt;
* [[Escape Pods]]&lt;br /&gt;
* [[Escape Shuttle Hallway]]&lt;br /&gt;
* [[Primary Tool Storage]]&lt;br /&gt;
&amp;lt;!--- unused &lt;br /&gt;
* [[Garden]]&lt;br /&gt;
* [[Art Storage]]&lt;br /&gt;
* [[Auxiliary Tool Storage]]&lt;br /&gt;
* [[Emergency Storage]]&lt;br /&gt;
* [[Escape Shuttle]]&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
* [[Bar]]&lt;br /&gt;
* [[Dormitory]]&lt;br /&gt;
* [[Hydroponics]]&lt;br /&gt;
* [[Kitchen]]&lt;br /&gt;
&amp;lt;!--- unused&lt;br /&gt;
* [[Chapel]]&lt;br /&gt;
* [[Holodeck]]&lt;br /&gt;
* [[Library]]&lt;br /&gt;
* [[Locker Room]]&lt;br /&gt;
* [[Theatre]]&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
* [[Medbay]]&lt;br /&gt;
* [[Chemistry Lab]]&lt;br /&gt;
* [[Chief Medical Officer&#039;s Office]]&lt;br /&gt;
* [[Genetics]]&lt;br /&gt;
* [[Medbay Storage]]&lt;br /&gt;
* [[Operating Theatre]]&lt;br /&gt;
* [[Virology]]&lt;br /&gt;
&amp;lt;!-- unused&lt;br /&gt;
* [[Morgue]]&lt;br /&gt;
* [[Patient Room]]&lt;br /&gt;
* [[Recovery Room]]&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
* [[Cargo Bay]]&lt;br /&gt;
* [[Cargo Office]]&lt;br /&gt;
* [[Mining Dock]]&lt;br /&gt;
&amp;lt;!-- unused&lt;br /&gt;
* [[Quartermaster&#039;s Office]]&lt;br /&gt;
* [[Delivery Office]]&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
* [[Research Division]]&lt;br /&gt;
* [[Research and Development Lab]]&lt;br /&gt;
* [[Research Director&#039;s Office]]&lt;br /&gt;
* [[Robotics Lab]]&lt;br /&gt;
* [[Server Room]]&lt;br /&gt;
&amp;lt;!-- unused&lt;br /&gt;
* [[Xenobiology Lab]]&lt;br /&gt;
* [[Experimental Lab]]&lt;br /&gt;
* [[Toxins Lab]]&lt;br /&gt;
* [[Toxins Test Chamber]]&lt;br /&gt;
* [[Testing Lab]]&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
* [[Atmospherics]]&lt;br /&gt;
* [[Chief Engineer&#039;s Office]]&lt;br /&gt;
* [[Engineering]]&lt;br /&gt;
* [[Gravity Generator Room]]&lt;br /&gt;
* [[Telecommunications]]&lt;br /&gt;
&amp;lt;!-- unused&lt;br /&gt;
* [[Construction Area]]&lt;br /&gt;
* [[Electrical Maintenance]]&lt;br /&gt;
* [[Solars]]&lt;br /&gt;
* [[Thermo-Electric Generator]]&lt;br /&gt;
* [[Technical Storage]]&lt;br /&gt;
* [[Vacant Office]]&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
* [[Armory]]&lt;br /&gt;
* [[Brig]]&lt;br /&gt;
* [[Detective&#039;s Office]]&lt;br /&gt;
* [[Interrogation]]&lt;br /&gt;
* [[Head of Security&#039;s Office]]&lt;br /&gt;
* [[Security Office]]&lt;br /&gt;
&amp;lt;!-- unused&lt;br /&gt;
* [[Law Office]]&lt;br /&gt;
* [[Prison Wing]]&lt;br /&gt;
* [[Labor Camp]]&lt;br /&gt;
* [[Security Posts]]&lt;br /&gt;
* [[Warden&#039;s Office]]&lt;br /&gt;
* [[Courtroom]]&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
* [[AI Upload]]&lt;br /&gt;
* [[Bridge]]&lt;br /&gt;
* [[Captain&#039;s Quarters]]&lt;br /&gt;
* [[Conference Room]]&lt;br /&gt;
* [[E.V.A.]]&lt;br /&gt;
* [[Head of Personnel&#039;s Office]]&lt;br /&gt;
* [[Vault]]&lt;br /&gt;
&amp;lt;!-- unused&lt;br /&gt;
* [[AI Satellite]]&lt;br /&gt;
* [[Gateway]]&lt;br /&gt;
* [[Teleporter]]&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
* [[Custodial Closet]]&lt;br /&gt;
* [[Maintenance]]&lt;br /&gt;
* [[Waste Disposal]]&lt;br /&gt;
&amp;lt;!-- unused&lt;br /&gt;
* [[Incinerator]]&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
* [[Central Command]]&lt;br /&gt;
* [[Lavaland]]&lt;br /&gt;
* [[Space]]&lt;br /&gt;
&amp;lt;!-- unused&lt;br /&gt;
* [[Abandoned Satellite]]&lt;br /&gt;
* [[Derelict]]&lt;br /&gt;
* [[White Ship]]&lt;br /&gt;
* [[Mining Station]]&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:SpaceSHIP_bridge.png&amp;diff=6483</id>
		<title>File:SpaceSHIP bridge.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:SpaceSHIP_bridge.png&amp;diff=6483"/>
		<updated>2016-12-09T22:36:33Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: EvilJackCarver uploaded a new version of File:SpaceSHIP bridge.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The bridge of the [[SpaceSHIP|NSV Astraeus]].&lt;br /&gt;
&lt;br /&gt;
[[Category:SpaceSHIP sub-departments]]&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Bridge_Officer&amp;diff=6482</id>
		<title>Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Bridge_Officer&amp;diff=6482"/>
		<updated>2016-12-09T22:35:02Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Weapons */ more cargo hold things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic bridge officer male.png&lt;br /&gt;
|img = Bridge officer spitzer.png&lt;br /&gt;
|jobtitle = Bridge Officer&lt;br /&gt;
|access = Maintenance, Outer Bridge, Bridge, Tactical Consoles&lt;br /&gt;
|additional = None&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Captain]], [[Head of Personnel]]&lt;br /&gt;
|duties = Fly the ship, shoot at enemy ships. &lt;br /&gt;
|guides = [[Guide to Bridge Officer]]&lt;br /&gt;
|quote = ...I hope you all realissse I can&#039;t drive ssstick...&lt;br /&gt;
}}&lt;br /&gt;
[[File:SpaceSHIP_bridge.png|300px|thumb|alt=The Bridge|Your home away from home.]]&lt;br /&gt;
You are the Bridge Officer. Depending on when you joined, you&#039;re either the Weapons Officer or the Helms Officer. The Weapons Officer is in charge of the ship&#039;s anti-ship battery, and the Helms Officer is the one in charge of actually flying the ship. &#039;&#039;&#039;Unless you&#039;re cleared to do so by the other Bridge Officer or the Captain, or the other Bridge Officer is dead or missing, you should not interact with the other Bridge Officer&#039;s console.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;Weapons Officer:&#039;&#039; Know how to targeting works, know how to fire the weapons. Communicate with the Munitions Officer about what rounds to load into the MAC. &lt;br /&gt;
*&#039;&#039;Helms Officer:&#039;&#039; Fly the ship into and out of danger. Warn the crew when you go to jump.&lt;br /&gt;
&lt;br /&gt;
==Ladies and Gentlemen, This is Your Pilot Speaking==&lt;br /&gt;
As a Helms Officer, your duty is to fly the ship. Your seat is front and centre on the bridge, so you have the best view to parallel-park &amp;lt;s&amp;gt;on top of&amp;lt;/s&amp;gt; by an orbital platform. The Helms Console is fairly self-explanatory, and is discussed more in-depth [[Guide to Bridge Officer|in the guide.]]&lt;br /&gt;
&lt;br /&gt;
Sometimes Centcomm will ask you to head to a specific planet. It&#039;s up to you as to how you plan to get the crew there. When you go to make the initial jump, you should check with Engineering and make sure the TEG is making power, and the plasma cans to the FTL drives are connected. Generally speaking, it&#039;s also a good idea to make sure your first jump is into friendly territory to ensure if something &#039;&#039;isn&#039;t&#039;&#039; set up, it can be set up without being shot to pieces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you jump without warning and it causes the death of a crewmember (i.e. leaving a salvage team behind), you may face both IC and OOC consequences.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Art of Not Being Able to Shoot at Something On The Other Side of the Star System==&lt;br /&gt;
As a Weapons Officer, your duty is to defend your ship from enemy ships. This is done with the Tactical Console and the NSV Astraeus&#039; onboard anti-ship battery, which consists of a mass accelerator cannon and a phase cannon at roundstart. You are responsible for coordinating with the [[Munitions Officer]] about what shells to load. If one phase cannon isn&#039;t enough firepower, you can nag engineering to get a spare circuitboard out of Tech Storage and set up a second phase cannon: just know if a shot destroys your phase cannons, you won&#039;t have a spare board you can use to get that back online.&lt;br /&gt;
&lt;br /&gt;
The onboard anti-ship battery has a maximum effective range of about that of a planet - in other words, if you&#039;re at a nav beacon and you target a ship that&#039;s not at the nav beacon, you&#039;re wasting ammunition. Wasting ammunition&#039;s a surefire way to piss off both the Captain and the MO, because the MO only gets fifteen shells to work with.&lt;br /&gt;
&lt;br /&gt;
Also note that targeting different areas of the enemy ship will yield different results if you go to salvage: For example, targeting the hull will destroy the cargo holds and thus reduce the available loot you can scrap from the wreckage, while targeting the weapons will reduce the chance of salvaging a new phase cannon.&lt;br /&gt;
&lt;br /&gt;
==Your Chain of Command==&lt;br /&gt;
Although Head of Personnel is technically your immediate supervisor, 99% of the time you&#039;ll be answering directly to the Captain or Acting Captain. It&#039;s important to keep the Captain informed and up-to-date on threat assessments. It&#039;s also generally a good idea to let them know when you enter or leave hostile space. If the Captain is dismissed or deceased, the Head of Personnel becomes Acting Captain unless they or Centcomm elect someone else to be Acting Captain.&lt;br /&gt;
&lt;br /&gt;
While the Weapons Officer generally orders the Munitions Officer around in terms of ammo-loading, you should remember that they are both on the same level in the chain of command - neither one outranks the other. For example, a Munitions Officer is not obliged to allow a Weapons Officer into the Munitions Bay if asked to do so by the Weapons Officer.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
===Helms===&lt;br /&gt;
*Being on a planet does not protect you from an enemy ASB.&lt;br /&gt;
*Forgetting to warn the crew before you make a jump is bad form and annoys the crew. Ideally you should give them at least 30 seconds&#039; warning, if possible, so they have enough time to object or get aboard.&lt;br /&gt;
*A captain&#039;s order to jump does not override Centcomm&#039;s order to stay.&lt;br /&gt;
*If you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier: Yellow-pages tell you where other nearby stations are.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*The onboard anti-ship battery will only hit targets at the same planet you&#039;re at. For example, if you&#039;re at a system&#039;s nav beacon, you will only be able to hit targets that are also at the nav beacon. &#039;&#039;This works both ways.&#039;&#039;&lt;br /&gt;
*The MO only starts with fifteen rounds ammunition for the MAC: 5 high-explosive, 5 smart-homing, and 5 shield-piercing.&lt;br /&gt;
*The enemy ships&#039; cargo holds are within their hulls. Targetting the hull on the tactical console will most likely destroy the loot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Bridge_Officer&amp;diff=6481</id>
		<title>Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Bridge_Officer&amp;diff=6481"/>
		<updated>2016-12-09T22:33:15Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* The Art of Not Being Able to Shoot at Something On The Other Side of the Star System */ hull &amp;gt; cargo holds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic bridge officer male.png&lt;br /&gt;
|img = Bridge officer spitzer.png&lt;br /&gt;
|jobtitle = Bridge Officer&lt;br /&gt;
|access = Maintenance, Outer Bridge, Bridge, Tactical Consoles&lt;br /&gt;
|additional = None&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Captain]], [[Head of Personnel]]&lt;br /&gt;
|duties = Fly the ship, shoot at enemy ships. &lt;br /&gt;
|guides = [[Guide to Bridge Officer]]&lt;br /&gt;
|quote = ...I hope you all realissse I can&#039;t drive ssstick...&lt;br /&gt;
}}&lt;br /&gt;
[[File:SpaceSHIP_bridge.png|300px|thumb|alt=The Bridge|Your home away from home.]]&lt;br /&gt;
You are the Bridge Officer. Depending on when you joined, you&#039;re either the Weapons Officer or the Helms Officer. The Weapons Officer is in charge of the ship&#039;s anti-ship battery, and the Helms Officer is the one in charge of actually flying the ship. &#039;&#039;&#039;Unless you&#039;re cleared to do so by the other Bridge Officer or the Captain, or the other Bridge Officer is dead or missing, you should not interact with the other Bridge Officer&#039;s console.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;Weapons Officer:&#039;&#039; Know how to targeting works, know how to fire the weapons. Communicate with the Munitions Officer about what rounds to load into the MAC. &lt;br /&gt;
*&#039;&#039;Helms Officer:&#039;&#039; Fly the ship into and out of danger. Warn the crew when you go to jump.&lt;br /&gt;
&lt;br /&gt;
==Ladies and Gentlemen, This is Your Pilot Speaking==&lt;br /&gt;
As a Helms Officer, your duty is to fly the ship. Your seat is front and centre on the bridge, so you have the best view to parallel-park &amp;lt;s&amp;gt;on top of&amp;lt;/s&amp;gt; by an orbital platform. The Helms Console is fairly self-explanatory, and is discussed more in-depth [[Guide to Bridge Officer|in the guide.]]&lt;br /&gt;
&lt;br /&gt;
Sometimes Centcomm will ask you to head to a specific planet. It&#039;s up to you as to how you plan to get the crew there. When you go to make the initial jump, you should check with Engineering and make sure the TEG is making power, and the plasma cans to the FTL drives are connected. Generally speaking, it&#039;s also a good idea to make sure your first jump is into friendly territory to ensure if something &#039;&#039;isn&#039;t&#039;&#039; set up, it can be set up without being shot to pieces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you jump without warning and it causes the death of a crewmember (i.e. leaving a salvage team behind), you may face both IC and OOC consequences.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Art of Not Being Able to Shoot at Something On The Other Side of the Star System==&lt;br /&gt;
As a Weapons Officer, your duty is to defend your ship from enemy ships. This is done with the Tactical Console and the NSV Astraeus&#039; onboard anti-ship battery, which consists of a mass accelerator cannon and a phase cannon at roundstart. You are responsible for coordinating with the [[Munitions Officer]] about what shells to load. If one phase cannon isn&#039;t enough firepower, you can nag engineering to get a spare circuitboard out of Tech Storage and set up a second phase cannon: just know if a shot destroys your phase cannons, you won&#039;t have a spare board you can use to get that back online.&lt;br /&gt;
&lt;br /&gt;
The onboard anti-ship battery has a maximum effective range of about that of a planet - in other words, if you&#039;re at a nav beacon and you target a ship that&#039;s not at the nav beacon, you&#039;re wasting ammunition. Wasting ammunition&#039;s a surefire way to piss off both the Captain and the MO, because the MO only gets fifteen shells to work with.&lt;br /&gt;
&lt;br /&gt;
Also note that targeting different areas of the enemy ship will yield different results if you go to salvage: For example, targeting the hull will destroy the cargo holds and thus reduce the available loot you can scrap from the wreckage, while targeting the weapons will reduce the chance of salvaging a new phase cannon.&lt;br /&gt;
&lt;br /&gt;
==Your Chain of Command==&lt;br /&gt;
Although Head of Personnel is technically your immediate supervisor, 99% of the time you&#039;ll be answering directly to the Captain or Acting Captain. It&#039;s important to keep the Captain informed and up-to-date on threat assessments. It&#039;s also generally a good idea to let them know when you enter or leave hostile space. If the Captain is dismissed or deceased, the Head of Personnel becomes Acting Captain unless they or Centcomm elect someone else to be Acting Captain.&lt;br /&gt;
&lt;br /&gt;
While the Weapons Officer generally orders the Munitions Officer around in terms of ammo-loading, you should remember that they are both on the same level in the chain of command - neither one outranks the other. For example, a Munitions Officer is not obliged to allow a Weapons Officer into the Munitions Bay if asked to do so by the Weapons Officer.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
===Helms===&lt;br /&gt;
*Being on a planet does not protect you from an enemy ASB.&lt;br /&gt;
*Forgetting to warn the crew before you make a jump is bad form and annoys the crew. Ideally you should give them at least 30 seconds&#039; warning, if possible, so they have enough time to object or get aboard.&lt;br /&gt;
*A captain&#039;s order to jump does not override Centcomm&#039;s order to stay.&lt;br /&gt;
*If you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier: Yellow-pages tell you where other nearby stations are.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*The onboard anti-ship battery will only hit targets at the same planet you&#039;re at. For example, if you&#039;re at a system&#039;s nav beacon, you will only be able to hit targets that are also at the nav beacon. &#039;&#039;This works both ways.&#039;&#039;&lt;br /&gt;
*The MO only starts with fifteen rounds ammunition for the MAC: 5 high-explosive, 5 smart-homing, and 5 shield-piercing.&lt;br /&gt;
*The enemy ships store their loot in the hull. Targeting the hull may destroy the loot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6480</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6480"/>
		<updated>2016-12-09T22:32:14Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Weapons Officer */ llose loot &amp;gt; cargo holds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpaceSHIP_bridge.png|300px|thumb|alt=The Bridge|It&#039;s actually very rare that all six stations will be manned at once. You&#039;re either going to be on the centre-right console (the blue one) if you&#039;re Helms, or the bottom right one (the red one) if you&#039;re Weapons.]]&lt;br /&gt;
Naturally the [[Captain|captain]] cannot press every single button on the [[Bridge|bridge]] himself, so Centcom has employed multiple [[Bridge Officer|HIGHLY TRAINED OFFICERS]] to press the buttons for him. When you join you will be automatically assigned a station to man. However, this is not a formal assignment so you and the other officers may switch places at will. This may sound dull, but worry not, many fun things await you!&lt;br /&gt;
&lt;br /&gt;
==The Chain of Command==&lt;br /&gt;
As a bridge officer you are not a head of staff like the Captain or Head of Personnel. You are on the same level as a standard department crewman; the only difference between you and a standard crewman is your department is the bridge. Thus you must obey orders from all heads of staff, and your fancy uniform does not give you permission to order other people around. &lt;br /&gt;
&lt;br /&gt;
In times of crisis the order of succession is Captain → Head of Personnel → Other Heads → Helms Officer. Being on the bridge does not give you special privileges to jump the chain of command, although the Chief Medical Officer may opt to pass and stay in medbay to heal others, the Chief Engineer may opt to stay with their team and coordinate repairs, and the Head of Security may opt to stay with and coordinate the Sec team.&lt;br /&gt;
&lt;br /&gt;
The Bridge Officers and the Munitions Officer are on the same level: none of them outrank another. While a Munitions Officer will generally take orders from the Weapons Officer about which rounds to load, they are not obliged to honor a request to, say, allow the WO into the munitions bay to get a toolbox.&lt;br /&gt;
&lt;br /&gt;
==Your Duties==&lt;br /&gt;
Your duties will vary depending on whether you&#039;re a Helms Officer or a Weapons Officer. While these aren&#039;t formal assignments, and the HO and WO can switch places as will, you should not touch the other bridge officer&#039;s console unless the other bridge officer is MIA or you&#039;ve been cleared to do so by the other BO or the Captain. If you do end up using the other BO&#039;s console, &#039;&#039;&#039;you assume full responsibility for what effects your actions may have.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Helms Officer===&lt;br /&gt;
As a Helms Officer, your duties are fairly relaxed. Your main responsibility is to jump the ship from point A to point B. The Captain’s orders determine where you should be going, as well as the mission assignment. Your ship has a max range for jumps, so you need to plan the best route to travel to faraway locations; the FTL drive only has a limited supply of plasma to use and needs to recharge between jumps, so jumping more often than necessary can easily screw you over if you suddenly need to flee hostile forces.&lt;br /&gt;
&lt;br /&gt;
Of course, jumping into enemy space also opens up the option to salvage more things, such as more phase cannons, air or plasma tanks, or other miscellaneous bits and bobs of cargo. You should consult with the Captain whether or not you should take the direct way or make a few stops in Syndie space, as well as the Weapons Officer to see if you have the capabilities to take on the extra enemies that you wouldn&#039;t have to worry about otherwise.&lt;br /&gt;
&lt;br /&gt;
Remember to warn the crew before you jump, you might regret jumping unannounced.&lt;br /&gt;
&lt;br /&gt;
===Weapons Officer===&lt;br /&gt;
&lt;br /&gt;
As a Weapons Officer, your job is a bit more logistically involved than that of a Helms Officer. You&#039;re in charge of firing the onboard anti-ship battery, so you need to coordinate with the [[Munitions Officer]] on what to load, the [[Captain]] on where to aim, and the [[Shaft Miner|salvage team]] on when to bring the shields down and up. &lt;br /&gt;
&lt;br /&gt;
Targeting an enemy is as simple as clicking the vessel&#039;s name under the Targeting section of the Tactical Console, and selecting where you wish to aim on the ship. A small reminder of where you currently are is listed at the top of the targeting section - remember, the NSV Astraeus&#039; anti-ship battery can only hit ships at the same planet you&#039;re at, so aiming at one at the navbeacon while you&#039;re at a planet will only waste ammo. The available salvage from a ship will depend on where you aim. Shooting at the hull will destroy the cargo holds, shooting at the weapons will reduce your odds of salvaging a tenth phase cannon for your ship. Pick your targeting location carefully.&lt;br /&gt;
&lt;br /&gt;
The phase cannons are designed to disrupt the enemy ships&#039; shields for long enough to get a MAC round through them. All of your MAC shells (shield-piercing excepted) will explode harmlessly on enemy shields, so it&#039;s a good idea to fire a short burst of 2 or 3 shots from the phase cannon, then fire a MAC at the shield generator.&lt;br /&gt;
&lt;br /&gt;
==Bridge Stations==&lt;br /&gt;
There are six stations on the Bridge, but in general you&#039;re only going to use two (and MAYBE the communications console to announce a jump).&lt;br /&gt;
===Navigation Console===&lt;br /&gt;
[[File:Helms_starmap.png|200px|thumb|right|One of the two main screens you&#039;ll be staring at.]]&lt;br /&gt;
This console is how you move the ship to various locations. You can click on different circles on the map. Each circle represents a solar system, each with multiple celestial bodies. Different colors correspond to different factions. When you click on them it opens a menu where you can jump to the system and see more info. At the top you can click the &amp;quot;Show Map&amp;quot; tab to view the map of the current solar system. Clicking on planets lets you see if there are any points of interest. Additionally, if you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier, as yellow-pages tell you where other nearby stations are. In combat you should stay near the computer in case you need to make a tactical retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Inform the crew before you jump so they can get back on the ship or get busy things done such as moving prisoners or handling a supermatter shard delamination incident. &#039;&#039;&#039;If you make an unannounced jump and it causes someone&#039;s death (such as leaving a salvage team behind), you may face consequences both in-character (manslaughter charges) or out-of-character (job-bans).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The systems in the star map are colour-coded according to who controls them:&lt;br /&gt;
&lt;br /&gt;
*Blue systems are friendly systems, controlled by Nanotrasen.&lt;br /&gt;
*Orange systems are neutral systems, and are controlled by the SolGov.&lt;br /&gt;
*Red systems are enemy systems, and are Syndicate-controlled&lt;br /&gt;
*White systems are not controlled by any one &amp;quot;faction&amp;quot;, but tend to be infested with pirates.&lt;br /&gt;
*Every system has a small chance of containing pirates. Be on guard at all times!&lt;br /&gt;
&lt;br /&gt;
On the planet map, you&#039;ll be able to see the type of planet each one is by clicking on them. Ringed planets have asteroids for miners to mine. Lava planets can be landed on, and Gas Giants are worthless (for now). Orbital Platforms are trading stations, where you can buy and sell things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tactical Console===&lt;br /&gt;
[[File:Weapons_console.png|200px|thumb|right|Normally there&#039;d be ships here on the screen, in the Targeting section. You&#039;d click them to target them.]]&lt;br /&gt;
This console is everything in ship combat. You can see your shields, your weapons systems, and the location of other ships in the system. Not all ships are hostile, but if you shoot at a neutral or friendly vessel, expect to start an intergalactic war.&lt;br /&gt;
&lt;br /&gt;
At the top of the screen you have your shield status and control. While the shields are up, they act as a physical barrier - if someone needs to throw something (such as an alien larva) outside the shields, they will be unable to without you lowering them. This also works for crew - salvage teams will not be able to bring things in or head out to salvage while the shields are up. An important note to make is that while the salvage team is outside the shields, &#039;&#039;they are not vulnerable to incoming fire and thus do not have to worry about being shot by the enemy.&#039;&#039; &amp;lt;!-- I&#039;m not sure if it goes for outgoing fire. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When looking at enemy vessels, be sure to note their location. If they are not at the same planet/nav beacon you are, then you are out of range and your shots will do nothing. Also, when firing at enemy ships, you can select various subsystems to target. Damaging and destroying these hinder the enemy ships. Destroying the shields makes it so they cannot block your shots, destroying the engines reduces their evasion, etc. If you shoot the bridge, the enemy will have difficulty evading. Shooting at the hull will destroy the enemies&#039; cargo holds. Where you target determines the state of the salvageable wreck. Use this strategically to salvage certain items (weapons, etc) for your ship!&lt;br /&gt;
&lt;br /&gt;
The weapon systems are sorted by type, with the MAC cannon(s) on top and the phase cannon(s) on bottom. Each phase cannon shot takes 200 energy and will fire almost as fast as you can click - be careful not to run it completely dry. A decent tactic is to use a couple of shots with the phase cannon to knock down the shields, then fire the MAC before their shield system recharges.&lt;br /&gt;
&lt;br /&gt;
===Crew Monitoring Console===&lt;br /&gt;
If the Chief Medical Officer wishes to be on the bridge, they&#039;ll most likely be manning this console. Functionally, it is identical to the crew monitoring console in their office. You could use this to coordinate with the mining team to recover a deceased miner if you wish, or ensure everyone&#039;s back aboard before making the takeoff announcement. Or, if you&#039;re bored and there&#039;s a lull in the action, you could see who&#039;s where and take guesses as to what they&#039;re up to. &lt;br /&gt;
&lt;br /&gt;
===Engineering Console===&lt;br /&gt;
If the Chief Engineer wishes to be on the bridge, they&#039;ll most likely be here watching the power. Functionally, the consoles are identical to the two in the engine bay. The console on the left can be used to monitor power draw and generation, and the console on the right can be used to transfer power from one area to another. You could monitor it from the bridge and see when engineering finally sets the SMES units, or nag at them to increase the power output if the power draw is close to or exceeding the available power.&lt;br /&gt;
&lt;br /&gt;
===Security Console===&lt;br /&gt;
If the Head of Security isn&#039;t up to their knees in [[Shitcurity|dead detainees]] and wants to be on the bridge, they&#039;ll most likely be manning this console. These consoles are identical to the two in their office and two of the three at the dispatchers&#039; area of the Security Offices - the one on the left is the recordkeeping console, the one on the right is the cameras. You won&#039;t be able to access the records unless the Head of Security forgets to log out, but you can look through the cameras and see yourself looking at the cameras, or see if the Supermatter shard is on fire and then yell at Engineering before the SM shard does.&lt;br /&gt;
&lt;br /&gt;
===Communications Console===&lt;br /&gt;
The Communications Console is similar to the ones found aboard modern stations, albeit with some differences. The Captain will usually be manning this station. He will usually leave the console unlocked, so in an emergency you can use this to ask Centcomm for guidance, or make an announcement regarding jumps. Expect the Captain to be rather cross with you if you use it while he&#039;s present, however.&lt;br /&gt;
&lt;br /&gt;
==I am bored. What now?==&lt;br /&gt;
When you are in FTL translation, waiting on miners to mine ores or waiting for the Quartermaster to get more ammo from a station, things can get boring. Here are a few ideas on how to stay busy during the lulls in action:&lt;br /&gt;
&lt;br /&gt;
* Go out and look around the ship, then suddenly remember you have no EVA gear on.&lt;br /&gt;
* Shout at people that don&#039;t have suit sensors on to turn them on.&lt;br /&gt;
* Shout at R&amp;amp;D to upgrade the phase cannons.&lt;br /&gt;
* Shout at Engineering to install more phase cannons.&lt;br /&gt;
* Go to Chemistry and get the Munitions Officer more oil for his MAC breech.&lt;br /&gt;
* Go to the bar and get plastered.&lt;br /&gt;
* Throw Ian a birthday party.&lt;br /&gt;
* Bring half the bar back and get even &#039;&#039;more&#039;&#039; plastered.&lt;br /&gt;
* Nag the Captain to put the AI on something other than Asimov.&lt;br /&gt;
* Look through cameras and watch Security beat up the clown for the hundredth time, or watch the Supermatter shard delaminate and explode.&lt;br /&gt;
* Go down to Robotics and get yourself robot arms, or a big stompy mech.&lt;br /&gt;
* Ride a quadbike in the halls, and then get shouted at by Centcomm for riding a quadbike in the halls.&lt;br /&gt;
* Drink the entirety of the station&#039;s liquor reserve, then die of liquor poisoning.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6479</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6479"/>
		<updated>2016-12-09T22:29:42Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* The Chain of Command */ more lead sentence bollocks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpaceSHIP_bridge.png|300px|thumb|alt=The Bridge|It&#039;s actually very rare that all six stations will be manned at once. You&#039;re either going to be on the centre-right console (the blue one) if you&#039;re Helms, or the bottom right one (the red one) if you&#039;re Weapons.]]&lt;br /&gt;
Naturally the [[Captain|captain]] cannot press every single button on the [[Bridge|bridge]] himself, so Centcom has employed multiple [[Bridge Officer|HIGHLY TRAINED OFFICERS]] to press the buttons for him. When you join you will be automatically assigned a station to man. However, this is not a formal assignment so you and the other officers may switch places at will. This may sound dull, but worry not, many fun things await you!&lt;br /&gt;
&lt;br /&gt;
==The Chain of Command==&lt;br /&gt;
As a bridge officer you are not a head of staff like the Captain or Head of Personnel. You are on the same level as a standard department crewman; the only difference between you and a standard crewman is your department is the bridge. Thus you must obey orders from all heads of staff, and your fancy uniform does not give you permission to order other people around. &lt;br /&gt;
&lt;br /&gt;
In times of crisis the order of succession is Captain → Head of Personnel → Other Heads → Helms Officer. Being on the bridge does not give you special privileges to jump the chain of command, although the Chief Medical Officer may opt to pass and stay in medbay to heal others, the Chief Engineer may opt to stay with their team and coordinate repairs, and the Head of Security may opt to stay with and coordinate the Sec team.&lt;br /&gt;
&lt;br /&gt;
The Bridge Officers and the Munitions Officer are on the same level: none of them outrank another. While a Munitions Officer will generally take orders from the Weapons Officer about which rounds to load, they are not obliged to honor a request to, say, allow the WO into the munitions bay to get a toolbox.&lt;br /&gt;
&lt;br /&gt;
==Your Duties==&lt;br /&gt;
Your duties will vary depending on whether you&#039;re a Helms Officer or a Weapons Officer. While these aren&#039;t formal assignments, and the HO and WO can switch places as will, you should not touch the other bridge officer&#039;s console unless the other bridge officer is MIA or you&#039;ve been cleared to do so by the other BO or the Captain. If you do end up using the other BO&#039;s console, &#039;&#039;&#039;you assume full responsibility for what effects your actions may have.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Helms Officer===&lt;br /&gt;
As a Helms Officer, your duties are fairly relaxed. Your main responsibility is to jump the ship from point A to point B. The Captain’s orders determine where you should be going, as well as the mission assignment. Your ship has a max range for jumps, so you need to plan the best route to travel to faraway locations; the FTL drive only has a limited supply of plasma to use and needs to recharge between jumps, so jumping more often than necessary can easily screw you over if you suddenly need to flee hostile forces.&lt;br /&gt;
&lt;br /&gt;
Of course, jumping into enemy space also opens up the option to salvage more things, such as more phase cannons, air or plasma tanks, or other miscellaneous bits and bobs of cargo. You should consult with the Captain whether or not you should take the direct way or make a few stops in Syndie space, as well as the Weapons Officer to see if you have the capabilities to take on the extra enemies that you wouldn&#039;t have to worry about otherwise.&lt;br /&gt;
&lt;br /&gt;
Remember to warn the crew before you jump, you might regret jumping unannounced.&lt;br /&gt;
&lt;br /&gt;
===Weapons Officer===&lt;br /&gt;
&lt;br /&gt;
As a Weapons Officer, your job is a bit more logistically involved than that of a Helms Officer. You&#039;re in charge of firing the onboard anti-ship battery, so you need to coordinate with the [[Munitions Officer]] on what to load, the [[Captain]] on where to aim, and the [[Shaft Miner|salvage team]] on when to bring the shields down and up. &lt;br /&gt;
&lt;br /&gt;
Targeting an enemy is as simple as clicking the vessel&#039;s name under the Targeting section of the Tactical Console, and selecting where you wish to aim on the ship. A small reminder of where you currently are is listed at the top of the targeting section - remember, the NSV Astraeus&#039; anti-ship battery can only hit ships at the same planet you&#039;re at, so aiming at one at the navbeacon while you&#039;re at a planet will only waste ammo. The available salvage from a ship will depend on where you aim. Shooting at the hull will destroy loose loot, shooting at the weapons will reduce your odds of salvaging a tenth phase cannon for your ship. Pick your targeting location carefully.&lt;br /&gt;
&lt;br /&gt;
The phase cannons are designed to disrupt the enemy ships&#039; shields for long enough to get a MAC round through them. All of your MAC shells (shield-piercing excepted) will explode harmlessly on enemy shields, so it&#039;s a good idea to fire a short burst of 2 or 3 shots from the phase cannon, then fire a MAC at the shield generator.&lt;br /&gt;
&lt;br /&gt;
==Bridge Stations==&lt;br /&gt;
There are six stations on the Bridge, but in general you&#039;re only going to use two (and MAYBE the communications console to announce a jump).&lt;br /&gt;
===Navigation Console===&lt;br /&gt;
[[File:Helms_starmap.png|200px|thumb|right|One of the two main screens you&#039;ll be staring at.]]&lt;br /&gt;
This console is how you move the ship to various locations. You can click on different circles on the map. Each circle represents a solar system, each with multiple celestial bodies. Different colors correspond to different factions. When you click on them it opens a menu where you can jump to the system and see more info. At the top you can click the &amp;quot;Show Map&amp;quot; tab to view the map of the current solar system. Clicking on planets lets you see if there are any points of interest. Additionally, if you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier, as yellow-pages tell you where other nearby stations are. In combat you should stay near the computer in case you need to make a tactical retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Inform the crew before you jump so they can get back on the ship or get busy things done such as moving prisoners or handling a supermatter shard delamination incident. &#039;&#039;&#039;If you make an unannounced jump and it causes someone&#039;s death (such as leaving a salvage team behind), you may face consequences both in-character (manslaughter charges) or out-of-character (job-bans).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The systems in the star map are colour-coded according to who controls them:&lt;br /&gt;
&lt;br /&gt;
*Blue systems are friendly systems, controlled by Nanotrasen.&lt;br /&gt;
*Orange systems are neutral systems, and are controlled by the SolGov.&lt;br /&gt;
*Red systems are enemy systems, and are Syndicate-controlled&lt;br /&gt;
*White systems are not controlled by any one &amp;quot;faction&amp;quot;, but tend to be infested with pirates.&lt;br /&gt;
*Every system has a small chance of containing pirates. Be on guard at all times!&lt;br /&gt;
&lt;br /&gt;
On the planet map, you&#039;ll be able to see the type of planet each one is by clicking on them. Ringed planets have asteroids for miners to mine. Lava planets can be landed on, and Gas Giants are worthless (for now). Orbital Platforms are trading stations, where you can buy and sell things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tactical Console===&lt;br /&gt;
[[File:Weapons_console.png|200px|thumb|right|Normally there&#039;d be ships here on the screen, in the Targeting section. You&#039;d click them to target them.]]&lt;br /&gt;
This console is everything in ship combat. You can see your shields, your weapons systems, and the location of other ships in the system. Not all ships are hostile, but if you shoot at a neutral or friendly vessel, expect to start an intergalactic war.&lt;br /&gt;
&lt;br /&gt;
At the top of the screen you have your shield status and control. While the shields are up, they act as a physical barrier - if someone needs to throw something (such as an alien larva) outside the shields, they will be unable to without you lowering them. This also works for crew - salvage teams will not be able to bring things in or head out to salvage while the shields are up. An important note to make is that while the salvage team is outside the shields, &#039;&#039;they are not vulnerable to incoming fire and thus do not have to worry about being shot by the enemy.&#039;&#039; &amp;lt;!-- I&#039;m not sure if it goes for outgoing fire. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When looking at enemy vessels, be sure to note their location. If they are not at the same planet/nav beacon you are, then you are out of range and your shots will do nothing. Also, when firing at enemy ships, you can select various subsystems to target. Damaging and destroying these hinder the enemy ships. Destroying the shields makes it so they cannot block your shots, destroying the engines reduces their evasion, etc. If you shoot the bridge, the enemy will have difficulty evading. Shooting at the hull will destroy the enemies&#039; cargo holds. Where you target determines the state of the salvageable wreck. Use this strategically to salvage certain items (weapons, etc) for your ship!&lt;br /&gt;
&lt;br /&gt;
The weapon systems are sorted by type, with the MAC cannon(s) on top and the phase cannon(s) on bottom. Each phase cannon shot takes 200 energy and will fire almost as fast as you can click - be careful not to run it completely dry. A decent tactic is to use a couple of shots with the phase cannon to knock down the shields, then fire the MAC before their shield system recharges.&lt;br /&gt;
&lt;br /&gt;
===Crew Monitoring Console===&lt;br /&gt;
If the Chief Medical Officer wishes to be on the bridge, they&#039;ll most likely be manning this console. Functionally, it is identical to the crew monitoring console in their office. You could use this to coordinate with the mining team to recover a deceased miner if you wish, or ensure everyone&#039;s back aboard before making the takeoff announcement. Or, if you&#039;re bored and there&#039;s a lull in the action, you could see who&#039;s where and take guesses as to what they&#039;re up to. &lt;br /&gt;
&lt;br /&gt;
===Engineering Console===&lt;br /&gt;
If the Chief Engineer wishes to be on the bridge, they&#039;ll most likely be here watching the power. Functionally, the consoles are identical to the two in the engine bay. The console on the left can be used to monitor power draw and generation, and the console on the right can be used to transfer power from one area to another. You could monitor it from the bridge and see when engineering finally sets the SMES units, or nag at them to increase the power output if the power draw is close to or exceeding the available power.&lt;br /&gt;
&lt;br /&gt;
===Security Console===&lt;br /&gt;
If the Head of Security isn&#039;t up to their knees in [[Shitcurity|dead detainees]] and wants to be on the bridge, they&#039;ll most likely be manning this console. These consoles are identical to the two in their office and two of the three at the dispatchers&#039; area of the Security Offices - the one on the left is the recordkeeping console, the one on the right is the cameras. You won&#039;t be able to access the records unless the Head of Security forgets to log out, but you can look through the cameras and see yourself looking at the cameras, or see if the Supermatter shard is on fire and then yell at Engineering before the SM shard does.&lt;br /&gt;
&lt;br /&gt;
===Communications Console===&lt;br /&gt;
The Communications Console is similar to the ones found aboard modern stations, albeit with some differences. The Captain will usually be manning this station. He will usually leave the console unlocked, so in an emergency you can use this to ask Centcomm for guidance, or make an announcement regarding jumps. Expect the Captain to be rather cross with you if you use it while he&#039;s present, however.&lt;br /&gt;
&lt;br /&gt;
==I am bored. What now?==&lt;br /&gt;
When you are in FTL translation, waiting on miners to mine ores or waiting for the Quartermaster to get more ammo from a station, things can get boring. Here are a few ideas on how to stay busy during the lulls in action:&lt;br /&gt;
&lt;br /&gt;
* Go out and look around the ship, then suddenly remember you have no EVA gear on.&lt;br /&gt;
* Shout at people that don&#039;t have suit sensors on to turn them on.&lt;br /&gt;
* Shout at R&amp;amp;D to upgrade the phase cannons.&lt;br /&gt;
* Shout at Engineering to install more phase cannons.&lt;br /&gt;
* Go to Chemistry and get the Munitions Officer more oil for his MAC breech.&lt;br /&gt;
* Go to the bar and get plastered.&lt;br /&gt;
* Throw Ian a birthday party.&lt;br /&gt;
* Bring half the bar back and get even &#039;&#039;more&#039;&#039; plastered.&lt;br /&gt;
* Nag the Captain to put the AI on something other than Asimov.&lt;br /&gt;
* Look through cameras and watch Security beat up the clown for the hundredth time, or watch the Supermatter shard delaminate and explode.&lt;br /&gt;
* Go down to Robotics and get yourself robot arms, or a big stompy mech.&lt;br /&gt;
* Ride a quadbike in the halls, and then get shouted at by Centcomm for riding a quadbike in the halls.&lt;br /&gt;
* Drink the entirety of the station&#039;s liquor reserve, then die of liquor poisoning.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6478</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6478"/>
		<updated>2016-12-09T22:28:57Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* The Chain of Command */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpaceSHIP_bridge.png|300px|thumb|alt=The Bridge|It&#039;s actually very rare that all six stations will be manned at once. You&#039;re either going to be on the centre-right console (the blue one) if you&#039;re Helms, or the bottom right one (the red one) if you&#039;re Weapons.]]&lt;br /&gt;
Naturally the [[Captain|captain]] cannot press every single button on the [[Bridge|bridge]] himself, so Centcom has employed multiple [[Bridge Officer|HIGHLY TRAINED OFFICERS]] to press the buttons for him. When you join you will be automatically assigned a station to man. However, this is not a formal assignment so you and the other officers may switch places at will. This may sound dull, but worry not, many fun things await you!&lt;br /&gt;
&lt;br /&gt;
==The Chain of Command==&lt;br /&gt;
As a bridge officer you are not a head of staff like the Captain or Head of Personnel. You are on the same level as a standard department crewman, the only difference between them and you is your department is the bridge. Thus you must obey orders from all heads of staff, and your fancy uniform does not give you permission to order other people around. &lt;br /&gt;
&lt;br /&gt;
In times of crisis the order of succession is Captain → Head of Personnel → Other Heads → Helms Officer. Being on the bridge does not give you special privileges to jump the chain of command, although the Chief Medical Officer may opt to pass and stay in medbay to heal others, the Chief Engineer may opt to stay with their team and coordinate repairs, and the Head of Security may opt to stay with and coordinate the Sec team.&lt;br /&gt;
&lt;br /&gt;
The Bridge Officers and the Munitions Officer are on the same level: none of them outrank another. While a Munitions Officer will generally take orders from the Weapons Officer about which rounds to load, they are not obliged to honor a request to, say, allow the WO into the munitions bay to get a toolbox.&lt;br /&gt;
&lt;br /&gt;
==Your Duties==&lt;br /&gt;
Your duties will vary depending on whether you&#039;re a Helms Officer or a Weapons Officer. While these aren&#039;t formal assignments, and the HO and WO can switch places as will, you should not touch the other bridge officer&#039;s console unless the other bridge officer is MIA or you&#039;ve been cleared to do so by the other BO or the Captain. If you do end up using the other BO&#039;s console, &#039;&#039;&#039;you assume full responsibility for what effects your actions may have.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Helms Officer===&lt;br /&gt;
As a Helms Officer, your duties are fairly relaxed. Your main responsibility is to jump the ship from point A to point B. The Captain’s orders determine where you should be going, as well as the mission assignment. Your ship has a max range for jumps, so you need to plan the best route to travel to faraway locations; the FTL drive only has a limited supply of plasma to use and needs to recharge between jumps, so jumping more often than necessary can easily screw you over if you suddenly need to flee hostile forces.&lt;br /&gt;
&lt;br /&gt;
Of course, jumping into enemy space also opens up the option to salvage more things, such as more phase cannons, air or plasma tanks, or other miscellaneous bits and bobs of cargo. You should consult with the Captain whether or not you should take the direct way or make a few stops in Syndie space, as well as the Weapons Officer to see if you have the capabilities to take on the extra enemies that you wouldn&#039;t have to worry about otherwise.&lt;br /&gt;
&lt;br /&gt;
Remember to warn the crew before you jump, you might regret jumping unannounced.&lt;br /&gt;
&lt;br /&gt;
===Weapons Officer===&lt;br /&gt;
&lt;br /&gt;
As a Weapons Officer, your job is a bit more logistically involved than that of a Helms Officer. You&#039;re in charge of firing the onboard anti-ship battery, so you need to coordinate with the [[Munitions Officer]] on what to load, the [[Captain]] on where to aim, and the [[Shaft Miner|salvage team]] on when to bring the shields down and up. &lt;br /&gt;
&lt;br /&gt;
Targeting an enemy is as simple as clicking the vessel&#039;s name under the Targeting section of the Tactical Console, and selecting where you wish to aim on the ship. A small reminder of where you currently are is listed at the top of the targeting section - remember, the NSV Astraeus&#039; anti-ship battery can only hit ships at the same planet you&#039;re at, so aiming at one at the navbeacon while you&#039;re at a planet will only waste ammo. The available salvage from a ship will depend on where you aim. Shooting at the hull will destroy loose loot, shooting at the weapons will reduce your odds of salvaging a tenth phase cannon for your ship. Pick your targeting location carefully.&lt;br /&gt;
&lt;br /&gt;
The phase cannons are designed to disrupt the enemy ships&#039; shields for long enough to get a MAC round through them. All of your MAC shells (shield-piercing excepted) will explode harmlessly on enemy shields, so it&#039;s a good idea to fire a short burst of 2 or 3 shots from the phase cannon, then fire a MAC at the shield generator.&lt;br /&gt;
&lt;br /&gt;
==Bridge Stations==&lt;br /&gt;
There are six stations on the Bridge, but in general you&#039;re only going to use two (and MAYBE the communications console to announce a jump).&lt;br /&gt;
===Navigation Console===&lt;br /&gt;
[[File:Helms_starmap.png|200px|thumb|right|One of the two main screens you&#039;ll be staring at.]]&lt;br /&gt;
This console is how you move the ship to various locations. You can click on different circles on the map. Each circle represents a solar system, each with multiple celestial bodies. Different colors correspond to different factions. When you click on them it opens a menu where you can jump to the system and see more info. At the top you can click the &amp;quot;Show Map&amp;quot; tab to view the map of the current solar system. Clicking on planets lets you see if there are any points of interest. Additionally, if you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier, as yellow-pages tell you where other nearby stations are. In combat you should stay near the computer in case you need to make a tactical retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Inform the crew before you jump so they can get back on the ship or get busy things done such as moving prisoners or handling a supermatter shard delamination incident. &#039;&#039;&#039;If you make an unannounced jump and it causes someone&#039;s death (such as leaving a salvage team behind), you may face consequences both in-character (manslaughter charges) or out-of-character (job-bans).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The systems in the star map are colour-coded according to who controls them:&lt;br /&gt;
&lt;br /&gt;
*Blue systems are friendly systems, controlled by Nanotrasen.&lt;br /&gt;
*Orange systems are neutral systems, and are controlled by the SolGov.&lt;br /&gt;
*Red systems are enemy systems, and are Syndicate-controlled&lt;br /&gt;
*White systems are not controlled by any one &amp;quot;faction&amp;quot;, but tend to be infested with pirates.&lt;br /&gt;
*Every system has a small chance of containing pirates. Be on guard at all times!&lt;br /&gt;
&lt;br /&gt;
On the planet map, you&#039;ll be able to see the type of planet each one is by clicking on them. Ringed planets have asteroids for miners to mine. Lava planets can be landed on, and Gas Giants are worthless (for now). Orbital Platforms are trading stations, where you can buy and sell things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tactical Console===&lt;br /&gt;
[[File:Weapons_console.png|200px|thumb|right|Normally there&#039;d be ships here on the screen, in the Targeting section. You&#039;d click them to target them.]]&lt;br /&gt;
This console is everything in ship combat. You can see your shields, your weapons systems, and the location of other ships in the system. Not all ships are hostile, but if you shoot at a neutral or friendly vessel, expect to start an intergalactic war.&lt;br /&gt;
&lt;br /&gt;
At the top of the screen you have your shield status and control. While the shields are up, they act as a physical barrier - if someone needs to throw something (such as an alien larva) outside the shields, they will be unable to without you lowering them. This also works for crew - salvage teams will not be able to bring things in or head out to salvage while the shields are up. An important note to make is that while the salvage team is outside the shields, &#039;&#039;they are not vulnerable to incoming fire and thus do not have to worry about being shot by the enemy.&#039;&#039; &amp;lt;!-- I&#039;m not sure if it goes for outgoing fire. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When looking at enemy vessels, be sure to note their location. If they are not at the same planet/nav beacon you are, then you are out of range and your shots will do nothing. Also, when firing at enemy ships, you can select various subsystems to target. Damaging and destroying these hinder the enemy ships. Destroying the shields makes it so they cannot block your shots, destroying the engines reduces their evasion, etc. If you shoot the bridge, the enemy will have difficulty evading. Shooting at the hull will destroy the enemies&#039; cargo holds. Where you target determines the state of the salvageable wreck. Use this strategically to salvage certain items (weapons, etc) for your ship!&lt;br /&gt;
&lt;br /&gt;
The weapon systems are sorted by type, with the MAC cannon(s) on top and the phase cannon(s) on bottom. Each phase cannon shot takes 200 energy and will fire almost as fast as you can click - be careful not to run it completely dry. A decent tactic is to use a couple of shots with the phase cannon to knock down the shields, then fire the MAC before their shield system recharges.&lt;br /&gt;
&lt;br /&gt;
===Crew Monitoring Console===&lt;br /&gt;
If the Chief Medical Officer wishes to be on the bridge, they&#039;ll most likely be manning this console. Functionally, it is identical to the crew monitoring console in their office. You could use this to coordinate with the mining team to recover a deceased miner if you wish, or ensure everyone&#039;s back aboard before making the takeoff announcement. Or, if you&#039;re bored and there&#039;s a lull in the action, you could see who&#039;s where and take guesses as to what they&#039;re up to. &lt;br /&gt;
&lt;br /&gt;
===Engineering Console===&lt;br /&gt;
If the Chief Engineer wishes to be on the bridge, they&#039;ll most likely be here watching the power. Functionally, the consoles are identical to the two in the engine bay. The console on the left can be used to monitor power draw and generation, and the console on the right can be used to transfer power from one area to another. You could monitor it from the bridge and see when engineering finally sets the SMES units, or nag at them to increase the power output if the power draw is close to or exceeding the available power.&lt;br /&gt;
&lt;br /&gt;
===Security Console===&lt;br /&gt;
If the Head of Security isn&#039;t up to their knees in [[Shitcurity|dead detainees]] and wants to be on the bridge, they&#039;ll most likely be manning this console. These consoles are identical to the two in their office and two of the three at the dispatchers&#039; area of the Security Offices - the one on the left is the recordkeeping console, the one on the right is the cameras. You won&#039;t be able to access the records unless the Head of Security forgets to log out, but you can look through the cameras and see yourself looking at the cameras, or see if the Supermatter shard is on fire and then yell at Engineering before the SM shard does.&lt;br /&gt;
&lt;br /&gt;
===Communications Console===&lt;br /&gt;
The Communications Console is similar to the ones found aboard modern stations, albeit with some differences. The Captain will usually be manning this station. He will usually leave the console unlocked, so in an emergency you can use this to ask Centcomm for guidance, or make an announcement regarding jumps. Expect the Captain to be rather cross with you if you use it while he&#039;s present, however.&lt;br /&gt;
&lt;br /&gt;
==I am bored. What now?==&lt;br /&gt;
When you are in FTL translation, waiting on miners to mine ores or waiting for the Quartermaster to get more ammo from a station, things can get boring. Here are a few ideas on how to stay busy during the lulls in action:&lt;br /&gt;
&lt;br /&gt;
* Go out and look around the ship, then suddenly remember you have no EVA gear on.&lt;br /&gt;
* Shout at people that don&#039;t have suit sensors on to turn them on.&lt;br /&gt;
* Shout at R&amp;amp;D to upgrade the phase cannons.&lt;br /&gt;
* Shout at Engineering to install more phase cannons.&lt;br /&gt;
* Go to Chemistry and get the Munitions Officer more oil for his MAC breech.&lt;br /&gt;
* Go to the bar and get plastered.&lt;br /&gt;
* Throw Ian a birthday party.&lt;br /&gt;
* Bring half the bar back and get even &#039;&#039;more&#039;&#039; plastered.&lt;br /&gt;
* Nag the Captain to put the AI on something other than Asimov.&lt;br /&gt;
* Look through cameras and watch Security beat up the clown for the hundredth time, or watch the Supermatter shard delaminate and explode.&lt;br /&gt;
* Go down to Robotics and get yourself robot arms, or a big stompy mech.&lt;br /&gt;
* Ride a quadbike in the halls, and then get shouted at by Centcomm for riding a quadbike in the halls.&lt;br /&gt;
* Drink the entirety of the station&#039;s liquor reserve, then die of liquor poisoning.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6477</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6477"/>
		<updated>2016-12-09T22:26:05Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Communications Console */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpaceSHIP_bridge.png|300px|thumb|alt=The Bridge|It&#039;s actually very rare that all six stations will be manned at once. You&#039;re either going to be on the centre-right console (the blue one) if you&#039;re Helms, or the bottom right one (the red one) if you&#039;re Weapons.]]&lt;br /&gt;
Naturally the [[Captain|captain]] cannot press every single button on the [[Bridge|bridge]] himself, so Centcom has employed multiple [[Bridge Officer|HIGHLY TRAINED OFFICERS]] to press the buttons for him. When you join you will be automatically assigned a station to man. However, this is not a formal assignment so you and the other officers may switch places at will. This may sound dull, but worry not, many fun things await you!&lt;br /&gt;
&lt;br /&gt;
==The Chain of Command==&lt;br /&gt;
As a bridge officer you are not part of command staff like the Captain or HOP. You are on the same level as a standard department crewman, but you work on the bridge. Thus you must obey orders from all heads of staff, and your fancy uniform does not give you permission to order other people around. &lt;br /&gt;
&lt;br /&gt;
In times of crisis the order of succession is Captain → Head of Personnel → Other Heads → Helms Officer. Being on the bridge does not give you special privileges to jump the chain of command, although the Chief Medical Officer may opt to pass and stay in medbay to heal others, the Chief Engineer may opt to stay with their team and coordinate repairs, and the Head of Security may opt to stay with and coordinate the Sec team.&lt;br /&gt;
&lt;br /&gt;
The Bridge Officers and the Munitions Officer are on the same level: none of them outrank another. While a Munitions Officer will generally take orders from the Weapons Officer about which rounds to load, they are not obliged to honor a request to, say, allow the WO into the munitions bay to get a toolbox.&lt;br /&gt;
&lt;br /&gt;
==Your Duties==&lt;br /&gt;
Your duties will vary depending on whether you&#039;re a Helms Officer or a Weapons Officer. While these aren&#039;t formal assignments, and the HO and WO can switch places as will, you should not touch the other bridge officer&#039;s console unless the other bridge officer is MIA or you&#039;ve been cleared to do so by the other BO or the Captain. If you do end up using the other BO&#039;s console, &#039;&#039;&#039;you assume full responsibility for what effects your actions may have.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Helms Officer===&lt;br /&gt;
As a Helms Officer, your duties are fairly relaxed. Your main responsibility is to jump the ship from point A to point B. The Captain’s orders determine where you should be going, as well as the mission assignment. Your ship has a max range for jumps, so you need to plan the best route to travel to faraway locations; the FTL drive only has a limited supply of plasma to use and needs to recharge between jumps, so jumping more often than necessary can easily screw you over if you suddenly need to flee hostile forces.&lt;br /&gt;
&lt;br /&gt;
Of course, jumping into enemy space also opens up the option to salvage more things, such as more phase cannons, air or plasma tanks, or other miscellaneous bits and bobs of cargo. You should consult with the Captain whether or not you should take the direct way or make a few stops in Syndie space, as well as the Weapons Officer to see if you have the capabilities to take on the extra enemies that you wouldn&#039;t have to worry about otherwise.&lt;br /&gt;
&lt;br /&gt;
Remember to warn the crew before you jump, you might regret jumping unannounced.&lt;br /&gt;
&lt;br /&gt;
===Weapons Officer===&lt;br /&gt;
&lt;br /&gt;
As a Weapons Officer, your job is a bit more logistically involved than that of a Helms Officer. You&#039;re in charge of firing the onboard anti-ship battery, so you need to coordinate with the [[Munitions Officer]] on what to load, the [[Captain]] on where to aim, and the [[Shaft Miner|salvage team]] on when to bring the shields down and up. &lt;br /&gt;
&lt;br /&gt;
Targeting an enemy is as simple as clicking the vessel&#039;s name under the Targeting section of the Tactical Console, and selecting where you wish to aim on the ship. A small reminder of where you currently are is listed at the top of the targeting section - remember, the NSV Astraeus&#039; anti-ship battery can only hit ships at the same planet you&#039;re at, so aiming at one at the navbeacon while you&#039;re at a planet will only waste ammo. The available salvage from a ship will depend on where you aim. Shooting at the hull will destroy loose loot, shooting at the weapons will reduce your odds of salvaging a tenth phase cannon for your ship. Pick your targeting location carefully.&lt;br /&gt;
&lt;br /&gt;
The phase cannons are designed to disrupt the enemy ships&#039; shields for long enough to get a MAC round through them. All of your MAC shells (shield-piercing excepted) will explode harmlessly on enemy shields, so it&#039;s a good idea to fire a short burst of 2 or 3 shots from the phase cannon, then fire a MAC at the shield generator.&lt;br /&gt;
&lt;br /&gt;
==Bridge Stations==&lt;br /&gt;
There are six stations on the Bridge, but in general you&#039;re only going to use two (and MAYBE the communications console to announce a jump).&lt;br /&gt;
===Navigation Console===&lt;br /&gt;
[[File:Helms_starmap.png|200px|thumb|right|One of the two main screens you&#039;ll be staring at.]]&lt;br /&gt;
This console is how you move the ship to various locations. You can click on different circles on the map. Each circle represents a solar system, each with multiple celestial bodies. Different colors correspond to different factions. When you click on them it opens a menu where you can jump to the system and see more info. At the top you can click the &amp;quot;Show Map&amp;quot; tab to view the map of the current solar system. Clicking on planets lets you see if there are any points of interest. Additionally, if you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier, as yellow-pages tell you where other nearby stations are. In combat you should stay near the computer in case you need to make a tactical retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Inform the crew before you jump so they can get back on the ship or get busy things done such as moving prisoners or handling a supermatter shard delamination incident. &#039;&#039;&#039;If you make an unannounced jump and it causes someone&#039;s death (such as leaving a salvage team behind), you may face consequences both in-character (manslaughter charges) or out-of-character (job-bans).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The systems in the star map are colour-coded according to who controls them:&lt;br /&gt;
&lt;br /&gt;
*Blue systems are friendly systems, controlled by Nanotrasen.&lt;br /&gt;
*Orange systems are neutral systems, and are controlled by the SolGov.&lt;br /&gt;
*Red systems are enemy systems, and are Syndicate-controlled&lt;br /&gt;
*White systems are not controlled by any one &amp;quot;faction&amp;quot;, but tend to be infested with pirates.&lt;br /&gt;
*Every system has a small chance of containing pirates. Be on guard at all times!&lt;br /&gt;
&lt;br /&gt;
On the planet map, you&#039;ll be able to see the type of planet each one is by clicking on them. Ringed planets have asteroids for miners to mine. Lava planets can be landed on, and Gas Giants are worthless (for now). Orbital Platforms are trading stations, where you can buy and sell things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tactical Console===&lt;br /&gt;
[[File:Weapons_console.png|200px|thumb|right|Normally there&#039;d be ships here on the screen, in the Targeting section. You&#039;d click them to target them.]]&lt;br /&gt;
This console is everything in ship combat. You can see your shields, your weapons systems, and the location of other ships in the system. Not all ships are hostile, but if you shoot at a neutral or friendly vessel, expect to start an intergalactic war.&lt;br /&gt;
&lt;br /&gt;
At the top of the screen you have your shield status and control. While the shields are up, they act as a physical barrier - if someone needs to throw something (such as an alien larva) outside the shields, they will be unable to without you lowering them. This also works for crew - salvage teams will not be able to bring things in or head out to salvage while the shields are up. An important note to make is that while the salvage team is outside the shields, &#039;&#039;they are not vulnerable to incoming fire and thus do not have to worry about being shot by the enemy.&#039;&#039; &amp;lt;!-- I&#039;m not sure if it goes for outgoing fire. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When looking at enemy vessels, be sure to note their location. If they are not at the same planet/nav beacon you are, then you are out of range and your shots will do nothing. Also, when firing at enemy ships, you can select various subsystems to target. Damaging and destroying these hinder the enemy ships. Destroying the shields makes it so they cannot block your shots, destroying the engines reduces their evasion, etc. If you shoot the bridge, the enemy will have difficulty evading. Shooting at the hull will destroy the enemies&#039; cargo holds. Where you target determines the state of the salvageable wreck. Use this strategically to salvage certain items (weapons, etc) for your ship!&lt;br /&gt;
&lt;br /&gt;
The weapon systems are sorted by type, with the MAC cannon(s) on top and the phase cannon(s) on bottom. Each phase cannon shot takes 200 energy and will fire almost as fast as you can click - be careful not to run it completely dry. A decent tactic is to use a couple of shots with the phase cannon to knock down the shields, then fire the MAC before their shield system recharges.&lt;br /&gt;
&lt;br /&gt;
===Crew Monitoring Console===&lt;br /&gt;
If the Chief Medical Officer wishes to be on the bridge, they&#039;ll most likely be manning this console. Functionally, it is identical to the crew monitoring console in their office. You could use this to coordinate with the mining team to recover a deceased miner if you wish, or ensure everyone&#039;s back aboard before making the takeoff announcement. Or, if you&#039;re bored and there&#039;s a lull in the action, you could see who&#039;s where and take guesses as to what they&#039;re up to. &lt;br /&gt;
&lt;br /&gt;
===Engineering Console===&lt;br /&gt;
If the Chief Engineer wishes to be on the bridge, they&#039;ll most likely be here watching the power. Functionally, the consoles are identical to the two in the engine bay. The console on the left can be used to monitor power draw and generation, and the console on the right can be used to transfer power from one area to another. You could monitor it from the bridge and see when engineering finally sets the SMES units, or nag at them to increase the power output if the power draw is close to or exceeding the available power.&lt;br /&gt;
&lt;br /&gt;
===Security Console===&lt;br /&gt;
If the Head of Security isn&#039;t up to their knees in [[Shitcurity|dead detainees]] and wants to be on the bridge, they&#039;ll most likely be manning this console. These consoles are identical to the two in their office and two of the three at the dispatchers&#039; area of the Security Offices - the one on the left is the recordkeeping console, the one on the right is the cameras. You won&#039;t be able to access the records unless the Head of Security forgets to log out, but you can look through the cameras and see yourself looking at the cameras, or see if the Supermatter shard is on fire and then yell at Engineering before the SM shard does.&lt;br /&gt;
&lt;br /&gt;
===Communications Console===&lt;br /&gt;
The Communications Console is similar to the ones found aboard modern stations, albeit with some differences. The Captain will usually be manning this station. He will usually leave the console unlocked, so in an emergency you can use this to ask Centcomm for guidance, or make an announcement regarding jumps. Expect the Captain to be rather cross with you if you use it while he&#039;s present, however.&lt;br /&gt;
&lt;br /&gt;
==I am bored. What now?==&lt;br /&gt;
When you are in FTL translation, waiting on miners to mine ores or waiting for the Quartermaster to get more ammo from a station, things can get boring. Here are a few ideas on how to stay busy during the lulls in action:&lt;br /&gt;
&lt;br /&gt;
* Go out and look around the ship, then suddenly remember you have no EVA gear on.&lt;br /&gt;
* Shout at people that don&#039;t have suit sensors on to turn them on.&lt;br /&gt;
* Shout at R&amp;amp;D to upgrade the phase cannons.&lt;br /&gt;
* Shout at Engineering to install more phase cannons.&lt;br /&gt;
* Go to Chemistry and get the Munitions Officer more oil for his MAC breech.&lt;br /&gt;
* Go to the bar and get plastered.&lt;br /&gt;
* Throw Ian a birthday party.&lt;br /&gt;
* Bring half the bar back and get even &#039;&#039;more&#039;&#039; plastered.&lt;br /&gt;
* Nag the Captain to put the AI on something other than Asimov.&lt;br /&gt;
* Look through cameras and watch Security beat up the clown for the hundredth time, or watch the Supermatter shard delaminate and explode.&lt;br /&gt;
* Go down to Robotics and get yourself robot arms, or a big stompy mech.&lt;br /&gt;
* Ride a quadbike in the halls, and then get shouted at by Centcomm for riding a quadbike in the halls.&lt;br /&gt;
* Drink the entirety of the station&#039;s liquor reserve, then die of liquor poisoning.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6476</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6476"/>
		<updated>2016-12-09T22:25:35Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Bridge Stations */ i cannot count&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpaceSHIP_bridge.png|300px|thumb|alt=The Bridge|It&#039;s actually very rare that all six stations will be manned at once. You&#039;re either going to be on the centre-right console (the blue one) if you&#039;re Helms, or the bottom right one (the red one) if you&#039;re Weapons.]]&lt;br /&gt;
Naturally the [[Captain|captain]] cannot press every single button on the [[Bridge|bridge]] himself, so Centcom has employed multiple [[Bridge Officer|HIGHLY TRAINED OFFICERS]] to press the buttons for him. When you join you will be automatically assigned a station to man. However, this is not a formal assignment so you and the other officers may switch places at will. This may sound dull, but worry not, many fun things await you!&lt;br /&gt;
&lt;br /&gt;
==The Chain of Command==&lt;br /&gt;
As a bridge officer you are not part of command staff like the Captain or HOP. You are on the same level as a standard department crewman, but you work on the bridge. Thus you must obey orders from all heads of staff, and your fancy uniform does not give you permission to order other people around. &lt;br /&gt;
&lt;br /&gt;
In times of crisis the order of succession is Captain → Head of Personnel → Other Heads → Helms Officer. Being on the bridge does not give you special privileges to jump the chain of command, although the Chief Medical Officer may opt to pass and stay in medbay to heal others, the Chief Engineer may opt to stay with their team and coordinate repairs, and the Head of Security may opt to stay with and coordinate the Sec team.&lt;br /&gt;
&lt;br /&gt;
The Bridge Officers and the Munitions Officer are on the same level: none of them outrank another. While a Munitions Officer will generally take orders from the Weapons Officer about which rounds to load, they are not obliged to honor a request to, say, allow the WO into the munitions bay to get a toolbox.&lt;br /&gt;
&lt;br /&gt;
==Your Duties==&lt;br /&gt;
Your duties will vary depending on whether you&#039;re a Helms Officer or a Weapons Officer. While these aren&#039;t formal assignments, and the HO and WO can switch places as will, you should not touch the other bridge officer&#039;s console unless the other bridge officer is MIA or you&#039;ve been cleared to do so by the other BO or the Captain. If you do end up using the other BO&#039;s console, &#039;&#039;&#039;you assume full responsibility for what effects your actions may have.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Helms Officer===&lt;br /&gt;
As a Helms Officer, your duties are fairly relaxed. Your main responsibility is to jump the ship from point A to point B. The Captain’s orders determine where you should be going, as well as the mission assignment. Your ship has a max range for jumps, so you need to plan the best route to travel to faraway locations; the FTL drive only has a limited supply of plasma to use and needs to recharge between jumps, so jumping more often than necessary can easily screw you over if you suddenly need to flee hostile forces.&lt;br /&gt;
&lt;br /&gt;
Of course, jumping into enemy space also opens up the option to salvage more things, such as more phase cannons, air or plasma tanks, or other miscellaneous bits and bobs of cargo. You should consult with the Captain whether or not you should take the direct way or make a few stops in Syndie space, as well as the Weapons Officer to see if you have the capabilities to take on the extra enemies that you wouldn&#039;t have to worry about otherwise.&lt;br /&gt;
&lt;br /&gt;
Remember to warn the crew before you jump, you might regret jumping unannounced.&lt;br /&gt;
&lt;br /&gt;
===Weapons Officer===&lt;br /&gt;
&lt;br /&gt;
As a Weapons Officer, your job is a bit more logistically involved than that of a Helms Officer. You&#039;re in charge of firing the onboard anti-ship battery, so you need to coordinate with the [[Munitions Officer]] on what to load, the [[Captain]] on where to aim, and the [[Shaft Miner|salvage team]] on when to bring the shields down and up. &lt;br /&gt;
&lt;br /&gt;
Targeting an enemy is as simple as clicking the vessel&#039;s name under the Targeting section of the Tactical Console, and selecting where you wish to aim on the ship. A small reminder of where you currently are is listed at the top of the targeting section - remember, the NSV Astraeus&#039; anti-ship battery can only hit ships at the same planet you&#039;re at, so aiming at one at the navbeacon while you&#039;re at a planet will only waste ammo. The available salvage from a ship will depend on where you aim. Shooting at the hull will destroy loose loot, shooting at the weapons will reduce your odds of salvaging a tenth phase cannon for your ship. Pick your targeting location carefully.&lt;br /&gt;
&lt;br /&gt;
The phase cannons are designed to disrupt the enemy ships&#039; shields for long enough to get a MAC round through them. All of your MAC shells (shield-piercing excepted) will explode harmlessly on enemy shields, so it&#039;s a good idea to fire a short burst of 2 or 3 shots from the phase cannon, then fire a MAC at the shield generator.&lt;br /&gt;
&lt;br /&gt;
==Bridge Stations==&lt;br /&gt;
There are six stations on the Bridge, but in general you&#039;re only going to use two (and MAYBE the communications console to announce a jump).&lt;br /&gt;
===Navigation Console===&lt;br /&gt;
[[File:Helms_starmap.png|200px|thumb|right|One of the two main screens you&#039;ll be staring at.]]&lt;br /&gt;
This console is how you move the ship to various locations. You can click on different circles on the map. Each circle represents a solar system, each with multiple celestial bodies. Different colors correspond to different factions. When you click on them it opens a menu where you can jump to the system and see more info. At the top you can click the &amp;quot;Show Map&amp;quot; tab to view the map of the current solar system. Clicking on planets lets you see if there are any points of interest. Additionally, if you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier, as yellow-pages tell you where other nearby stations are. In combat you should stay near the computer in case you need to make a tactical retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Inform the crew before you jump so they can get back on the ship or get busy things done such as moving prisoners or handling a supermatter shard delamination incident. &#039;&#039;&#039;If you make an unannounced jump and it causes someone&#039;s death (such as leaving a salvage team behind), you may face consequences both in-character (manslaughter charges) or out-of-character (job-bans).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The systems in the star map are colour-coded according to who controls them:&lt;br /&gt;
&lt;br /&gt;
*Blue systems are friendly systems, controlled by Nanotrasen.&lt;br /&gt;
*Orange systems are neutral systems, and are controlled by the SolGov.&lt;br /&gt;
*Red systems are enemy systems, and are Syndicate-controlled&lt;br /&gt;
*White systems are not controlled by any one &amp;quot;faction&amp;quot;, but tend to be infested with pirates.&lt;br /&gt;
*Every system has a small chance of containing pirates. Be on guard at all times!&lt;br /&gt;
&lt;br /&gt;
On the planet map, you&#039;ll be able to see the type of planet each one is by clicking on them. Ringed planets have asteroids for miners to mine. Lava planets can be landed on, and Gas Giants are worthless (for now). Orbital Platforms are trading stations, where you can buy and sell things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tactical Console===&lt;br /&gt;
[[File:Weapons_console.png|200px|thumb|right|Normally there&#039;d be ships here on the screen, in the Targeting section. You&#039;d click them to target them.]]&lt;br /&gt;
This console is everything in ship combat. You can see your shields, your weapons systems, and the location of other ships in the system. Not all ships are hostile, but if you shoot at a neutral or friendly vessel, expect to start an intergalactic war.&lt;br /&gt;
&lt;br /&gt;
At the top of the screen you have your shield status and control. While the shields are up, they act as a physical barrier - if someone needs to throw something (such as an alien larva) outside the shields, they will be unable to without you lowering them. This also works for crew - salvage teams will not be able to bring things in or head out to salvage while the shields are up. An important note to make is that while the salvage team is outside the shields, &#039;&#039;they are not vulnerable to incoming fire and thus do not have to worry about being shot by the enemy.&#039;&#039; &amp;lt;!-- I&#039;m not sure if it goes for outgoing fire. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When looking at enemy vessels, be sure to note their location. If they are not at the same planet/nav beacon you are, then you are out of range and your shots will do nothing. Also, when firing at enemy ships, you can select various subsystems to target. Damaging and destroying these hinder the enemy ships. Destroying the shields makes it so they cannot block your shots, destroying the engines reduces their evasion, etc. If you shoot the bridge, the enemy will have difficulty evading. Shooting at the hull will destroy the enemies&#039; cargo holds. Where you target determines the state of the salvageable wreck. Use this strategically to salvage certain items (weapons, etc) for your ship!&lt;br /&gt;
&lt;br /&gt;
The weapon systems are sorted by type, with the MAC cannon(s) on top and the phase cannon(s) on bottom. Each phase cannon shot takes 200 energy and will fire almost as fast as you can click - be careful not to run it completely dry. A decent tactic is to use a couple of shots with the phase cannon to knock down the shields, then fire the MAC before their shield system recharges.&lt;br /&gt;
&lt;br /&gt;
===Crew Monitoring Console===&lt;br /&gt;
If the Chief Medical Officer wishes to be on the bridge, they&#039;ll most likely be manning this console. Functionally, it is identical to the crew monitoring console in their office. You could use this to coordinate with the mining team to recover a deceased miner if you wish, or ensure everyone&#039;s back aboard before making the takeoff announcement. Or, if you&#039;re bored and there&#039;s a lull in the action, you could see who&#039;s where and take guesses as to what they&#039;re up to. &lt;br /&gt;
&lt;br /&gt;
===Engineering Console===&lt;br /&gt;
If the Chief Engineer wishes to be on the bridge, they&#039;ll most likely be here watching the power. Functionally, the consoles are identical to the two in the engine bay. The console on the left can be used to monitor power draw and generation, and the console on the right can be used to transfer power from one area to another. You could monitor it from the bridge and see when engineering finally sets the SMES units, or nag at them to increase the power output if the power draw is close to or exceeding the available power.&lt;br /&gt;
&lt;br /&gt;
===Security Console===&lt;br /&gt;
If the Head of Security isn&#039;t up to their knees in [[Shitcurity|dead detainees]] and wants to be on the bridge, they&#039;ll most likely be manning this console. These consoles are identical to the two in their office and two of the three at the dispatchers&#039; area of the Security Offices - the one on the left is the recordkeeping console, the one on the right is the cameras. You won&#039;t be able to access the records unless the Head of Security forgets to log out, but you can look through the cameras and see yourself looking at the cameras, or see if the Supermatter shard is on fire and then yell at Engineering before the SM shard does.&lt;br /&gt;
&lt;br /&gt;
===Communications Console===&lt;br /&gt;
The Communications Console is similar to the ones found aboard modern stations, albeit with some differences. The Captain will usually be manning this station. He will usually leave the console unlocked, so in an emergency you can use this to ask Centcomm for guidance, or make an announcement regarding jumps. Expect the Captain to be rather cross with you if you use it while he&#039;s present.&lt;br /&gt;
&lt;br /&gt;
==I am bored. What now?==&lt;br /&gt;
When you are in FTL translation, waiting on miners to mine ores or waiting for the Quartermaster to get more ammo from a station, things can get boring. Here are a few ideas on how to stay busy during the lulls in action:&lt;br /&gt;
&lt;br /&gt;
* Go out and look around the ship, then suddenly remember you have no EVA gear on.&lt;br /&gt;
* Shout at people that don&#039;t have suit sensors on to turn them on.&lt;br /&gt;
* Shout at R&amp;amp;D to upgrade the phase cannons.&lt;br /&gt;
* Shout at Engineering to install more phase cannons.&lt;br /&gt;
* Go to Chemistry and get the Munitions Officer more oil for his MAC breech.&lt;br /&gt;
* Go to the bar and get plastered.&lt;br /&gt;
* Throw Ian a birthday party.&lt;br /&gt;
* Bring half the bar back and get even &#039;&#039;more&#039;&#039; plastered.&lt;br /&gt;
* Nag the Captain to put the AI on something other than Asimov.&lt;br /&gt;
* Look through cameras and watch Security beat up the clown for the hundredth time, or watch the Supermatter shard delaminate and explode.&lt;br /&gt;
* Go down to Robotics and get yourself robot arms, or a big stompy mech.&lt;br /&gt;
* Ride a quadbike in the halls, and then get shouted at by Centcomm for riding a quadbike in the halls.&lt;br /&gt;
* Drink the entirety of the station&#039;s liquor reserve, then die of liquor poisoning.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6475</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6475"/>
		<updated>2016-12-09T22:23:29Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* The Chain of Command */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpaceSHIP_bridge.png|300px|thumb|alt=The Bridge|It&#039;s actually very rare that all six stations will be manned at once. You&#039;re either going to be on the centre-right console (the blue one) if you&#039;re Helms, or the bottom right one (the red one) if you&#039;re Weapons.]]&lt;br /&gt;
Naturally the [[Captain|captain]] cannot press every single button on the [[Bridge|bridge]] himself, so Centcom has employed multiple [[Bridge Officer|HIGHLY TRAINED OFFICERS]] to press the buttons for him. When you join you will be automatically assigned a station to man. However, this is not a formal assignment so you and the other officers may switch places at will. This may sound dull, but worry not, many fun things await you!&lt;br /&gt;
&lt;br /&gt;
==The Chain of Command==&lt;br /&gt;
As a bridge officer you are not part of command staff like the Captain or HOP. You are on the same level as a standard department crewman, but you work on the bridge. Thus you must obey orders from all heads of staff, and your fancy uniform does not give you permission to order other people around. &lt;br /&gt;
&lt;br /&gt;
In times of crisis the order of succession is Captain → Head of Personnel → Other Heads → Helms Officer. Being on the bridge does not give you special privileges to jump the chain of command, although the Chief Medical Officer may opt to pass and stay in medbay to heal others, the Chief Engineer may opt to stay with their team and coordinate repairs, and the Head of Security may opt to stay with and coordinate the Sec team.&lt;br /&gt;
&lt;br /&gt;
The Bridge Officers and the Munitions Officer are on the same level: none of them outrank another. While a Munitions Officer will generally take orders from the Weapons Officer about which rounds to load, they are not obliged to honor a request to, say, allow the WO into the munitions bay to get a toolbox.&lt;br /&gt;
&lt;br /&gt;
==Your Duties==&lt;br /&gt;
Your duties will vary depending on whether you&#039;re a Helms Officer or a Weapons Officer. While these aren&#039;t formal assignments, and the HO and WO can switch places as will, you should not touch the other bridge officer&#039;s console unless the other bridge officer is MIA or you&#039;ve been cleared to do so by the other BO or the Captain. If you do end up using the other BO&#039;s console, &#039;&#039;&#039;you assume full responsibility for what effects your actions may have.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Helms Officer===&lt;br /&gt;
As a Helms Officer, your duties are fairly relaxed. Your main responsibility is to jump the ship from point A to point B. The Captain’s orders determine where you should be going, as well as the mission assignment. Your ship has a max range for jumps, so you need to plan the best route to travel to faraway locations; the FTL drive only has a limited supply of plasma to use and needs to recharge between jumps, so jumping more often than necessary can easily screw you over if you suddenly need to flee hostile forces.&lt;br /&gt;
&lt;br /&gt;
Of course, jumping into enemy space also opens up the option to salvage more things, such as more phase cannons, air or plasma tanks, or other miscellaneous bits and bobs of cargo. You should consult with the Captain whether or not you should take the direct way or make a few stops in Syndie space, as well as the Weapons Officer to see if you have the capabilities to take on the extra enemies that you wouldn&#039;t have to worry about otherwise.&lt;br /&gt;
&lt;br /&gt;
Remember to warn the crew before you jump, you might regret jumping unannounced.&lt;br /&gt;
&lt;br /&gt;
===Weapons Officer===&lt;br /&gt;
&lt;br /&gt;
As a Weapons Officer, your job is a bit more logistically involved than that of a Helms Officer. You&#039;re in charge of firing the onboard anti-ship battery, so you need to coordinate with the [[Munitions Officer]] on what to load, the [[Captain]] on where to aim, and the [[Shaft Miner|salvage team]] on when to bring the shields down and up. &lt;br /&gt;
&lt;br /&gt;
Targeting an enemy is as simple as clicking the vessel&#039;s name under the Targeting section of the Tactical Console, and selecting where you wish to aim on the ship. A small reminder of where you currently are is listed at the top of the targeting section - remember, the NSV Astraeus&#039; anti-ship battery can only hit ships at the same planet you&#039;re at, so aiming at one at the navbeacon while you&#039;re at a planet will only waste ammo. The available salvage from a ship will depend on where you aim. Shooting at the hull will destroy loose loot, shooting at the weapons will reduce your odds of salvaging a tenth phase cannon for your ship. Pick your targeting location carefully.&lt;br /&gt;
&lt;br /&gt;
The phase cannons are designed to disrupt the enemy ships&#039; shields for long enough to get a MAC round through them. All of your MAC shells (shield-piercing excepted) will explode harmlessly on enemy shields, so it&#039;s a good idea to fire a short burst of 2 or 3 shots from the phase cannon, then fire a MAC at the shield generator.&lt;br /&gt;
&lt;br /&gt;
==Bridge Stations==&lt;br /&gt;
There are five stations on the Bridge, but in general you&#039;re only going to use two (and MAYBE the communications console to announce a jump).&lt;br /&gt;
===Navigation Console===&lt;br /&gt;
[[File:Helms_starmap.png|200px|thumb|right|One of the two main screens you&#039;ll be staring at.]]&lt;br /&gt;
This console is how you move the ship to various locations. You can click on different circles on the map. Each circle represents a solar system, each with multiple celestial bodies. Different colors correspond to different factions. When you click on them it opens a menu where you can jump to the system and see more info. At the top you can click the &amp;quot;Show Map&amp;quot; tab to view the map of the current solar system. Clicking on planets lets you see if there are any points of interest. Additionally, if you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier, as yellow-pages tell you where other nearby stations are. In combat you should stay near the computer in case you need to make a tactical retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Inform the crew before you jump so they can get back on the ship or get busy things done such as moving prisoners or handling a supermatter shard delamination incident. &#039;&#039;&#039;If you make an unannounced jump and it causes someone&#039;s death (such as leaving a salvage team behind), you may face consequences both in-character (manslaughter charges) or out-of-character (job-bans).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The systems in the star map are colour-coded according to who controls them:&lt;br /&gt;
&lt;br /&gt;
*Blue systems are friendly systems, controlled by Nanotrasen.&lt;br /&gt;
*Orange systems are neutral systems, and are controlled by the SolGov.&lt;br /&gt;
*Red systems are enemy systems, and are Syndicate-controlled&lt;br /&gt;
*White systems are not controlled by any one &amp;quot;faction&amp;quot;, but tend to be infested with pirates.&lt;br /&gt;
*Every system has a small chance of containing pirates. Be on guard at all times!&lt;br /&gt;
&lt;br /&gt;
On the planet map, you&#039;ll be able to see the type of planet each one is by clicking on them. Ringed planets have asteroids for miners to mine. Lava planets can be landed on, and Gas Giants are worthless (for now). Orbital Platforms are trading stations, where you can buy and sell things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tactical Console===&lt;br /&gt;
[[File:Weapons_console.png|200px|thumb|right|Normally there&#039;d be ships here on the screen, in the Targeting section. You&#039;d click them to target them.]]&lt;br /&gt;
This console is everything in ship combat. You can see your shields, your weapons systems, and the location of other ships in the system. Not all ships are hostile, but if you shoot at a neutral or friendly vessel, expect to start an intergalactic war.&lt;br /&gt;
&lt;br /&gt;
At the top of the screen you have your shield status and control. While the shields are up, they act as a physical barrier - if someone needs to throw something (such as an alien larva) outside the shields, they will be unable to without you lowering them. This also works for crew - salvage teams will not be able to bring things in or head out to salvage while the shields are up. An important note to make is that while the salvage team is outside the shields, &#039;&#039;they are not vulnerable to incoming fire and thus do not have to worry about being shot by the enemy.&#039;&#039; &amp;lt;!-- I&#039;m not sure if it goes for outgoing fire. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When looking at enemy vessels, be sure to note their location. If they are not at the same planet/nav beacon you are, then you are out of range and your shots will do nothing. Also, when firing at enemy ships, you can select various subsystems to target. Damaging and destroying these hinder the enemy ships. Destroying the shields makes it so they cannot block your shots, destroying the engines reduces their evasion, etc. If you shoot the bridge, the enemy will have difficulty evading. Shooting at the hull will destroy the enemies&#039; cargo holds. Where you target determines the state of the salvageable wreck. Use this strategically to salvage certain items (weapons, etc) for your ship!&lt;br /&gt;
&lt;br /&gt;
The weapon systems are sorted by type, with the MAC cannon(s) on top and the phase cannon(s) on bottom. Each phase cannon shot takes 200 energy and will fire almost as fast as you can click - be careful not to run it completely dry. A decent tactic is to use a couple of shots with the phase cannon to knock down the shields, then fire the MAC before their shield system recharges.&lt;br /&gt;
&lt;br /&gt;
===Crew Monitoring Console===&lt;br /&gt;
If the Chief Medical Officer wishes to be on the bridge, they&#039;ll most likely be manning this console. Functionally, it is identical to the crew monitoring console in their office. You could use this to coordinate with the mining team to recover a deceased miner if you wish, or ensure everyone&#039;s back aboard before making the takeoff announcement. Or, if you&#039;re bored and there&#039;s a lull in the action, you could see who&#039;s where and take guesses as to what they&#039;re up to. &lt;br /&gt;
&lt;br /&gt;
===Engineering Console===&lt;br /&gt;
If the Chief Engineer wishes to be on the bridge, they&#039;ll most likely be here watching the power. Functionally, the consoles are identical to the two in the engine bay. The console on the left can be used to monitor power draw and generation, and the console on the right can be used to transfer power from one area to another. You could monitor it from the bridge and see when engineering finally sets the SMES units, or nag at them to increase the power output if the power draw is close to or exceeding the available power.&lt;br /&gt;
&lt;br /&gt;
===Security Console===&lt;br /&gt;
If the Head of Security isn&#039;t up to their knees in [[Shitcurity|dead detainees]] and wants to be on the bridge, they&#039;ll most likely be manning this console. These consoles are identical to the two in their office and two of the three at the dispatchers&#039; area of the Security Offices - the one on the left is the recordkeeping console, the one on the right is the cameras. You won&#039;t be able to access the records unless the Head of Security forgets to log out, but you can look through the cameras and see yourself looking at the cameras, or see if the Supermatter shard is on fire and then yell at Engineering before the SM shard does.&lt;br /&gt;
&lt;br /&gt;
===Communications Console===&lt;br /&gt;
The Communications Console is similar to the ones found aboard modern stations, albeit with some differences. The Captain will usually be manning this station. He will usually leave the console unlocked, so in an emergency you can use this to ask Centcomm for guidance, or make an announcement regarding jumps. Expect the Captain to be rather cross with you if you use it while he&#039;s present.&lt;br /&gt;
&lt;br /&gt;
==I am bored. What now?==&lt;br /&gt;
When you are in FTL translation, waiting on miners to mine ores or waiting for the Quartermaster to get more ammo from a station, things can get boring. Here are a few ideas on how to stay busy during the lulls in action:&lt;br /&gt;
&lt;br /&gt;
* Go out and look around the ship, then suddenly remember you have no EVA gear on.&lt;br /&gt;
* Shout at people that don&#039;t have suit sensors on to turn them on.&lt;br /&gt;
* Shout at R&amp;amp;D to upgrade the phase cannons.&lt;br /&gt;
* Shout at Engineering to install more phase cannons.&lt;br /&gt;
* Go to Chemistry and get the Munitions Officer more oil for his MAC breech.&lt;br /&gt;
* Go to the bar and get plastered.&lt;br /&gt;
* Throw Ian a birthday party.&lt;br /&gt;
* Bring half the bar back and get even &#039;&#039;more&#039;&#039; plastered.&lt;br /&gt;
* Nag the Captain to put the AI on something other than Asimov.&lt;br /&gt;
* Look through cameras and watch Security beat up the clown for the hundredth time, or watch the Supermatter shard delaminate and explode.&lt;br /&gt;
* Go down to Robotics and get yourself robot arms, or a big stompy mech.&lt;br /&gt;
* Ride a quadbike in the halls, and then get shouted at by Centcomm for riding a quadbike in the halls.&lt;br /&gt;
* Drink the entirety of the station&#039;s liquor reserve, then die of liquor poisoning.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6474</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6474"/>
		<updated>2016-12-09T22:16:39Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Tactical Console */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpaceSHIP_bridge.png|300px|thumb|alt=The Bridge|It&#039;s actually very rare that all six stations will be manned at once. You&#039;re either going to be on the centre-right console (the blue one) if you&#039;re Helms, or the bottom right one (the red one) if you&#039;re Weapons.]]&lt;br /&gt;
Naturally the [[Captain|captain]] cannot press every single button on the [[Bridge|bridge]] himself, so Centcom has employed multiple [[Bridge Officer|HIGHLY TRAINED OFFICERS]] to press the buttons for him. When you join you will be automatically assigned a station to man. However, this is not a formal assignment so you and the other officers may switch places at will. This may sound dull, but worry not, many fun things await you!&lt;br /&gt;
&lt;br /&gt;
==The Chain of Command==&lt;br /&gt;
As a bridge officer you are not part of command staff like the Captain or HOP. You are on the same level as a standard department crewman, but you work on the bridge. Thus you must obey orders from all heads of staff, and your fancy uniform does not give you permission to order other people around. &lt;br /&gt;
&lt;br /&gt;
In times of crisis the order of succession is Captain-&amp;gt;[[Head of Personnel|HOP]]-&amp;gt;[[Chief Engineer|Chief Engineer]]-&amp;gt;Bridge Officer. The HoS cannot command both the ship and its security at the same time, and the CMO’s location is in Medical healing others. However, as a head of staff you should probably listen to them, but in the end you have authority over the bridge if the line of succession leads to you.&lt;br /&gt;
&lt;br /&gt;
The Bridge Officers and the Munitions Officer are on the same level: none of them outrank another. While a Munitions Officer will generally take orders from the Weapons Officer about which rounds to load, they are not obliged to honor a request to, say, allow the WO into the munitions bay to get a toolbox.&lt;br /&gt;
&lt;br /&gt;
==Your Duties==&lt;br /&gt;
Your duties will vary depending on whether you&#039;re a Helms Officer or a Weapons Officer. While these aren&#039;t formal assignments, and the HO and WO can switch places as will, you should not touch the other bridge officer&#039;s console unless the other bridge officer is MIA or you&#039;ve been cleared to do so by the other BO or the Captain. If you do end up using the other BO&#039;s console, &#039;&#039;&#039;you assume full responsibility for what effects your actions may have.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Helms Officer===&lt;br /&gt;
As a Helms Officer, your duties are fairly relaxed. Your main responsibility is to jump the ship from point A to point B. The Captain’s orders determine where you should be going, as well as the mission assignment. Your ship has a max range for jumps, so you need to plan the best route to travel to faraway locations; the FTL drive only has a limited supply of plasma to use and needs to recharge between jumps, so jumping more often than necessary can easily screw you over if you suddenly need to flee hostile forces.&lt;br /&gt;
&lt;br /&gt;
Of course, jumping into enemy space also opens up the option to salvage more things, such as more phase cannons, air or plasma tanks, or other miscellaneous bits and bobs of cargo. You should consult with the Captain whether or not you should take the direct way or make a few stops in Syndie space, as well as the Weapons Officer to see if you have the capabilities to take on the extra enemies that you wouldn&#039;t have to worry about otherwise.&lt;br /&gt;
&lt;br /&gt;
Remember to warn the crew before you jump, you might regret jumping unannounced.&lt;br /&gt;
&lt;br /&gt;
===Weapons Officer===&lt;br /&gt;
&lt;br /&gt;
As a Weapons Officer, your job is a bit more logistically involved than that of a Helms Officer. You&#039;re in charge of firing the onboard anti-ship battery, so you need to coordinate with the [[Munitions Officer]] on what to load, the [[Captain]] on where to aim, and the [[Shaft Miner|salvage team]] on when to bring the shields down and up. &lt;br /&gt;
&lt;br /&gt;
Targeting an enemy is as simple as clicking the vessel&#039;s name under the Targeting section of the Tactical Console, and selecting where you wish to aim on the ship. A small reminder of where you currently are is listed at the top of the targeting section - remember, the NSV Astraeus&#039; anti-ship battery can only hit ships at the same planet you&#039;re at, so aiming at one at the navbeacon while you&#039;re at a planet will only waste ammo. The available salvage from a ship will depend on where you aim. Shooting at the hull will destroy loose loot, shooting at the weapons will reduce your odds of salvaging a tenth phase cannon for your ship. Pick your targeting location carefully.&lt;br /&gt;
&lt;br /&gt;
The phase cannons are designed to disrupt the enemy ships&#039; shields for long enough to get a MAC round through them. All of your MAC shells (shield-piercing excepted) will explode harmlessly on enemy shields, so it&#039;s a good idea to fire a short burst of 2 or 3 shots from the phase cannon, then fire a MAC at the shield generator.&lt;br /&gt;
&lt;br /&gt;
==Bridge Stations==&lt;br /&gt;
There are five stations on the Bridge, but in general you&#039;re only going to use two (and MAYBE the communications console to announce a jump).&lt;br /&gt;
===Navigation Console===&lt;br /&gt;
[[File:Helms_starmap.png|200px|thumb|right|One of the two main screens you&#039;ll be staring at.]]&lt;br /&gt;
This console is how you move the ship to various locations. You can click on different circles on the map. Each circle represents a solar system, each with multiple celestial bodies. Different colors correspond to different factions. When you click on them it opens a menu where you can jump to the system and see more info. At the top you can click the &amp;quot;Show Map&amp;quot; tab to view the map of the current solar system. Clicking on planets lets you see if there are any points of interest. Additionally, if you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier, as yellow-pages tell you where other nearby stations are. In combat you should stay near the computer in case you need to make a tactical retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Inform the crew before you jump so they can get back on the ship or get busy things done such as moving prisoners or handling a supermatter shard delamination incident. &#039;&#039;&#039;If you make an unannounced jump and it causes someone&#039;s death (such as leaving a salvage team behind), you may face consequences both in-character (manslaughter charges) or out-of-character (job-bans).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The systems in the star map are colour-coded according to who controls them:&lt;br /&gt;
&lt;br /&gt;
*Blue systems are friendly systems, controlled by Nanotrasen.&lt;br /&gt;
*Orange systems are neutral systems, and are controlled by the SolGov.&lt;br /&gt;
*Red systems are enemy systems, and are Syndicate-controlled&lt;br /&gt;
*White systems are not controlled by any one &amp;quot;faction&amp;quot;, but tend to be infested with pirates.&lt;br /&gt;
*Every system has a small chance of containing pirates. Be on guard at all times!&lt;br /&gt;
&lt;br /&gt;
On the planet map, you&#039;ll be able to see the type of planet each one is by clicking on them. Ringed planets have asteroids for miners to mine. Lava planets can be landed on, and Gas Giants are worthless (for now). Orbital Platforms are trading stations, where you can buy and sell things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tactical Console===&lt;br /&gt;
[[File:Weapons_console.png|200px|thumb|right|Normally there&#039;d be ships here on the screen, in the Targeting section. You&#039;d click them to target them.]]&lt;br /&gt;
This console is everything in ship combat. You can see your shields, your weapons systems, and the location of other ships in the system. Not all ships are hostile, but if you shoot at a neutral or friendly vessel, expect to start an intergalactic war.&lt;br /&gt;
&lt;br /&gt;
At the top of the screen you have your shield status and control. While the shields are up, they act as a physical barrier - if someone needs to throw something (such as an alien larva) outside the shields, they will be unable to without you lowering them. This also works for crew - salvage teams will not be able to bring things in or head out to salvage while the shields are up. An important note to make is that while the salvage team is outside the shields, &#039;&#039;they are not vulnerable to incoming fire and thus do not have to worry about being shot by the enemy.&#039;&#039; &amp;lt;!-- I&#039;m not sure if it goes for outgoing fire. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When looking at enemy vessels, be sure to note their location. If they are not at the same planet/nav beacon you are, then you are out of range and your shots will do nothing. Also, when firing at enemy ships, you can select various subsystems to target. Damaging and destroying these hinder the enemy ships. Destroying the shields makes it so they cannot block your shots, destroying the engines reduces their evasion, etc. If you shoot the bridge, the enemy will have difficulty evading. Shooting at the hull will destroy the enemies&#039; cargo holds. Where you target determines the state of the salvageable wreck. Use this strategically to salvage certain items (weapons, etc) for your ship!&lt;br /&gt;
&lt;br /&gt;
The weapon systems are sorted by type, with the MAC cannon(s) on top and the phase cannon(s) on bottom. Each phase cannon shot takes 200 energy and will fire almost as fast as you can click - be careful not to run it completely dry. A decent tactic is to use a couple of shots with the phase cannon to knock down the shields, then fire the MAC before their shield system recharges.&lt;br /&gt;
&lt;br /&gt;
===Crew Monitoring Console===&lt;br /&gt;
If the Chief Medical Officer wishes to be on the bridge, they&#039;ll most likely be manning this console. Functionally, it is identical to the crew monitoring console in their office. You could use this to coordinate with the mining team to recover a deceased miner if you wish, or ensure everyone&#039;s back aboard before making the takeoff announcement. Or, if you&#039;re bored and there&#039;s a lull in the action, you could see who&#039;s where and take guesses as to what they&#039;re up to. &lt;br /&gt;
&lt;br /&gt;
===Engineering Console===&lt;br /&gt;
If the Chief Engineer wishes to be on the bridge, they&#039;ll most likely be here watching the power. Functionally, the consoles are identical to the two in the engine bay. The console on the left can be used to monitor power draw and generation, and the console on the right can be used to transfer power from one area to another. You could monitor it from the bridge and see when engineering finally sets the SMES units, or nag at them to increase the power output if the power draw is close to or exceeding the available power.&lt;br /&gt;
&lt;br /&gt;
===Security Console===&lt;br /&gt;
If the Head of Security isn&#039;t up to their knees in [[Shitcurity|dead detainees]] and wants to be on the bridge, they&#039;ll most likely be manning this console. These consoles are identical to the two in their office and two of the three at the dispatchers&#039; area of the Security Offices - the one on the left is the recordkeeping console, the one on the right is the cameras. You won&#039;t be able to access the records unless the Head of Security forgets to log out, but you can look through the cameras and see yourself looking at the cameras, or see if the Supermatter shard is on fire and then yell at Engineering before the SM shard does.&lt;br /&gt;
&lt;br /&gt;
===Communications Console===&lt;br /&gt;
The Communications Console is similar to the ones found aboard modern stations, albeit with some differences. The Captain will usually be manning this station. He will usually leave the console unlocked, so in an emergency you can use this to ask Centcomm for guidance, or make an announcement regarding jumps. Expect the Captain to be rather cross with you if you use it while he&#039;s present.&lt;br /&gt;
&lt;br /&gt;
==I am bored. What now?==&lt;br /&gt;
When you are in FTL translation, waiting on miners to mine ores or waiting for the Quartermaster to get more ammo from a station, things can get boring. Here are a few ideas on how to stay busy during the lulls in action:&lt;br /&gt;
&lt;br /&gt;
* Go out and look around the ship, then suddenly remember you have no EVA gear on.&lt;br /&gt;
* Shout at people that don&#039;t have suit sensors on to turn them on.&lt;br /&gt;
* Shout at R&amp;amp;D to upgrade the phase cannons.&lt;br /&gt;
* Shout at Engineering to install more phase cannons.&lt;br /&gt;
* Go to Chemistry and get the Munitions Officer more oil for his MAC breech.&lt;br /&gt;
* Go to the bar and get plastered.&lt;br /&gt;
* Throw Ian a birthday party.&lt;br /&gt;
* Bring half the bar back and get even &#039;&#039;more&#039;&#039; plastered.&lt;br /&gt;
* Nag the Captain to put the AI on something other than Asimov.&lt;br /&gt;
* Look through cameras and watch Security beat up the clown for the hundredth time, or watch the Supermatter shard delaminate and explode.&lt;br /&gt;
* Go down to Robotics and get yourself robot arms, or a big stompy mech.&lt;br /&gt;
* Ride a quadbike in the halls, and then get shouted at by Centcomm for riding a quadbike in the halls.&lt;br /&gt;
* Drink the entirety of the station&#039;s liquor reserve, then die of liquor poisoning.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6473</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6473"/>
		<updated>2016-12-09T21:40:51Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Communications Console */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpaceSHIP_bridge.png|300px|thumb|alt=The Bridge|It&#039;s actually very rare that all six stations will be manned at once. You&#039;re either going to be on the centre-right console (the blue one) if you&#039;re Helms, or the bottom right one (the red one) if you&#039;re Weapons.]]&lt;br /&gt;
Naturally the [[Captain|captain]] cannot press every single button on the [[Bridge|bridge]] himself, so Centcom has employed multiple [[Bridge Officer|HIGHLY TRAINED OFFICERS]] to press the buttons for him. When you join you will be automatically assigned a station to man. However, this is not a formal assignment so you and the other officers may switch places at will. This may sound dull, but worry not, many fun things await you!&lt;br /&gt;
&lt;br /&gt;
==The Chain of Command==&lt;br /&gt;
As a bridge officer you are not part of command staff like the Captain or HOP. You are on the same level as a standard department crewman, but you work on the bridge. Thus you must obey orders from all heads of staff, and your fancy uniform does not give you permission to order other people around. &lt;br /&gt;
&lt;br /&gt;
In times of crisis the order of succession is Captain-&amp;gt;[[Head of Personnel|HOP]]-&amp;gt;[[Chief Engineer|Chief Engineer]]-&amp;gt;Bridge Officer. The HoS cannot command both the ship and its security at the same time, and the CMO’s location is in Medical healing others. However, as a head of staff you should probably listen to them, but in the end you have authority over the bridge if the line of succession leads to you.&lt;br /&gt;
&lt;br /&gt;
The Bridge Officers and the Munitions Officer are on the same level: none of them outrank another. While a Munitions Officer will generally take orders from the Weapons Officer about which rounds to load, they are not obliged to honor a request to, say, allow the WO into the munitions bay to get a toolbox.&lt;br /&gt;
&lt;br /&gt;
==Your Duties==&lt;br /&gt;
Your duties will vary depending on whether you&#039;re a Helms Officer or a Weapons Officer. While these aren&#039;t formal assignments, and the HO and WO can switch places as will, you should not touch the other bridge officer&#039;s console unless the other bridge officer is MIA or you&#039;ve been cleared to do so by the other BO or the Captain. If you do end up using the other BO&#039;s console, &#039;&#039;&#039;you assume full responsibility for what effects your actions may have.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Helms Officer===&lt;br /&gt;
As a Helms Officer, your duties are fairly relaxed. Your main responsibility is to jump the ship from point A to point B. The Captain’s orders determine where you should be going, as well as the mission assignment. Your ship has a max range for jumps, so you need to plan the best route to travel to faraway locations; the FTL drive only has a limited supply of plasma to use and needs to recharge between jumps, so jumping more often than necessary can easily screw you over if you suddenly need to flee hostile forces.&lt;br /&gt;
&lt;br /&gt;
Of course, jumping into enemy space also opens up the option to salvage more things, such as more phase cannons, air or plasma tanks, or other miscellaneous bits and bobs of cargo. You should consult with the Captain whether or not you should take the direct way or make a few stops in Syndie space, as well as the Weapons Officer to see if you have the capabilities to take on the extra enemies that you wouldn&#039;t have to worry about otherwise.&lt;br /&gt;
&lt;br /&gt;
Remember to warn the crew before you jump, you might regret jumping unannounced.&lt;br /&gt;
&lt;br /&gt;
===Weapons Officer===&lt;br /&gt;
&lt;br /&gt;
As a Weapons Officer, your job is a bit more logistically involved than that of a Helms Officer. You&#039;re in charge of firing the onboard anti-ship battery, so you need to coordinate with the [[Munitions Officer]] on what to load, the [[Captain]] on where to aim, and the [[Shaft Miner|salvage team]] on when to bring the shields down and up. &lt;br /&gt;
&lt;br /&gt;
Targeting an enemy is as simple as clicking the vessel&#039;s name under the Targeting section of the Tactical Console, and selecting where you wish to aim on the ship. A small reminder of where you currently are is listed at the top of the targeting section - remember, the NSV Astraeus&#039; anti-ship battery can only hit ships at the same planet you&#039;re at, so aiming at one at the navbeacon while you&#039;re at a planet will only waste ammo. The available salvage from a ship will depend on where you aim. Shooting at the hull will destroy loose loot, shooting at the weapons will reduce your odds of salvaging a tenth phase cannon for your ship. Pick your targeting location carefully.&lt;br /&gt;
&lt;br /&gt;
The phase cannons are designed to disrupt the enemy ships&#039; shields for long enough to get a MAC round through them. All of your MAC shells (shield-piercing excepted) will explode harmlessly on enemy shields, so it&#039;s a good idea to fire a short burst of 2 or 3 shots from the phase cannon, then fire a MAC at the shield generator.&lt;br /&gt;
&lt;br /&gt;
==Bridge Stations==&lt;br /&gt;
There are five stations on the Bridge, but in general you&#039;re only going to use two (and MAYBE the communications console to announce a jump).&lt;br /&gt;
===Navigation Console===&lt;br /&gt;
[[File:Helms_starmap.png|200px|thumb|right|One of the two main screens you&#039;ll be staring at.]]&lt;br /&gt;
This console is how you move the ship to various locations. You can click on different circles on the map. Each circle represents a solar system, each with multiple celestial bodies. Different colors correspond to different factions. When you click on them it opens a menu where you can jump to the system and see more info. At the top you can click the &amp;quot;Show Map&amp;quot; tab to view the map of the current solar system. Clicking on planets lets you see if there are any points of interest. Additionally, if you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier, as yellow-pages tell you where other nearby stations are. In combat you should stay near the computer in case you need to make a tactical retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Inform the crew before you jump so they can get back on the ship or get busy things done such as moving prisoners or handling a supermatter shard delamination incident. &#039;&#039;&#039;If you make an unannounced jump and it causes someone&#039;s death (such as leaving a salvage team behind), you may face consequences both in-character (manslaughter charges) or out-of-character (job-bans).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The systems in the star map are colour-coded according to who controls them:&lt;br /&gt;
&lt;br /&gt;
*Blue systems are friendly systems, controlled by Nanotrasen.&lt;br /&gt;
*Orange systems are neutral systems, and are controlled by the SolGov.&lt;br /&gt;
*Red systems are enemy systems, and are Syndicate-controlled&lt;br /&gt;
*White systems are not controlled by any one &amp;quot;faction&amp;quot;, but tend to be infested with pirates.&lt;br /&gt;
*Every system has a small chance of containing pirates. Be on guard at all times!&lt;br /&gt;
&lt;br /&gt;
On the planet map, you&#039;ll be able to see the type of planet each one is by clicking on them. Ringed planets have asteroids for miners to mine. Lava planets can be landed on, and Gas Giants are worthless (for now). Orbital Platforms are trading stations, where you can buy and sell things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tactical Console===&lt;br /&gt;
[[File:Weapons_console.png|200px|thumb|right|Normally there&#039;d be ships here on the screen, in the Targeting section. You&#039;d click them to target them.]]&lt;br /&gt;
This console is everything in ship combat. You can see your shields, your weapons systems, and the location of other ships in the system. Not all ships are hostile, but if you shoot at a neutral or friendly vessel, expect to start an intergalactic war.&lt;br /&gt;
&lt;br /&gt;
At the top of the screen you have your shield status and control. While the shields are up, they act as a physical barrier - if someone needs to throw something (such as an alien larva) outside the shields, they will be unable to without you lowering them. This also works for crew - salvage teams will not be able to bring things in or head out to salvage while the shields are up. An important note to make is that while the salvage team is outside the shields, &#039;&#039;they are not vulnerable to incoming fire and thus do not have to worry about being shot by the enemy.&#039;&#039; &amp;lt;!-- I&#039;m not sure if it goes for outgoing fire. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When looking at enemy vessels, be sure to note their location. If they are not at the same planet/nav beacon you are, then you are out of range and your shots will do nothing. Also, when firing at enemy ships, you can select various subsystems to target. Damaging and destroying these hinder the enemy ships. Destroying the shields makes it so they cannot block your shots, destroying the engines reduces their evasion, etc. Also note that where you target determines the state of the salvageable wreck. If you shoot the bridge, the enemy will have difficulty evading. Use this strategically to salvage certain items (weapons, etc) for your ship! Note that it is a good idea to ask Captain where to fire and what to keep intact.&lt;br /&gt;
&lt;br /&gt;
The weapon systems are sorted by type, with the MAC cannon(s) on top and the phase cannon(s) on bottom. Each phase cannon shot takes 200 energy and will fire almost as fast as you can click - be careful not to run it completely dry. A decent tactic is to use a couple of shots with the phase cannon to knock down the shields, then fire the MAC before their shield system recharges.&lt;br /&gt;
&lt;br /&gt;
===Crew Monitoring Console===&lt;br /&gt;
If the Chief Medical Officer wishes to be on the bridge, they&#039;ll most likely be manning this console. Functionally, it is identical to the crew monitoring console in their office. You could use this to coordinate with the mining team to recover a deceased miner if you wish, or ensure everyone&#039;s back aboard before making the takeoff announcement. Or, if you&#039;re bored and there&#039;s a lull in the action, you could see who&#039;s where and take guesses as to what they&#039;re up to. &lt;br /&gt;
&lt;br /&gt;
===Engineering Console===&lt;br /&gt;
If the Chief Engineer wishes to be on the bridge, they&#039;ll most likely be here watching the power. Functionally, the consoles are identical to the two in the engine bay. The console on the left can be used to monitor power draw and generation, and the console on the right can be used to transfer power from one area to another. You could monitor it from the bridge and see when engineering finally sets the SMES units, or nag at them to increase the power output if the power draw is close to or exceeding the available power.&lt;br /&gt;
&lt;br /&gt;
===Security Console===&lt;br /&gt;
If the Head of Security isn&#039;t up to their knees in [[Shitcurity|dead detainees]] and wants to be on the bridge, they&#039;ll most likely be manning this console. These consoles are identical to the two in their office and two of the three at the dispatchers&#039; area of the Security Offices - the one on the left is the recordkeeping console, the one on the right is the cameras. You won&#039;t be able to access the records unless the Head of Security forgets to log out, but you can look through the cameras and see yourself looking at the cameras, or see if the Supermatter shard is on fire and then yell at Engineering before the SM shard does.&lt;br /&gt;
&lt;br /&gt;
===Communications Console===&lt;br /&gt;
The Communications Console is similar to the ones found aboard modern stations, albeit with some differences. The Captain will usually be manning this station. He will usually leave the console unlocked, so in an emergency you can use this to ask Centcomm for guidance, or make an announcement regarding jumps. Expect the Captain to be rather cross with you if you use it while he&#039;s present.&lt;br /&gt;
&lt;br /&gt;
==I am bored. What now?==&lt;br /&gt;
When you are in FTL translation, waiting on miners to mine ores or waiting for the Quartermaster to get more ammo from a station, things can get boring. Here are a few ideas on how to stay busy during the lulls in action:&lt;br /&gt;
&lt;br /&gt;
* Go out and look around the ship, then suddenly remember you have no EVA gear on.&lt;br /&gt;
* Shout at people that don&#039;t have suit sensors on to turn them on.&lt;br /&gt;
* Shout at R&amp;amp;D to upgrade the phase cannons.&lt;br /&gt;
* Shout at Engineering to install more phase cannons.&lt;br /&gt;
* Go to Chemistry and get the Munitions Officer more oil for his MAC breech.&lt;br /&gt;
* Go to the bar and get plastered.&lt;br /&gt;
* Throw Ian a birthday party.&lt;br /&gt;
* Bring half the bar back and get even &#039;&#039;more&#039;&#039; plastered.&lt;br /&gt;
* Nag the Captain to put the AI on something other than Asimov.&lt;br /&gt;
* Look through cameras and watch Security beat up the clown for the hundredth time, or watch the Supermatter shard delaminate and explode.&lt;br /&gt;
* Go down to Robotics and get yourself robot arms, or a big stompy mech.&lt;br /&gt;
* Ride a quadbike in the halls, and then get shouted at by Centcomm for riding a quadbike in the halls.&lt;br /&gt;
* Drink the entirety of the station&#039;s liquor reserve, then die of liquor poisoning.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6472</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6472"/>
		<updated>2016-12-09T20:46:23Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Communications Console */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpaceSHIP_bridge.png|300px|thumb|alt=The Bridge|It&#039;s actually very rare that all six stations will be manned at once. You&#039;re either going to be on the centre-right console (the blue one) if you&#039;re Helms, or the bottom right one (the red one) if you&#039;re Weapons.]]&lt;br /&gt;
Naturally the [[Captain|captain]] cannot press every single button on the [[Bridge|bridge]] himself, so Centcom has employed multiple [[Bridge Officer|HIGHLY TRAINED OFFICERS]] to press the buttons for him. When you join you will be automatically assigned a station to man. However, this is not a formal assignment so you and the other officers may switch places at will. This may sound dull, but worry not, many fun things await you!&lt;br /&gt;
&lt;br /&gt;
==The Chain of Command==&lt;br /&gt;
As a bridge officer you are not part of command staff like the Captain or HOP. You are on the same level as a standard department crewman, but you work on the bridge. Thus you must obey orders from all heads of staff, and your fancy uniform does not give you permission to order other people around. &lt;br /&gt;
&lt;br /&gt;
In times of crisis the order of succession is Captain-&amp;gt;[[Head of Personnel|HOP]]-&amp;gt;[[Chief Engineer|Chief Engineer]]-&amp;gt;Bridge Officer. The HoS cannot command both the ship and its security at the same time, and the CMO’s location is in Medical healing others. However, as a head of staff you should probably listen to them, but in the end you have authority over the bridge if the line of succession leads to you.&lt;br /&gt;
&lt;br /&gt;
The Bridge Officers and the Munitions Officer are on the same level: none of them outrank another. While a Munitions Officer will generally take orders from the Weapons Officer about which rounds to load, they are not obliged to honor a request to, say, allow the WO into the munitions bay to get a toolbox.&lt;br /&gt;
&lt;br /&gt;
==Your Duties==&lt;br /&gt;
Your duties will vary depending on whether you&#039;re a Helms Officer or a Weapons Officer. While these aren&#039;t formal assignments, and the HO and WO can switch places as will, you should not touch the other bridge officer&#039;s console unless the other bridge officer is MIA or you&#039;ve been cleared to do so by the other BO or the Captain. If you do end up using the other BO&#039;s console, &#039;&#039;&#039;you assume full responsibility for what effects your actions may have.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Helms Officer===&lt;br /&gt;
As a Helms Officer, your duties are fairly relaxed. Your main responsibility is to jump the ship from point A to point B. The Captain’s orders determine where you should be going, as well as the mission assignment. Your ship has a max range for jumps, so you need to plan the best route to travel to faraway locations; the FTL drive only has a limited supply of plasma to use and needs to recharge between jumps, so jumping more often than necessary can easily screw you over if you suddenly need to flee hostile forces.&lt;br /&gt;
&lt;br /&gt;
Of course, jumping into enemy space also opens up the option to salvage more things, such as more phase cannons, air or plasma tanks, or other miscellaneous bits and bobs of cargo. You should consult with the Captain whether or not you should take the direct way or make a few stops in Syndie space, as well as the Weapons Officer to see if you have the capabilities to take on the extra enemies that you wouldn&#039;t have to worry about otherwise.&lt;br /&gt;
&lt;br /&gt;
Remember to warn the crew before you jump, you might regret jumping unannounced.&lt;br /&gt;
&lt;br /&gt;
===Weapons Officer===&lt;br /&gt;
&lt;br /&gt;
As a Weapons Officer, your job is a bit more logistically involved than that of a Helms Officer. You&#039;re in charge of firing the onboard anti-ship battery, so you need to coordinate with the [[Munitions Officer]] on what to load, the [[Captain]] on where to aim, and the [[Shaft Miner|salvage team]] on when to bring the shields down and up. &lt;br /&gt;
&lt;br /&gt;
Targeting an enemy is as simple as clicking the vessel&#039;s name under the Targeting section of the Tactical Console, and selecting where you wish to aim on the ship. A small reminder of where you currently are is listed at the top of the targeting section - remember, the NSV Astraeus&#039; anti-ship battery can only hit ships at the same planet you&#039;re at, so aiming at one at the navbeacon while you&#039;re at a planet will only waste ammo. The available salvage from a ship will depend on where you aim. Shooting at the hull will destroy loose loot, shooting at the weapons will reduce your odds of salvaging a tenth phase cannon for your ship. Pick your targeting location carefully.&lt;br /&gt;
&lt;br /&gt;
The phase cannons are designed to disrupt the enemy ships&#039; shields for long enough to get a MAC round through them. All of your MAC shells (shield-piercing excepted) will explode harmlessly on enemy shields, so it&#039;s a good idea to fire a short burst of 2 or 3 shots from the phase cannon, then fire a MAC at the shield generator.&lt;br /&gt;
&lt;br /&gt;
==Bridge Stations==&lt;br /&gt;
There are five stations on the Bridge, but in general you&#039;re only going to use two (and MAYBE the communications console to announce a jump).&lt;br /&gt;
===Navigation Console===&lt;br /&gt;
[[File:Helms_starmap.png|200px|thumb|right|One of the two main screens you&#039;ll be staring at.]]&lt;br /&gt;
This console is how you move the ship to various locations. You can click on different circles on the map. Each circle represents a solar system, each with multiple celestial bodies. Different colors correspond to different factions. When you click on them it opens a menu where you can jump to the system and see more info. At the top you can click the &amp;quot;Show Map&amp;quot; tab to view the map of the current solar system. Clicking on planets lets you see if there are any points of interest. Additionally, if you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier, as yellow-pages tell you where other nearby stations are. In combat you should stay near the computer in case you need to make a tactical retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Inform the crew before you jump so they can get back on the ship or get busy things done such as moving prisoners or handling a supermatter shard delamination incident. &#039;&#039;&#039;If you make an unannounced jump and it causes someone&#039;s death (such as leaving a salvage team behind), you may face consequences both in-character (manslaughter charges) or out-of-character (job-bans).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The systems in the star map are colour-coded according to who controls them:&lt;br /&gt;
&lt;br /&gt;
*Blue systems are friendly systems, controlled by Nanotrasen.&lt;br /&gt;
*Orange systems are neutral systems, and are controlled by the SolGov.&lt;br /&gt;
*Red systems are enemy systems, and are Syndicate-controlled&lt;br /&gt;
*White systems are not controlled by any one &amp;quot;faction&amp;quot;, but tend to be infested with pirates.&lt;br /&gt;
*Every system has a small chance of containing pirates. Be on guard at all times!&lt;br /&gt;
&lt;br /&gt;
On the planet map, you&#039;ll be able to see the type of planet each one is by clicking on them. Ringed planets have asteroids for miners to mine. Lava planets can be landed on, and Gas Giants are worthless (for now). Orbital Platforms are trading stations, where you can buy and sell things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tactical Console===&lt;br /&gt;
[[File:Weapons_console.png|200px|thumb|right|Normally there&#039;d be ships here on the screen, in the Targeting section. You&#039;d click them to target them.]]&lt;br /&gt;
This console is everything in ship combat. You can see your shields, your weapons systems, and the location of other ships in the system. Not all ships are hostile, but if you shoot at a neutral or friendly vessel, expect to start an intergalactic war.&lt;br /&gt;
&lt;br /&gt;
At the top of the screen you have your shield status and control. While the shields are up, they act as a physical barrier - if someone needs to throw something (such as an alien larva) outside the shields, they will be unable to without you lowering them. This also works for crew - salvage teams will not be able to bring things in or head out to salvage while the shields are up. An important note to make is that while the salvage team is outside the shields, &#039;&#039;they are not vulnerable to incoming fire and thus do not have to worry about being shot by the enemy.&#039;&#039; &amp;lt;!-- I&#039;m not sure if it goes for outgoing fire. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When looking at enemy vessels, be sure to note their location. If they are not at the same planet/nav beacon you are, then you are out of range and your shots will do nothing. Also, when firing at enemy ships, you can select various subsystems to target. Damaging and destroying these hinder the enemy ships. Destroying the shields makes it so they cannot block your shots, destroying the engines reduces their evasion, etc. Also note that where you target determines the state of the salvageable wreck. If you shoot the bridge, the enemy will have difficulty evading. Use this strategically to salvage certain items (weapons, etc) for your ship! Note that it is a good idea to ask Captain where to fire and what to keep intact.&lt;br /&gt;
&lt;br /&gt;
The weapon systems are sorted by type, with the MAC cannon(s) on top and the phase cannon(s) on bottom. Each phase cannon shot takes 200 energy and will fire almost as fast as you can click - be careful not to run it completely dry. A decent tactic is to use a couple of shots with the phase cannon to knock down the shields, then fire the MAC before their shield system recharges.&lt;br /&gt;
&lt;br /&gt;
===Crew Monitoring Console===&lt;br /&gt;
If the Chief Medical Officer wishes to be on the bridge, they&#039;ll most likely be manning this console. Functionally, it is identical to the crew monitoring console in their office. You could use this to coordinate with the mining team to recover a deceased miner if you wish, or ensure everyone&#039;s back aboard before making the takeoff announcement. Or, if you&#039;re bored and there&#039;s a lull in the action, you could see who&#039;s where and take guesses as to what they&#039;re up to. &lt;br /&gt;
&lt;br /&gt;
===Engineering Console===&lt;br /&gt;
If the Chief Engineer wishes to be on the bridge, they&#039;ll most likely be here watching the power. Functionally, the consoles are identical to the two in the engine bay. The console on the left can be used to monitor power draw and generation, and the console on the right can be used to transfer power from one area to another. You could monitor it from the bridge and see when engineering finally sets the SMES units, or nag at them to increase the power output if the power draw is close to or exceeding the available power.&lt;br /&gt;
&lt;br /&gt;
===Security Console===&lt;br /&gt;
If the Head of Security isn&#039;t up to their knees in [[Shitcurity|dead detainees]] and wants to be on the bridge, they&#039;ll most likely be manning this console. These consoles are identical to the two in their office and two of the three at the dispatchers&#039; area of the Security Offices - the one on the left is the recordkeeping console, the one on the right is the cameras. You won&#039;t be able to access the records unless the Head of Security forgets to log out, but you can look through the cameras and see yourself looking at the cameras, or see if the Supermatter shard is on fire and then yell at Engineering before the SM shard does.&lt;br /&gt;
&lt;br /&gt;
===Communications Console===&lt;br /&gt;
The Communications Console is similar to the ones found aboard modern stations, albeit with some differences. The Captain will usually be manning this station.&lt;br /&gt;
&lt;br /&gt;
==I am bored. What now?==&lt;br /&gt;
When you are in FTL translation, waiting on miners to mine ores or waiting for the Quartermaster to get more ammo from a station, things can get boring. Here are a few ideas on how to stay busy during the lulls in action:&lt;br /&gt;
&lt;br /&gt;
* Go out and look around the ship, then suddenly remember you have no EVA gear on.&lt;br /&gt;
* Shout at people that don&#039;t have suit sensors on to turn them on.&lt;br /&gt;
* Shout at R&amp;amp;D to upgrade the phase cannons.&lt;br /&gt;
* Shout at Engineering to install more phase cannons.&lt;br /&gt;
* Go to Chemistry and get the Munitions Officer more oil for his MAC breech.&lt;br /&gt;
* Go to the bar and get plastered.&lt;br /&gt;
* Throw Ian a birthday party.&lt;br /&gt;
* Bring half the bar back and get even &#039;&#039;more&#039;&#039; plastered.&lt;br /&gt;
* Nag the Captain to put the AI on something other than Asimov.&lt;br /&gt;
* Look through cameras and watch Security beat up the clown for the hundredth time, or watch the Supermatter shard delaminate and explode.&lt;br /&gt;
* Go down to Robotics and get yourself robot arms, or a big stompy mech.&lt;br /&gt;
* Ride a quadbike in the halls, and then get shouted at by Centcomm for riding a quadbike in the halls.&lt;br /&gt;
* Drink the entirety of the station&#039;s liquor reserve, then die of liquor poisoning.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=User:EvilJackCarver&amp;diff=6471</id>
		<title>User:EvilJackCarver</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=User:EvilJackCarver&amp;diff=6471"/>
		<updated>2016-12-08T03:03:08Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: html, not markdown, idiot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==To-do list==&lt;br /&gt;
* &amp;lt;s&amp;gt;Improve [[Guide to Bridge Officer]] somehow&amp;lt;/s&amp;gt;&lt;br /&gt;
* Add backstory and flavour text to [[SpaceSHIP|NSV Astraeus]]&lt;br /&gt;
* Rolling update of [[Locations]] / [[Template:Locations]]&lt;br /&gt;
** Could make a new template, but we don&#039;t need one - we don&#039;t run meta or boxstation, so there&#039;s really not much need&lt;br /&gt;
* Re-snip and reupload [[:Category:SpaceSHIP_departments]] and [[:Category:SpaceSHIP_sub-departments]]&lt;br /&gt;
&lt;br /&gt;
===If you&#039;re not me please add things to this section instead of up there===&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=User:EvilJackCarver&amp;diff=6470</id>
		<title>User:EvilJackCarver</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=User:EvilJackCarver&amp;diff=6470"/>
		<updated>2016-12-08T03:02:38Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* To-do list */ - guide to bo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==To-do list==&lt;br /&gt;
* ~~Improve [[Guide to Bridge Officer]] somehow~~&lt;br /&gt;
* Add backstory and flavour text to [[SpaceSHIP|NSV Astraeus]]&lt;br /&gt;
* Rolling update of [[Locations]] / [[Template:Locations]]&lt;br /&gt;
** Could make a new template, but we don&#039;t need one - we don&#039;t run meta or boxstation, so there&#039;s really not much need&lt;br /&gt;
* Re-snip and reupload [[:Category:SpaceSHIP_departments]] and [[:Category:SpaceSHIP_sub-departments]]&lt;br /&gt;
&lt;br /&gt;
===If you&#039;re not me please add things to this section instead of up there===&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6469</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6469"/>
		<updated>2016-12-08T02:41:49Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* (top) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpaceSHIP_bridge.png|300px|thumb|alt=The Bridge|It&#039;s actually very rare that all six stations will be manned at once. You&#039;re either going to be on the centre-right console (the blue one) if you&#039;re Helms, or the bottom right one (the red one) if you&#039;re Weapons.]]&lt;br /&gt;
Naturally the [[Captain|captain]] cannot press every single button on the [[Bridge|bridge]] himself, so Centcom has employed multiple [[Bridge Officer|HIGHLY TRAINED OFFICERS]] to press the buttons for him. When you join you will be automatically assigned a station to man. However, this is not a formal assignment so you and the other officers may switch places at will. This may sound dull, but worry not, many fun things await you!&lt;br /&gt;
&lt;br /&gt;
==The Chain of Command==&lt;br /&gt;
As a bridge officer you are not part of command staff like the Captain or HOP. You are on the same level as a standard department crewman, but you work on the bridge. Thus you must obey orders from all heads of staff, and your fancy uniform does not give you permission to order other people around. &lt;br /&gt;
&lt;br /&gt;
In times of crisis the order of succession is Captain-&amp;gt;[[Head of Personnel|HOP]]-&amp;gt;[[Chief Engineer|Chief Engineer]]-&amp;gt;Bridge Officer. The HoS cannot command both the ship and its security at the same time, and the CMO’s location is in Medical healing others. However, as a head of staff you should probably listen to them, but in the end you have authority over the bridge if the line of succession leads to you.&lt;br /&gt;
&lt;br /&gt;
The Bridge Officers and the Munitions Officer are on the same level: none of them outrank another. While a Munitions Officer will generally take orders from the Weapons Officer about which rounds to load, they are not obliged to honor a request to, say, allow the WO into the munitions bay to get a toolbox.&lt;br /&gt;
&lt;br /&gt;
==Your Duties==&lt;br /&gt;
Your duties will vary depending on whether you&#039;re a Helms Officer or a Weapons Officer. While these aren&#039;t formal assignments, and the HO and WO can switch places as will, you should not touch the other bridge officer&#039;s console unless the other bridge officer is MIA or you&#039;ve been cleared to do so by the other BO or the Captain. If you do end up using the other BO&#039;s console, &#039;&#039;&#039;you assume full responsibility for what effects your actions may have.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Helms Officer===&lt;br /&gt;
As a Helms Officer, your duties are fairly relaxed. Your main responsibility is to jump the ship from point A to point B. The Captain’s orders determine where you should be going, as well as the mission assignment. Your ship has a max range for jumps, so you need to plan the best route to travel to faraway locations; the FTL drive only has a limited supply of plasma to use and needs to recharge between jumps, so jumping more often than necessary can easily screw you over if you suddenly need to flee hostile forces.&lt;br /&gt;
&lt;br /&gt;
Of course, jumping into enemy space also opens up the option to salvage more things, such as more phase cannons, air or plasma tanks, or other miscellaneous bits and bobs of cargo. You should consult with the Captain whether or not you should take the direct way or make a few stops in Syndie space, as well as the Weapons Officer to see if you have the capabilities to take on the extra enemies that you wouldn&#039;t have to worry about otherwise.&lt;br /&gt;
&lt;br /&gt;
Remember to warn the crew before you jump, you might regret jumping unannounced.&lt;br /&gt;
&lt;br /&gt;
===Weapons Officer===&lt;br /&gt;
&lt;br /&gt;
As a Weapons Officer, your job is a bit more logistically involved than that of a Helms Officer. You&#039;re in charge of firing the onboard anti-ship battery, so you need to coordinate with the [[Munitions Officer]] on what to load, the [[Captain]] on where to aim, and the [[Shaft Miner|salvage team]] on when to bring the shields down and up. &lt;br /&gt;
&lt;br /&gt;
Targeting an enemy is as simple as clicking the vessel&#039;s name under the Targeting section of the Tactical Console, and selecting where you wish to aim on the ship. A small reminder of where you currently are is listed at the top of the targeting section - remember, the NSV Astraeus&#039; anti-ship battery can only hit ships at the same planet you&#039;re at, so aiming at one at the navbeacon while you&#039;re at a planet will only waste ammo. The available salvage from a ship will depend on where you aim. Shooting at the hull will destroy loose loot, shooting at the weapons will reduce your odds of salvaging a tenth phase cannon for your ship. Pick your targeting location carefully.&lt;br /&gt;
&lt;br /&gt;
The phase cannons are designed to disrupt the enemy ships&#039; shields for long enough to get a MAC round through them. All of your MAC shells (shield-piercing excepted) will explode harmlessly on enemy shields, so it&#039;s a good idea to fire a short burst of 2 or 3 shots from the phase cannon, then fire a MAC at the shield generator.&lt;br /&gt;
&lt;br /&gt;
==Bridge Stations==&lt;br /&gt;
There are five stations on the Bridge, but in general you&#039;re only going to use two (and MAYBE the communications console to announce a jump).&lt;br /&gt;
===Navigation Console===&lt;br /&gt;
[[File:Helms_starmap.png|200px|thumb|right|One of the two main screens you&#039;ll be staring at.]]&lt;br /&gt;
This console is how you move the ship to various locations. You can click on different circles on the map. Each circle represents a solar system, each with multiple celestial bodies. Different colors correspond to different factions. When you click on them it opens a menu where you can jump to the system and see more info. At the top you can click the &amp;quot;Show Map&amp;quot; tab to view the map of the current solar system. Clicking on planets lets you see if there are any points of interest. Additionally, if you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier, as yellow-pages tell you where other nearby stations are. In combat you should stay near the computer in case you need to make a tactical retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Inform the crew before you jump so they can get back on the ship or get busy things done such as moving prisoners or handling a supermatter shard delamination incident. &#039;&#039;&#039;If you make an unannounced jump and it causes someone&#039;s death (such as leaving a salvage team behind), you may face consequences both in-character (manslaughter charges) or out-of-character (job-bans).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The systems in the star map are colour-coded according to who controls them:&lt;br /&gt;
&lt;br /&gt;
*Blue systems are friendly systems, controlled by Nanotrasen.&lt;br /&gt;
*Orange systems are neutral systems, and are controlled by the SolGov.&lt;br /&gt;
*Red systems are enemy systems, and are Syndicate-controlled&lt;br /&gt;
*White systems are not controlled by any one &amp;quot;faction&amp;quot;, but tend to be infested with pirates.&lt;br /&gt;
*Every system has a small chance of containing pirates. Be on guard at all times!&lt;br /&gt;
&lt;br /&gt;
On the planet map, you&#039;ll be able to see the type of planet each one is by clicking on them. Ringed planets have asteroids for miners to mine. Lava planets can be landed on, and Gas Giants are worthless (for now). Orbital Platforms are trading stations, where you can buy and sell things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tactical Console===&lt;br /&gt;
[[File:Weapons_console.png|200px|thumb|right|Normally there&#039;d be ships here on the screen, in the Targeting section. You&#039;d click them to target them.]]&lt;br /&gt;
This console is everything in ship combat. You can see your shields, your weapons systems, and the location of other ships in the system. Not all ships are hostile, but if you shoot at a neutral or friendly vessel, expect to start an intergalactic war.&lt;br /&gt;
&lt;br /&gt;
At the top of the screen you have your shield status and control. While the shields are up, they act as a physical barrier - if someone needs to throw something (such as an alien larva) outside the shields, they will be unable to without you lowering them. This also works for crew - salvage teams will not be able to bring things in or head out to salvage while the shields are up. An important note to make is that while the salvage team is outside the shields, &#039;&#039;they are not vulnerable to incoming fire and thus do not have to worry about being shot by the enemy.&#039;&#039; &amp;lt;!-- I&#039;m not sure if it goes for outgoing fire. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When looking at enemy vessels, be sure to note their location. If they are not at the same planet/nav beacon you are, then you are out of range and your shots will do nothing. Also, when firing at enemy ships, you can select various subsystems to target. Damaging and destroying these hinder the enemy ships. Destroying the shields makes it so they cannot block your shots, destroying the engines reduces their evasion, etc. Also note that where you target determines the state of the salvageable wreck. If you shoot the bridge, the enemy will have difficulty evading. Use this strategically to salvage certain items (weapons, etc) for your ship! Note that it is a good idea to ask Captain where to fire and what to keep intact.&lt;br /&gt;
&lt;br /&gt;
The weapon systems are sorted by type, with the MAC cannon(s) on top and the phase cannon(s) on bottom. Each phase cannon shot takes 200 energy and will fire almost as fast as you can click - be careful not to run it completely dry. A decent tactic is to use a couple of shots with the phase cannon to knock down the shields, then fire the MAC before their shield system recharges.&lt;br /&gt;
&lt;br /&gt;
===Crew Monitoring Console===&lt;br /&gt;
If the Chief Medical Officer wishes to be on the bridge, they&#039;ll most likely be manning this console. Functionally, it is identical to the crew monitoring console in their office. You could use this to coordinate with the mining team to recover a deceased miner if you wish, or ensure everyone&#039;s back aboard before making the takeoff announcement. Or, if you&#039;re bored and there&#039;s a lull in the action, you could see who&#039;s where and take guesses as to what they&#039;re up to. &lt;br /&gt;
&lt;br /&gt;
===Engineering Console===&lt;br /&gt;
If the Chief Engineer wishes to be on the bridge, they&#039;ll most likely be here watching the power. Functionally, the consoles are identical to the two in the engine bay. The console on the left can be used to monitor power draw and generation, and the console on the right can be used to transfer power from one area to another. You could monitor it from the bridge and see when engineering finally sets the SMES units, or nag at them to increase the power output if the power draw is close to or exceeding the available power.&lt;br /&gt;
&lt;br /&gt;
===Security Console===&lt;br /&gt;
If the Head of Security isn&#039;t up to their knees in [[Shitcurity|dead detainees]] and wants to be on the bridge, they&#039;ll most likely be manning this console. These consoles are identical to the two in their office and two of the three at the dispatchers&#039; area of the Security Offices - the one on the left is the recordkeeping console, the one on the right is the cameras. You won&#039;t be able to access the records unless the Head of Security forgets to log out, but you can look through the cameras and see yourself looking at the cameras, or see if the Supermatter shard is on fire and then yell at Engineering before the SM shard does.&lt;br /&gt;
&lt;br /&gt;
===Communications Console===&lt;br /&gt;
The Communications Console is similar to the ones found aboard modern stations, albeit with some differences. The&lt;br /&gt;
&lt;br /&gt;
==I am bored. What now?==&lt;br /&gt;
When you are in FTL translation, waiting on miners to mine ores or waiting for the Quartermaster to get more ammo from a station, things can get boring. Here are a few ideas on how to stay busy during the lulls in action:&lt;br /&gt;
&lt;br /&gt;
* Go out and look around the ship, then suddenly remember you have no EVA gear on.&lt;br /&gt;
* Shout at people that don&#039;t have suit sensors on to turn them on.&lt;br /&gt;
* Shout at R&amp;amp;D to upgrade the phase cannons.&lt;br /&gt;
* Shout at Engineering to install more phase cannons.&lt;br /&gt;
* Go to Chemistry and get the Munitions Officer more oil for his MAC breech.&lt;br /&gt;
* Go to the bar and get plastered.&lt;br /&gt;
* Throw Ian a birthday party.&lt;br /&gt;
* Bring half the bar back and get even &#039;&#039;more&#039;&#039; plastered.&lt;br /&gt;
* Nag the Captain to put the AI on something other than Asimov.&lt;br /&gt;
* Look through cameras and watch Security beat up the clown for the hundredth time, or watch the Supermatter shard delaminate and explode.&lt;br /&gt;
* Go down to Robotics and get yourself robot arms, or a big stompy mech.&lt;br /&gt;
* Ride a quadbike in the halls, and then get shouted at by Centcomm for riding a quadbike in the halls.&lt;br /&gt;
* Drink the entirety of the station&#039;s liquor reserve, then die of liquor poisoning.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6468</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6468"/>
		<updated>2016-12-08T02:34:54Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Bridge Stations */ add small fluff text to the thing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Naturally the [[Captain|captain]] cannot press every single button on the [[Bridge|bridge]] himself, so Centcom has employed multiple [[Bridge Officer|HIGHLY TRAINED OFFICERS]] to press the buttons for him. When you join you will be automatically assigned a station to man. However, this is not a formal assignment so you and the other officers may switch places at will. This may sound dull, but worry not, many fun things await you!&lt;br /&gt;
&lt;br /&gt;
==The Chain of Command==&lt;br /&gt;
As a bridge officer you are not part of command staff like the Captain or HOP. You are on the same level as a standard department crewman, but you work on the bridge. Thus you must obey orders from all heads of staff, and your fancy uniform does not give you permission to order other people around. &lt;br /&gt;
&lt;br /&gt;
In times of crisis the order of succession is Captain-&amp;gt;[[Head of Personnel|HOP]]-&amp;gt;[[Chief Engineer|Chief Engineer]]-&amp;gt;Bridge Officer. The HoS cannot command both the ship and its security at the same time, and the CMO’s location is in Medical healing others. However, as a head of staff you should probably listen to them, but in the end you have authority over the bridge if the line of succession leads to you.&lt;br /&gt;
&lt;br /&gt;
The Bridge Officers and the Munitions Officer are on the same level: none of them outrank another. While a Munitions Officer will generally take orders from the Weapons Officer about which rounds to load, they are not obliged to honor a request to, say, allow the WO into the munitions bay to get a toolbox.&lt;br /&gt;
&lt;br /&gt;
==Your Duties==&lt;br /&gt;
Your duties will vary depending on whether you&#039;re a Helms Officer or a Weapons Officer. While these aren&#039;t formal assignments, and the HO and WO can switch places as will, you should not touch the other bridge officer&#039;s console unless the other bridge officer is MIA or you&#039;ve been cleared to do so by the other BO or the Captain. If you do end up using the other BO&#039;s console, &#039;&#039;&#039;you assume full responsibility for what effects your actions may have.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Helms Officer===&lt;br /&gt;
As a Helms Officer, your duties are fairly relaxed. Your main responsibility is to jump the ship from point A to point B. The Captain’s orders determine where you should be going, as well as the mission assignment. Your ship has a max range for jumps, so you need to plan the best route to travel to faraway locations; the FTL drive only has a limited supply of plasma to use and needs to recharge between jumps, so jumping more often than necessary can easily screw you over if you suddenly need to flee hostile forces.&lt;br /&gt;
&lt;br /&gt;
Of course, jumping into enemy space also opens up the option to salvage more things, such as more phase cannons, air or plasma tanks, or other miscellaneous bits and bobs of cargo. You should consult with the Captain whether or not you should take the direct way or make a few stops in Syndie space, as well as the Weapons Officer to see if you have the capabilities to take on the extra enemies that you wouldn&#039;t have to worry about otherwise.&lt;br /&gt;
&lt;br /&gt;
Remember to warn the crew before you jump, you might regret jumping unannounced.&lt;br /&gt;
&lt;br /&gt;
===Weapons Officer===&lt;br /&gt;
&lt;br /&gt;
As a Weapons Officer, your job is a bit more logistically involved than that of a Helms Officer. You&#039;re in charge of firing the onboard anti-ship battery, so you need to coordinate with the [[Munitions Officer]] on what to load, the [[Captain]] on where to aim, and the [[Shaft Miner|salvage team]] on when to bring the shields down and up. &lt;br /&gt;
&lt;br /&gt;
Targeting an enemy is as simple as clicking the vessel&#039;s name under the Targeting section of the Tactical Console, and selecting where you wish to aim on the ship. A small reminder of where you currently are is listed at the top of the targeting section - remember, the NSV Astraeus&#039; anti-ship battery can only hit ships at the same planet you&#039;re at, so aiming at one at the navbeacon while you&#039;re at a planet will only waste ammo. The available salvage from a ship will depend on where you aim. Shooting at the hull will destroy loose loot, shooting at the weapons will reduce your odds of salvaging a tenth phase cannon for your ship. Pick your targeting location carefully.&lt;br /&gt;
&lt;br /&gt;
The phase cannons are designed to disrupt the enemy ships&#039; shields for long enough to get a MAC round through them. All of your MAC shells (shield-piercing excepted) will explode harmlessly on enemy shields, so it&#039;s a good idea to fire a short burst of 2 or 3 shots from the phase cannon, then fire a MAC at the shield generator.&lt;br /&gt;
&lt;br /&gt;
==Bridge Stations==&lt;br /&gt;
There are five stations on the Bridge, but in general you&#039;re only going to use two (and MAYBE the communications console to announce a jump).&lt;br /&gt;
===Navigation Console===&lt;br /&gt;
[[File:Helms_starmap.png|200px|thumb|right|One of the two main screens you&#039;ll be staring at.]]&lt;br /&gt;
This console is how you move the ship to various locations. You can click on different circles on the map. Each circle represents a solar system, each with multiple celestial bodies. Different colors correspond to different factions. When you click on them it opens a menu where you can jump to the system and see more info. At the top you can click the &amp;quot;Show Map&amp;quot; tab to view the map of the current solar system. Clicking on planets lets you see if there are any points of interest. Additionally, if you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier, as yellow-pages tell you where other nearby stations are. In combat you should stay near the computer in case you need to make a tactical retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Inform the crew before you jump so they can get back on the ship or get busy things done such as moving prisoners or handling a supermatter shard delamination incident. &#039;&#039;&#039;If you make an unannounced jump and it causes someone&#039;s death (such as leaving a salvage team behind), you may face consequences both in-character (manslaughter charges) or out-of-character (job-bans).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The systems in the star map are colour-coded according to who controls them:&lt;br /&gt;
&lt;br /&gt;
*Blue systems are friendly systems, controlled by Nanotrasen.&lt;br /&gt;
*Orange systems are neutral systems, and are controlled by the SolGov.&lt;br /&gt;
*Red systems are enemy systems, and are Syndicate-controlled&lt;br /&gt;
*White systems are not controlled by any one &amp;quot;faction&amp;quot;, but tend to be infested with pirates.&lt;br /&gt;
*Every system has a small chance of containing pirates. Be on guard at all times!&lt;br /&gt;
&lt;br /&gt;
On the planet map, you&#039;ll be able to see the type of planet each one is by clicking on them. Ringed planets have asteroids for miners to mine. Lava planets can be landed on, and Gas Giants are worthless (for now). Orbital Platforms are trading stations, where you can buy and sell things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tactical Console===&lt;br /&gt;
[[File:Weapons_console.png|200px|thumb|right|Normally there&#039;d be ships here on the screen, in the Targeting section. You&#039;d click them to target them.]]&lt;br /&gt;
This console is everything in ship combat. You can see your shields, your weapons systems, and the location of other ships in the system. Not all ships are hostile, but if you shoot at a neutral or friendly vessel, expect to start an intergalactic war.&lt;br /&gt;
&lt;br /&gt;
At the top of the screen you have your shield status and control. While the shields are up, they act as a physical barrier - if someone needs to throw something (such as an alien larva) outside the shields, they will be unable to without you lowering them. This also works for crew - salvage teams will not be able to bring things in or head out to salvage while the shields are up. An important note to make is that while the salvage team is outside the shields, &#039;&#039;they are not vulnerable to incoming fire and thus do not have to worry about being shot by the enemy.&#039;&#039; &amp;lt;!-- I&#039;m not sure if it goes for outgoing fire. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When looking at enemy vessels, be sure to note their location. If they are not at the same planet/nav beacon you are, then you are out of range and your shots will do nothing. Also, when firing at enemy ships, you can select various subsystems to target. Damaging and destroying these hinder the enemy ships. Destroying the shields makes it so they cannot block your shots, destroying the engines reduces their evasion, etc. Also note that where you target determines the state of the salvageable wreck. If you shoot the bridge, the enemy will have difficulty evading. Use this strategically to salvage certain items (weapons, etc) for your ship! Note that it is a good idea to ask Captain where to fire and what to keep intact.&lt;br /&gt;
&lt;br /&gt;
The weapon systems are sorted by type, with the MAC cannon(s) on top and the phase cannon(s) on bottom. Each phase cannon shot takes 200 energy and will fire almost as fast as you can click - be careful not to run it completely dry. A decent tactic is to use a couple of shots with the phase cannon to knock down the shields, then fire the MAC before their shield system recharges.&lt;br /&gt;
&lt;br /&gt;
===Crew Monitoring Console===&lt;br /&gt;
If the Chief Medical Officer wishes to be on the bridge, they&#039;ll most likely be manning this console. Functionally, it is identical to the crew monitoring console in their office. You could use this to coordinate with the mining team to recover a deceased miner if you wish, or ensure everyone&#039;s back aboard before making the takeoff announcement. Or, if you&#039;re bored and there&#039;s a lull in the action, you could see who&#039;s where and take guesses as to what they&#039;re up to. &lt;br /&gt;
&lt;br /&gt;
===Engineering Console===&lt;br /&gt;
If the Chief Engineer wishes to be on the bridge, they&#039;ll most likely be here watching the power. Functionally, the consoles are identical to the two in the engine bay. The console on the left can be used to monitor power draw and generation, and the console on the right can be used to transfer power from one area to another. You could monitor it from the bridge and see when engineering finally sets the SMES units, or nag at them to increase the power output if the power draw is close to or exceeding the available power.&lt;br /&gt;
&lt;br /&gt;
===Security Console===&lt;br /&gt;
If the Head of Security isn&#039;t up to their knees in [[Shitcurity|dead detainees]] and wants to be on the bridge, they&#039;ll most likely be manning this console. These consoles are identical to the two in their office and two of the three at the dispatchers&#039; area of the Security Offices - the one on the left is the recordkeeping console, the one on the right is the cameras. You won&#039;t be able to access the records unless the Head of Security forgets to log out, but you can look through the cameras and see yourself looking at the cameras, or see if the Supermatter shard is on fire and then yell at Engineering before the SM shard does.&lt;br /&gt;
&lt;br /&gt;
===Communications Console===&lt;br /&gt;
The Communications Console is similar to the ones found aboard modern stations, albeit with some differences. The&lt;br /&gt;
&lt;br /&gt;
==I am bored. What now?==&lt;br /&gt;
When you are in FTL translation, waiting on miners to mine ores or waiting for the Quartermaster to get more ammo from a station, things can get boring. Here are a few ideas on how to stay busy during the lulls in action:&lt;br /&gt;
&lt;br /&gt;
* Go out and look around the ship, then suddenly remember you have no EVA gear on.&lt;br /&gt;
* Shout at people that don&#039;t have suit sensors on to turn them on.&lt;br /&gt;
* Shout at R&amp;amp;D to upgrade the phase cannons.&lt;br /&gt;
* Shout at Engineering to install more phase cannons.&lt;br /&gt;
* Go to Chemistry and get the Munitions Officer more oil for his MAC breech.&lt;br /&gt;
* Go to the bar and get plastered.&lt;br /&gt;
* Throw Ian a birthday party.&lt;br /&gt;
* Bring half the bar back and get even &#039;&#039;more&#039;&#039; plastered.&lt;br /&gt;
* Nag the Captain to put the AI on something other than Asimov.&lt;br /&gt;
* Look through cameras and watch Security beat up the clown for the hundredth time, or watch the Supermatter shard delaminate and explode.&lt;br /&gt;
* Go down to Robotics and get yourself robot arms, or a big stompy mech.&lt;br /&gt;
* Ride a quadbike in the halls, and then get shouted at by Centcomm for riding a quadbike in the halls.&lt;br /&gt;
* Drink the entirety of the station&#039;s liquor reserve, then die of liquor poisoning.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6467</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6467"/>
		<updated>2016-12-08T02:33:50Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: wew lad&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Naturally the [[Captain|captain]] cannot press every single button on the [[Bridge|bridge]] himself, so Centcom has employed multiple [[Bridge Officer|HIGHLY TRAINED OFFICERS]] to press the buttons for him. When you join you will be automatically assigned a station to man. However, this is not a formal assignment so you and the other officers may switch places at will. This may sound dull, but worry not, many fun things await you!&lt;br /&gt;
&lt;br /&gt;
==The Chain of Command==&lt;br /&gt;
As a bridge officer you are not part of command staff like the Captain or HOP. You are on the same level as a standard department crewman, but you work on the bridge. Thus you must obey orders from all heads of staff, and your fancy uniform does not give you permission to order other people around. &lt;br /&gt;
&lt;br /&gt;
In times of crisis the order of succession is Captain-&amp;gt;[[Head of Personnel|HOP]]-&amp;gt;[[Chief Engineer|Chief Engineer]]-&amp;gt;Bridge Officer. The HoS cannot command both the ship and its security at the same time, and the CMO’s location is in Medical healing others. However, as a head of staff you should probably listen to them, but in the end you have authority over the bridge if the line of succession leads to you.&lt;br /&gt;
&lt;br /&gt;
The Bridge Officers and the Munitions Officer are on the same level: none of them outrank another. While a Munitions Officer will generally take orders from the Weapons Officer about which rounds to load, they are not obliged to honor a request to, say, allow the WO into the munitions bay to get a toolbox.&lt;br /&gt;
&lt;br /&gt;
==Your Duties==&lt;br /&gt;
Your duties will vary depending on whether you&#039;re a Helms Officer or a Weapons Officer. While these aren&#039;t formal assignments, and the HO and WO can switch places as will, you should not touch the other bridge officer&#039;s console unless the other bridge officer is MIA or you&#039;ve been cleared to do so by the other BO or the Captain. If you do end up using the other BO&#039;s console, &#039;&#039;&#039;you assume full responsibility for what effects your actions may have.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Helms Officer===&lt;br /&gt;
As a Helms Officer, your duties are fairly relaxed. Your main responsibility is to jump the ship from point A to point B. The Captain’s orders determine where you should be going, as well as the mission assignment. Your ship has a max range for jumps, so you need to plan the best route to travel to faraway locations; the FTL drive only has a limited supply of plasma to use and needs to recharge between jumps, so jumping more often than necessary can easily screw you over if you suddenly need to flee hostile forces.&lt;br /&gt;
&lt;br /&gt;
Of course, jumping into enemy space also opens up the option to salvage more things, such as more phase cannons, air or plasma tanks, or other miscellaneous bits and bobs of cargo. You should consult with the Captain whether or not you should take the direct way or make a few stops in Syndie space, as well as the Weapons Officer to see if you have the capabilities to take on the extra enemies that you wouldn&#039;t have to worry about otherwise.&lt;br /&gt;
&lt;br /&gt;
Remember to warn the crew before you jump, you might regret jumping unannounced.&lt;br /&gt;
&lt;br /&gt;
===Weapons Officer===&lt;br /&gt;
&lt;br /&gt;
As a Weapons Officer, your job is a bit more logistically involved than that of a Helms Officer. You&#039;re in charge of firing the onboard anti-ship battery, so you need to coordinate with the [[Munitions Officer]] on what to load, the [[Captain]] on where to aim, and the [[Shaft Miner|salvage team]] on when to bring the shields down and up. &lt;br /&gt;
&lt;br /&gt;
Targeting an enemy is as simple as clicking the vessel&#039;s name under the Targeting section of the Tactical Console, and selecting where you wish to aim on the ship. A small reminder of where you currently are is listed at the top of the targeting section - remember, the NSV Astraeus&#039; anti-ship battery can only hit ships at the same planet you&#039;re at, so aiming at one at the navbeacon while you&#039;re at a planet will only waste ammo. The available salvage from a ship will depend on where you aim. Shooting at the hull will destroy loose loot, shooting at the weapons will reduce your odds of salvaging a tenth phase cannon for your ship. Pick your targeting location carefully.&lt;br /&gt;
&lt;br /&gt;
The phase cannons are designed to disrupt the enemy ships&#039; shields for long enough to get a MAC round through them. All of your MAC shells (shield-piercing excepted) will explode harmlessly on enemy shields, so it&#039;s a good idea to fire a short burst of 2 or 3 shots from the phase cannon, then fire a MAC at the shield generator.&lt;br /&gt;
&lt;br /&gt;
==Bridge Stations==&lt;br /&gt;
===Navigation Console===&lt;br /&gt;
[[File:Helms_starmap.png|200px|thumb|right|One of the two main screens you&#039;ll be staring at.]]&lt;br /&gt;
This console is how you move the ship to various locations. You can click on different circles on the map. Each circle represents a solar system, each with multiple celestial bodies. Different colors correspond to different factions. When you click on them it opens a menu where you can jump to the system and see more info. At the top you can click the &amp;quot;Show Map&amp;quot; tab to view the map of the current solar system. Clicking on planets lets you see if there are any points of interest. Additionally, if you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier, as yellow-pages tell you where other nearby stations are. In combat you should stay near the computer in case you need to make a tactical retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Inform the crew before you jump so they can get back on the ship or get busy things done such as moving prisoners or handling a supermatter shard delamination incident. &#039;&#039;&#039;If you make an unannounced jump and it causes someone&#039;s death (such as leaving a salvage team behind), you may face consequences both in-character (manslaughter charges) or out-of-character (job-bans).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The systems in the star map are colour-coded according to who controls them:&lt;br /&gt;
&lt;br /&gt;
*Blue systems are friendly systems, controlled by Nanotrasen.&lt;br /&gt;
*Orange systems are neutral systems, and are controlled by the SolGov.&lt;br /&gt;
*Red systems are enemy systems, and are Syndicate-controlled&lt;br /&gt;
*White systems are not controlled by any one &amp;quot;faction&amp;quot;, but tend to be infested with pirates.&lt;br /&gt;
*Every system has a small chance of containing pirates. Be on guard at all times!&lt;br /&gt;
&lt;br /&gt;
On the planet map, you&#039;ll be able to see the type of planet each one is by clicking on them. Ringed planets have asteroids for miners to mine. Lava planets can be landed on, and Gas Giants are worthless (for now). Orbital Platforms are trading stations, where you can buy and sell things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tactical Console===&lt;br /&gt;
[[File:Weapons_console.png|200px|thumb|right|Normally there&#039;d be ships here on the screen, in the Targeting section. You&#039;d click them to target them.]]&lt;br /&gt;
This console is everything in ship combat. You can see your shields, your weapons systems, and the location of other ships in the system. Not all ships are hostile, but if you shoot at a neutral or friendly vessel, expect to start an intergalactic war.&lt;br /&gt;
&lt;br /&gt;
At the top of the screen you have your shield status and control. While the shields are up, they act as a physical barrier - if someone needs to throw something (such as an alien larva) outside the shields, they will be unable to without you lowering them. This also works for crew - salvage teams will not be able to bring things in or head out to salvage while the shields are up. An important note to make is that while the salvage team is outside the shields, &#039;&#039;they are not vulnerable to incoming fire and thus do not have to worry about being shot by the enemy.&#039;&#039; &amp;lt;!-- I&#039;m not sure if it goes for outgoing fire. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When looking at enemy vessels, be sure to note their location. If they are not at the same planet/nav beacon you are, then you are out of range and your shots will do nothing. Also, when firing at enemy ships, you can select various subsystems to target. Damaging and destroying these hinder the enemy ships. Destroying the shields makes it so they cannot block your shots, destroying the engines reduces their evasion, etc. Also note that where you target determines the state of the salvageable wreck. If you shoot the bridge, the enemy will have difficulty evading. Use this strategically to salvage certain items (weapons, etc) for your ship! Note that it is a good idea to ask Captain where to fire and what to keep intact.&lt;br /&gt;
&lt;br /&gt;
The weapon systems are sorted by type, with the MAC cannon(s) on top and the phase cannon(s) on bottom. Each phase cannon shot takes 200 energy and will fire almost as fast as you can click - be careful not to run it completely dry. A decent tactic is to use a couple of shots with the phase cannon to knock down the shields, then fire the MAC before their shield system recharges.&lt;br /&gt;
&lt;br /&gt;
===Crew Monitoring Console===&lt;br /&gt;
If the Chief Medical Officer wishes to be on the bridge, they&#039;ll most likely be manning this console. Functionally, it is identical to the crew monitoring console in their office. You could use this to coordinate with the mining team to recover a deceased miner if you wish, or ensure everyone&#039;s back aboard before making the takeoff announcement. Or, if you&#039;re bored and there&#039;s a lull in the action, you could see who&#039;s where and take guesses as to what they&#039;re up to. &lt;br /&gt;
&lt;br /&gt;
===Engineering Console===&lt;br /&gt;
If the Chief Engineer wishes to be on the bridge, they&#039;ll most likely be here watching the power. Functionally, the consoles are identical to the two in the engine bay. The console on the left can be used to monitor power draw and generation, and the console on the right can be used to transfer power from one area to another. You could monitor it from the bridge and see when engineering finally sets the SMES units, or nag at them to increase the power output if the power draw is close to or exceeding the available power.&lt;br /&gt;
&lt;br /&gt;
===Security Console===&lt;br /&gt;
If the Head of Security isn&#039;t up to their knees in [[Shitcurity|dead detainees]] and wants to be on the bridge, they&#039;ll most likely be manning this console. These consoles are identical to the two in their office and two of the three at the dispatchers&#039; area of the Security Offices - the one on the left is the recordkeeping console, the one on the right is the cameras. You won&#039;t be able to access the records unless the Head of Security forgets to log out, but you can look through the cameras and see yourself looking at the cameras, or see if the Supermatter shard is on fire and then yell at Engineering before the SM shard does.&lt;br /&gt;
&lt;br /&gt;
===Communications Console===&lt;br /&gt;
The Communications Console is similar to the ones found aboard modern stations, albeit with some differences. The &lt;br /&gt;
&lt;br /&gt;
==I am bored. What now?==&lt;br /&gt;
When you are in FTL translation, waiting on miners to mine ores or waiting for the Quartermaster to get more ammo from a station, things can get boring. Here are a few ideas on how to stay busy during the lulls in action:&lt;br /&gt;
&lt;br /&gt;
* Go out and look around the ship, then suddenly remember you have no EVA gear on.&lt;br /&gt;
* Shout at people that don&#039;t have suit sensors on to turn them on.&lt;br /&gt;
* Shout at R&amp;amp;D to upgrade the phase cannons.&lt;br /&gt;
* Shout at Engineering to install more phase cannons.&lt;br /&gt;
* Go to Chemistry and get the Munitions Officer more oil for his MAC breech.&lt;br /&gt;
* Go to the bar and get plastered.&lt;br /&gt;
* Throw Ian a birthday party.&lt;br /&gt;
* Bring half the bar back and get even &#039;&#039;more&#039;&#039; plastered.&lt;br /&gt;
* Nag the Captain to put the AI on something other than Asimov.&lt;br /&gt;
* Look through cameras and watch Security beat up the clown for the hundredth time, or watch the Supermatter shard delaminate and explode.&lt;br /&gt;
* Go down to Robotics and get yourself robot arms, or a big stompy mech.&lt;br /&gt;
* Ride a quadbike in the halls, and then get shouted at by Centcomm for riding a quadbike in the halls.&lt;br /&gt;
* Drink the entirety of the station&#039;s liquor reserve, then die of liquor poisoning.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6466</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6466"/>
		<updated>2016-12-07T21:56:51Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Tactical Console */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Naturally the [[Captain|captain]] cannot press every single button on the [[Bridge|bridge]] himself, so Centcom has employed multiple [[Bridge Officer|HIGHLY TRAINED OFFICERS]] to press the buttons for him. When you join you will be automatically assigned a station to man. However, this is not a formal assignment so you and the other officers may switch places at will. This may sound dull, but worry not, many fun things await you!&lt;br /&gt;
&lt;br /&gt;
==The Chain of Command==&lt;br /&gt;
As a bridge officer you are not part of command staff like the Captain or HOP. You are on the same level as a standard department crewman, but you work on the bridge. Thus you must obey orders from all heads of staff, and your fancy uniform does not give you permission to order other people around. &lt;br /&gt;
&lt;br /&gt;
In times of crisis the order of succession is Captain-&amp;gt;[[Head of Personnel|HOP]]-&amp;gt;[[Chief Engineer|Chief Engineer]]-&amp;gt;Bridge Officer. The HoS cannot command both the ship and its security at the same time, and the CMO’s location is in Medical healing others. However, as a head of staff you should probably listen to them, but in the end you have authority over the bridge if the line of succession leads to you.&lt;br /&gt;
&lt;br /&gt;
The Bridge Officers and the Munitions Officer are on the same level: none of them outrank another. While a Munitions Officer will generally take orders from the Weapons Officer about which rounds to load, they are not obliged to honor a request to, say, allow the WO into the munitions bay to get a toolbox.&lt;br /&gt;
&lt;br /&gt;
==Bridge Stations==&lt;br /&gt;
===Navigation Console===&lt;br /&gt;
[[File:Helms_starmap.png|200px|thumb|right|One of the two main screens you&#039;ll be staring at.]]&lt;br /&gt;
This console is how you move the ship to various locations. You can click on different circles on the map. Each circle represents a solar system, each with multiple celestial bodies. Different colors correspond to different factions. When you click on them it opens a menu where you can jump to the system and see more info. At the top you can click the &amp;quot;Show Map&amp;quot; tab to view the map of the current solar system. Clicking on planets lets you see if there are any points of interest. Additionally, if you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier, as yellow-pages tell you where other nearby stations are. In combat you should stay near the computer in case you need to make a tactical retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Inform the crew before you jump so they can get back on the ship or get busy things done such as moving prisoners or handling a supermatter shard delamination incident. &#039;&#039;&#039;If you make an unannounced jump and it causes someone&#039;s death (such as leaving a salvage team behind), you may face consequences both in-character (manslaughter charges) or out-of-character (job-bans).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The systems in the star map are colour-coded according to who controls them:&lt;br /&gt;
&lt;br /&gt;
*Blue systems are friendly systems, controlled by Nanotrasen.&lt;br /&gt;
*Orange systems are neutral systems, and are controlled by the SolGov.&lt;br /&gt;
*Red systems are enemy systems, and are Syndicate-controlled&lt;br /&gt;
*White systems are not controlled by any one &amp;quot;faction&amp;quot;, but tend to be infested with pirates.&lt;br /&gt;
*Every system has a small chance of containing pirates. Be on guard at all times!&lt;br /&gt;
&lt;br /&gt;
On the planet map, you&#039;ll be able to see the type of planet each one is by clicking on them. Ringed planets have asteroids for miners to mine. Lava planets can be landed on, and Gas Giants are worthless (for now). Orbital Platforms are trading stations, where you can buy and sell things.&lt;br /&gt;
&lt;br /&gt;
The Captain’s orders determine where you should be going, as well as the mission assignment. Your ship has a max range for jumps, so you need to plan the best route to travel to faraway locations; the FTL drive only has a limited supply of plasma to use and needs to recharge between jumps, so jumping more often than necessary can easily screw you over if you suddenly need to flee hostile forces.&lt;br /&gt;
&lt;br /&gt;
===Tactical Console===&lt;br /&gt;
[[File:Weapons_console.png|200px|thumb|right|Normally there&#039;d be ships here on the screen, in the Targeting section. You&#039;d click them to target them.]]&lt;br /&gt;
This console is everything in ship combat. You can see your shields, your weapons systems, and the location of other ships in the system. Not all ships are hostile, but if you shoot at a neutral or friendly vessel, expect to start an intergalactic war.&lt;br /&gt;
&lt;br /&gt;
At the top of the screen you have your shield status and control. While the shields are up, they act as a physical barrier - if someone needs to throw something (such as an alien larva) outside the shields, they will be unable to without you lowering them. This also works for crew - salvage teams will not be able to bring things in or head out to salvage while the shields are up. An important note to make is that while the salvage team is outside the shields, &#039;&#039;they are not vulnerable to incoming fire and thus do not have to worry about being shot by the enemy.&#039;&#039; &amp;lt;!-- I&#039;m not sure if it goes for outgoing fire. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When looking at enemy vessels, be sure to note their location. If they are not at the same planet/nav beacon you are, then you are out of range and your shots will do nothing. Also, when firing at enemy ships, you can select various subsystems to target. Damaging and destroying these hinder the enemy ships. Destroying the shields makes it so they cannot block your shots, destroying the engines reduces their evasion, etc. Also note that where you target determines the state of the salvageable wreck. If you shoot the bridge, the enemy will have difficulty evading. Use this strategically to salvage certain items (weapons, etc) for your ship! Note that it is a good idea to ask Captain where to fire and what to keep intact.&lt;br /&gt;
&lt;br /&gt;
The weapon systems are sorted by type, with the MAC cannon(s) on top and the phase cannon(s) on bottom. Each phase cannon shot takes 200 energy and will fire almost as fast as you can click - be careful not to run it completely dry. A decent tactic is to use a couple of shots with the phase cannon to knock down the shields, then fire the MAC before their shield system recharges.&lt;br /&gt;
&lt;br /&gt;
===Crew Monitoring Console===&lt;br /&gt;
Exactly the same as the one is medical. Its uses are limited except for shouting at people whose suit sensors are disabled. Use this console to coordinate medical staff during a battle. You can expect the Chief Medical Officer to be manning this station.&lt;br /&gt;
&lt;br /&gt;
===Engineering Console===&lt;br /&gt;
Used to monitor power usage and generation. Expect this to heavily change after the power revamp.&lt;br /&gt;
Chief Engineer may man this position.&lt;br /&gt;
&lt;br /&gt;
===Security Console===&lt;br /&gt;
If the HOS wants to be on the bridge, he will probably use this one. &lt;br /&gt;
&lt;br /&gt;
==I am bored. What now?==&lt;br /&gt;
When you are in FTL or waiting on miners to mine ores, things can get boring. Here are a few ideas on how to stay busy during the lulls in action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Shout at people to activate suit sensors.&lt;br /&gt;
*Shout at Research to upgrade the phase cannon.&lt;br /&gt;
*Shout at Engineering to increase power output/fix the engine core.&lt;br /&gt;
*Have the Chef bring you some food to eat.&lt;br /&gt;
*Have the Bartender bring everyone drinks and get super drunk.&lt;br /&gt;
*Find station pets and sacrifice them to the gods of war. The gods might appreciate this.&lt;br /&gt;
*If you have done everything on this list, then shout at the people outside to hurry up and prepare for departure.&lt;br /&gt;
*Repeat.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6465</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6465"/>
		<updated>2016-12-07T21:47:35Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Navigation Console */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Naturally the [[Captain|captain]] cannot press every single button on the [[Bridge|bridge]] himself, so Centcom has employed multiple [[Bridge Officer|HIGHLY TRAINED OFFICERS]] to press the buttons for him. When you join you will be automatically assigned a station to man. However, this is not a formal assignment so you and the other officers may switch places at will. This may sound dull, but worry not, many fun things await you!&lt;br /&gt;
&lt;br /&gt;
==The Chain of Command==&lt;br /&gt;
As a bridge officer you are not part of command staff like the Captain or HOP. You are on the same level as a standard department crewman, but you work on the bridge. Thus you must obey orders from all heads of staff, and your fancy uniform does not give you permission to order other people around. &lt;br /&gt;
&lt;br /&gt;
In times of crisis the order of succession is Captain-&amp;gt;[[Head of Personnel|HOP]]-&amp;gt;[[Chief Engineer|Chief Engineer]]-&amp;gt;Bridge Officer. The HoS cannot command both the ship and its security at the same time, and the CMO’s location is in Medical healing others. However, as a head of staff you should probably listen to them, but in the end you have authority over the bridge if the line of succession leads to you.&lt;br /&gt;
&lt;br /&gt;
The Bridge Officers and the Munitions Officer are on the same level: none of them outrank another. While a Munitions Officer will generally take orders from the Weapons Officer about which rounds to load, they are not obliged to honor a request to, say, allow the WO into the munitions bay to get a toolbox.&lt;br /&gt;
&lt;br /&gt;
==Bridge Stations==&lt;br /&gt;
===Navigation Console===&lt;br /&gt;
[[File:Helms_starmap.png|200px|thumb|right|One of the two main screens you&#039;ll be staring at.]]&lt;br /&gt;
This console is how you move the ship to various locations. You can click on different circles on the map. Each circle represents a solar system, each with multiple celestial bodies. Different colors correspond to different factions. When you click on them it opens a menu where you can jump to the system and see more info. At the top you can click the &amp;quot;Show Map&amp;quot; tab to view the map of the current solar system. Clicking on planets lets you see if there are any points of interest. Additionally, if you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier, as yellow-pages tell you where other nearby stations are. In combat you should stay near the computer in case you need to make a tactical retreat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Inform the crew before you jump so they can get back on the ship or get busy things done such as moving prisoners or handling a supermatter shard delamination incident. &#039;&#039;&#039;If you make an unannounced jump and it causes someone&#039;s death (such as leaving a salvage team behind), you may face consequences both in-character (manslaughter charges) or out-of-character (job-bans).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The systems in the star map are colour-coded according to who controls them:&lt;br /&gt;
&lt;br /&gt;
*Blue systems are friendly systems, controlled by Nanotrasen.&lt;br /&gt;
*Orange systems are neutral systems, and are controlled by the SolGov.&lt;br /&gt;
*Red systems are enemy systems, and are Syndicate-controlled&lt;br /&gt;
*White systems are not controlled by any one &amp;quot;faction&amp;quot;, but tend to be infested with pirates.&lt;br /&gt;
*Every system has a small chance of containing pirates. Be on guard at all times!&lt;br /&gt;
&lt;br /&gt;
On the planet map, you&#039;ll be able to see the type of planet each one is by clicking on them. Ringed planets have asteroids for miners to mine. Lava planets can be landed on, and Gas Giants are worthless (for now). Orbital Platforms are trading stations, where you can buy and sell things.&lt;br /&gt;
&lt;br /&gt;
The Captain’s orders determine where you should be going, as well as the mission assignment. Your ship has a max range for jumps, so you need to plan the best route to travel to faraway locations; the FTL drive only has a limited supply of plasma to use and needs to recharge between jumps, so jumping more often than necessary can easily screw you over if you suddenly need to flee hostile forces.&lt;br /&gt;
&lt;br /&gt;
===Tactical Console===&lt;br /&gt;
[[File:Weapons_console.png|200px|thumb|right|Normally there&#039;d be ships here on the screen, in the Targeting section. You&#039;d click them to target them.]]&lt;br /&gt;
This console is everything in ship combat. You can see your shields, your weapons systems, and the location of other ships in the system. Not all ships are hostile, but if you shoot at a neutral or friendly vessel, expect to start an intergalactic war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When looking at enemy vessels, be sure to note their location. If they are not at the same planet/nav beacon you are, then you are out of range and your shots will do nothing. Also, when firing at enemy ships, you can select various subsystems to target. Damaging and destroying these hinder the enemy ships. Destroying the shields makes it so they cannot block your shots, destroying the engines reduces their evasion, etc. Also note that where you target determines the state of the salvageable wreck. If you shoot the bridge, the enemy will have difficulty evading. Use this strategically to salvage certain items (weapons, etc) for your ship! Note that it is a good idea to ask Captain where to fire and what to keep intact.&lt;br /&gt;
&lt;br /&gt;
===Crew Monitoring Console===&lt;br /&gt;
Exactly the same as the one is medical. Its uses are limited except for shouting at people whose suit sensors are disabled. Use this console to coordinate medical staff during a battle. You can expect the Chief Medical Officer to be manning this station.&lt;br /&gt;
&lt;br /&gt;
===Engineering Console===&lt;br /&gt;
Used to monitor power usage and generation. Expect this to heavily change after the power revamp.&lt;br /&gt;
Chief Engineer may man this position.&lt;br /&gt;
&lt;br /&gt;
===Security Console===&lt;br /&gt;
If the HOS wants to be on the bridge, he will probably use this one. &lt;br /&gt;
&lt;br /&gt;
==I am bored. What now?==&lt;br /&gt;
When you are in FTL or waiting on miners to mine ores, things can get boring. Here are a few ideas on how to stay busy during the lulls in action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Shout at people to activate suit sensors.&lt;br /&gt;
*Shout at Research to upgrade the phase cannon.&lt;br /&gt;
*Shout at Engineering to increase power output/fix the engine core.&lt;br /&gt;
*Have the Chef bring you some food to eat.&lt;br /&gt;
*Have the Bartender bring everyone drinks and get super drunk.&lt;br /&gt;
*Find station pets and sacrifice them to the gods of war. The gods might appreciate this.&lt;br /&gt;
*If you have done everything on this list, then shout at the people outside to hurry up and prepare for departure.&lt;br /&gt;
*Repeat.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Bridge_Officer&amp;diff=6464</id>
		<title>Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Bridge_Officer&amp;diff=6464"/>
		<updated>2016-12-07T21:36:57Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* The Art of Not Being Able to Shoot at Something On The Other Side of the Star System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic bridge officer male.png&lt;br /&gt;
|img = Bridge officer spitzer.png&lt;br /&gt;
|jobtitle = Bridge Officer&lt;br /&gt;
|access = Maintenance, Outer Bridge, Bridge, Tactical Consoles&lt;br /&gt;
|additional = None&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Captain]], [[Head of Personnel]]&lt;br /&gt;
|duties = Fly the ship, shoot at enemy ships. &lt;br /&gt;
|guides = [[Guide to Bridge Officer]]&lt;br /&gt;
|quote = ...I hope you all realissse I can&#039;t drive ssstick...&lt;br /&gt;
}}&lt;br /&gt;
[[File:SpaceSHIP_bridge.png|300px|thumb|alt=The Bridge|Your home away from home.]]&lt;br /&gt;
You are the Bridge Officer. Depending on when you joined, you&#039;re either the Weapons Officer or the Helms Officer. The Weapons Officer is in charge of the ship&#039;s anti-ship battery, and the Helms Officer is the one in charge of actually flying the ship. &#039;&#039;&#039;Unless you&#039;re cleared to do so by the other Bridge Officer or the Captain, or the other Bridge Officer is dead or missing, you should not interact with the other Bridge Officer&#039;s console.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;Weapons Officer:&#039;&#039; Know how to targeting works, know how to fire the weapons. Communicate with the Munitions Officer about what rounds to load into the MAC. &lt;br /&gt;
*&#039;&#039;Helms Officer:&#039;&#039; Fly the ship into and out of danger. Warn the crew when you go to jump.&lt;br /&gt;
&lt;br /&gt;
==Ladies and Gentlemen, This is Your Pilot Speaking==&lt;br /&gt;
As a Helms Officer, your duty is to fly the ship. Your seat is front and centre on the bridge, so you have the best view to parallel-park &amp;lt;s&amp;gt;on top of&amp;lt;/s&amp;gt; by an orbital platform. The Helms Console is fairly self-explanatory, and is discussed more in-depth [[Guide to Bridge Officer|in the guide.]]&lt;br /&gt;
&lt;br /&gt;
Sometimes Centcomm will ask you to head to a specific planet. It&#039;s up to you as to how you plan to get the crew there. When you go to make the initial jump, you should check with Engineering and make sure the TEG is making power, and the plasma cans to the FTL drives are connected. Generally speaking, it&#039;s also a good idea to make sure your first jump is into friendly territory to ensure if something &#039;&#039;isn&#039;t&#039;&#039; set up, it can be set up without being shot to pieces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you jump without warning and it causes the death of a crewmember (i.e. leaving a salvage team behind), you may face both IC and OOC consequences.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Art of Not Being Able to Shoot at Something On The Other Side of the Star System==&lt;br /&gt;
As a Weapons Officer, your duty is to defend your ship from enemy ships. This is done with the Tactical Console and the NSV Astraeus&#039; onboard anti-ship battery, which consists of a mass accelerator cannon and a phase cannon at roundstart. You are responsible for coordinating with the [[Munitions Officer]] about what shells to load. If one phase cannon isn&#039;t enough firepower, you can nag engineering to get a spare circuitboard out of Tech Storage and set up a second phase cannon: just know if a shot destroys your phase cannons, you won&#039;t have a spare board you can use to get that back online.&lt;br /&gt;
&lt;br /&gt;
The onboard anti-ship battery has a maximum effective range of about that of a planet - in other words, if you&#039;re at a nav beacon and you target a ship that&#039;s not at the nav beacon, you&#039;re wasting ammunition. Wasting ammunition&#039;s a surefire way to piss off both the Captain and the MO, because the MO only gets fifteen shells to work with.&lt;br /&gt;
&lt;br /&gt;
Also note that targeting different areas of the enemy ship will yield different results if you go to salvage: For example, targeting the hull will reduce the available loot you can scrap from the wreckage, while targeting the weapons will reduce the chance of salvaging a new phase cannon.&lt;br /&gt;
&lt;br /&gt;
==Your Chain of Command==&lt;br /&gt;
Although Head of Personnel is technically your immediate supervisor, 99% of the time you&#039;ll be answering directly to the Captain or Acting Captain. It&#039;s important to keep the Captain informed and up-to-date on threat assessments. It&#039;s also generally a good idea to let them know when you enter or leave hostile space. If the Captain is dismissed or deceased, the Head of Personnel becomes Acting Captain unless they or Centcomm elect someone else to be Acting Captain.&lt;br /&gt;
&lt;br /&gt;
While the Weapons Officer generally orders the Munitions Officer around in terms of ammo-loading, you should remember that they are both on the same level in the chain of command - neither one outranks the other. For example, a Munitions Officer is not obliged to allow a Weapons Officer into the Munitions Bay if asked to do so by the Weapons Officer.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
===Helms===&lt;br /&gt;
*Being on a planet does not protect you from an enemy ASB.&lt;br /&gt;
*Forgetting to warn the crew before you make a jump is bad form and annoys the crew. Ideally you should give them at least 30 seconds&#039; warning, if possible, so they have enough time to object or get aboard.&lt;br /&gt;
*A captain&#039;s order to jump does not override Centcomm&#039;s order to stay.&lt;br /&gt;
*If you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier: Yellow-pages tell you where other nearby stations are.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*The onboard anti-ship battery will only hit targets at the same planet you&#039;re at. For example, if you&#039;re at a system&#039;s nav beacon, you will only be able to hit targets that are also at the nav beacon. &#039;&#039;This works both ways.&#039;&#039;&lt;br /&gt;
*The MO only starts with fifteen rounds ammunition for the MAC: 5 high-explosive, 5 smart-homing, and 5 shield-piercing.&lt;br /&gt;
*The enemy ships store their loot in the hull. Targeting the hull may destroy the loot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=User:EvilJackCarver&amp;diff=6463</id>
		<title>User:EvilJackCarver</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=User:EvilJackCarver&amp;diff=6463"/>
		<updated>2016-12-07T21:30:50Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* To-do list */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==To-do list==&lt;br /&gt;
* Improve [[Guide to Bridge Officer]] somehow&lt;br /&gt;
* Add backstory and flavour text to [[SpaceSHIP|NSV Astraeus]]&lt;br /&gt;
* Rolling update of [[Locations]] / [[Template:Locations]]&lt;br /&gt;
** Could make a new template, but we don&#039;t need one - we don&#039;t run meta or boxstation, so there&#039;s really not much need&lt;br /&gt;
* Re-snip and reupload [[:Category:SpaceSHIP_departments]] and [[:Category:SpaceSHIP_sub-departments]]&lt;br /&gt;
&lt;br /&gt;
===If you&#039;re not me please add things to this section instead of up there===&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=User:EvilJackCarver&amp;diff=6462</id>
		<title>User:EvilJackCarver</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=User:EvilJackCarver&amp;diff=6462"/>
		<updated>2016-12-07T21:27:12Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* To-do list */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==To-do list==&lt;br /&gt;
* Improve [[Guide to Bridge Officer]] somehow&lt;br /&gt;
* Add backstory and flavour text to [[SpaceSHIP|NSV Astraeus]]&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=User:EvilJackCarver&amp;diff=6461</id>
		<title>User:EvilJackCarver</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=User:EvilJackCarver&amp;diff=6461"/>
		<updated>2016-12-07T02:59:46Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* To-do list */ clear to-do list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==To-do list==&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Bridge_Officer&amp;diff=6460</id>
		<title>Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Bridge_Officer&amp;diff=6460"/>
		<updated>2016-12-07T00:52:28Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Helms */ +yellowpages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic bridge officer male.png&lt;br /&gt;
|img = Bridge officer spitzer.png&lt;br /&gt;
|jobtitle = Bridge Officer&lt;br /&gt;
|access = Maintenance, Outer Bridge, Bridge, Tactical Consoles&lt;br /&gt;
|additional = None&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Captain]], [[Head of Personnel]]&lt;br /&gt;
|duties = Fly the ship, shoot at enemy ships. &lt;br /&gt;
|guides = [[Guide to Bridge Officer]]&lt;br /&gt;
|quote = ...I hope you all realissse I can&#039;t drive ssstick...&lt;br /&gt;
}}&lt;br /&gt;
[[File:SpaceSHIP_bridge.png|300px|thumb|alt=The Bridge|Your home away from home.]]&lt;br /&gt;
You are the Bridge Officer. Depending on when you joined, you&#039;re either the Weapons Officer or the Helms Officer. The Weapons Officer is in charge of the ship&#039;s anti-ship battery, and the Helms Officer is the one in charge of actually flying the ship. &#039;&#039;&#039;Unless you&#039;re cleared to do so by the other Bridge Officer or the Captain, or the other Bridge Officer is dead or missing, you should not interact with the other Bridge Officer&#039;s console.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;Weapons Officer:&#039;&#039; Know how to targeting works, know how to fire the weapons. Communicate with the Munitions Officer about what rounds to load into the MAC. &lt;br /&gt;
*&#039;&#039;Helms Officer:&#039;&#039; Fly the ship into and out of danger. Warn the crew when you go to jump.&lt;br /&gt;
&lt;br /&gt;
==Ladies and Gentlemen, This is Your Pilot Speaking==&lt;br /&gt;
As a Helms Officer, your duty is to fly the ship. Your seat is front and centre on the bridge, so you have the best view to parallel-park &amp;lt;s&amp;gt;on top of&amp;lt;/s&amp;gt; by an orbital platform. The Helms Console is fairly self-explanatory, and is discussed more in-depth [[Guide to Bridge Officer|in the guide.]]&lt;br /&gt;
&lt;br /&gt;
Sometimes Centcomm will ask you to head to a specific planet. It&#039;s up to you as to how you plan to get the crew there. When you go to make the initial jump, you should check with Engineering and make sure the TEG is making power, and the plasma cans to the FTL drives are connected. Generally speaking, it&#039;s also a good idea to make sure your first jump is into friendly territory to ensure if something &#039;&#039;isn&#039;t&#039;&#039; set up, it can be set up without being shot to pieces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you jump without warning and it causes the death of a crewmember (i.e. leaving a salvage team behind), you may face both IC and OOC consequences.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Art of Not Being Able to Shoot at Something On The Other Side of the Star System==&lt;br /&gt;
As a Weapons Officer, your duty is to defend your ship from enemy ships. This is done with the Tactical Console and the NSV Astraeus&#039; onboard anti-ship battery, which consists of a mass accelerator cannon and a phase cannon at roundstart. You can nag engineering to get a spare circuitboard out of Tech Storage and set up a second phase cannon.&lt;br /&gt;
&lt;br /&gt;
The onboard anti-ship battery has a maximum effective range of about that of a planet - in other words, if you&#039;re at a nav beacon and you target a ship that&#039;s not at the nav beacon, you&#039;re wasting ammunition. Wasting ammunition&#039;s a surefire way to piss off both the Captain and the MO, because the MO only gets fifteen shells to work with.&lt;br /&gt;
&lt;br /&gt;
Also note that targeting different areas of the enemy ship will yield different results if you go to salvage: For example, targeting the hull will reduce the available loot you can scrap from the wreckage, while targeting the weapons will reduce the chance of salvaging a new phase cannon.&lt;br /&gt;
&lt;br /&gt;
==Your Chain of Command==&lt;br /&gt;
Although Head of Personnel is technically your immediate supervisor, 99% of the time you&#039;ll be answering directly to the Captain or Acting Captain. It&#039;s important to keep the Captain informed and up-to-date on threat assessments. It&#039;s also generally a good idea to let them know when you enter or leave hostile space. If the Captain is dismissed or deceased, the Head of Personnel becomes Acting Captain unless they or Centcomm elect someone else to be Acting Captain.&lt;br /&gt;
&lt;br /&gt;
While the Weapons Officer generally orders the Munitions Officer around in terms of ammo-loading, you should remember that they are both on the same level in the chain of command - neither one outranks the other. For example, a Munitions Officer is not obliged to allow a Weapons Officer into the Munitions Bay if asked to do so by the Weapons Officer.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
===Helms===&lt;br /&gt;
*Being on a planet does not protect you from an enemy ASB.&lt;br /&gt;
*Forgetting to warn the crew before you make a jump is bad form and annoys the crew. Ideally you should give them at least 30 seconds&#039; warning, if possible, so they have enough time to object or get aboard.&lt;br /&gt;
*A captain&#039;s order to jump does not override Centcomm&#039;s order to stay.&lt;br /&gt;
*If you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier: Yellow-pages tell you where other nearby stations are.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*The onboard anti-ship battery will only hit targets at the same planet you&#039;re at. For example, if you&#039;re at a system&#039;s nav beacon, you will only be able to hit targets that are also at the nav beacon. &#039;&#039;This works both ways.&#039;&#039;&lt;br /&gt;
*The MO only starts with fifteen rounds ammunition for the MAC: 5 high-explosive, 5 smart-homing, and 5 shield-piercing.&lt;br /&gt;
*The enemy ships store their loot in the hull. Targeting the hull may destroy the loot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6459</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6459"/>
		<updated>2016-12-07T00:51:58Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Navigation Console */ +note on yellowpages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Naturally the [[Captain|captain]] cannot press every single button on the [[Bridge|bridge]] himself, so Centcom has employed multiple [[Bridge Officer|HIGHLY TRAINED OFFICERS]] to press the buttons for him. When you join you will be automatically assigned a station to man. However, this is not a formal assignment so you and the other officers may switch places at will. This may sound dull, but worry not, many fun things await you!&lt;br /&gt;
&lt;br /&gt;
==The Chain of Command==&lt;br /&gt;
As a bridge officer you are not part of command staff like the Captain or HOP. You are on the same level as a standard department crewman, but you work on the bridge. Thus you must obey orders from all heads of staff, and your fancy uniform does not give you permission to order other people around. &lt;br /&gt;
&lt;br /&gt;
In times of crisis the order of succession is Captain-&amp;gt;[[Head of Personnel|HOP]]-&amp;gt;[[Chief Engineer|Chief Engineer]]-&amp;gt;Bridge Officer. The HoS cannot command both the ship and its security at the same time, and the CMO’s location is in Medical healing others. However, as a head of staff you should probably listen to them, but in the end you have authority over the bridge if the line of succession leads to you.&lt;br /&gt;
&lt;br /&gt;
The Bridge Officers and the Munitions Officer are on the same level: none of them outrank another. While a Munitions Officer will generally take orders from the Weapons Officer about which rounds to load, they are not obliged to honor a request to, say, allow the WO into the munitions bay to get a toolbox.&lt;br /&gt;
&lt;br /&gt;
==Bridge Stations==&lt;br /&gt;
===Navigation Console===&lt;br /&gt;
[[File:Helms_starmap.png|200px|thumb|right|One of the two main screens you&#039;ll be staring at.]]&lt;br /&gt;
This console is how you move the ship to various locations. You can click on different circles on the map. Each circle represents a solar system, each with multiple celestial bodies. Different colors correspond to different factions. When you click on them it opens a menu where you can jump to the system and see more info. At the top you can click the &amp;quot;Show Map&amp;quot; tab to view the map of the current solar system. Clicking on planets lets you see if there are any points of interest. Note that it might be a good idea to ask Captain for location to jump to. In combat you should stay near the computer for emergency jumps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Inform the crew before you jump so they can get back on the ship or get busy things done such as prisoner moving. &#039;&#039;&#039;If you make an unannounced jump and it causes someone&#039;s death (such as leaving a salvage team behind), you may face consequences both in-character (murder) or out-of-character (jobbbans).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The systems in the star map are colour-coded according to who controls them:&lt;br /&gt;
&lt;br /&gt;
*Blue systems are NanoTrasen controlled&lt;br /&gt;
*Orange systems are SolGov controlled&lt;br /&gt;
*Red systems are Syndicate controlled&lt;br /&gt;
*White systems are not controlled by any one &amp;quot;faction&amp;quot;, but tend to be infested with pirates.&lt;br /&gt;
&lt;br /&gt;
Additionally, every system has a small chance of containing pirates. Be on guard at all times!&lt;br /&gt;
&lt;br /&gt;
On the planet map, you&#039;ll be able to see the type of planet each one is by clicking on them.&lt;br /&gt;
&lt;br /&gt;
*Ringed planets have asteroids for miners to mine.&lt;br /&gt;
*Orbital Platforms are trading stations.&lt;br /&gt;
*Lava planets can be landed on.&lt;br /&gt;
*Gas Giants are worthless (For now)&lt;br /&gt;
&lt;br /&gt;
The Captain’s orders determine where you should be going, as well as the mission assignment. Your ship has a max range for jumps, so you need to plan the best route to travel to faraway locations.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you can grab a copy of a local station&#039;s yellow-pages, it will help making finding nearby stations easier: Yellow-pages tell you where other nearby stations are.&lt;br /&gt;
&lt;br /&gt;
===Tactical Console===&lt;br /&gt;
[[File:Weapons_console.png|200px|thumb|right|Normally there&#039;d be ships here on the screen, in the Targeting section. You&#039;d click them to target them.]]&lt;br /&gt;
This console is everything in ship combat. You can see your shields, your weapons systems, and the location of other ships in the system. Not all ships are hostile, but if you shoot at a neutral or friendly vessel, expect to start an intergalactic war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When looking at enemy vessels, be sure to note their location. If they are not at the same planet/nav beacon you are, then you are out of range and your shots will do nothing. Also, when firing at enemy ships, you can select various subsystems to target. Damaging and destroying these hinder the enemy ships. Destroying the shields makes it so they cannot block your shots, destroying the engines reduces their evasion, etc. Also note that where you target determines the state of the salvageable wreck. If you shoot the bridge, the enemy will have difficulty evading. Use this strategically to salvage certain items (weapons, etc) for your ship! Note that it is a good idea to ask Captain where to fire and what to keep intact.&lt;br /&gt;
&lt;br /&gt;
===Crew Monitoring Console===&lt;br /&gt;
Exactly the same as the one is medical. Its uses are limited except for shouting at people whose suit sensors are disabled. Use this console to coordinate medical staff during a battle. You can expect the Chief Medical Officer to be manning this station.&lt;br /&gt;
&lt;br /&gt;
===Engineering Console===&lt;br /&gt;
Used to monitor power usage and generation. Expect this to heavily change after the power revamp.&lt;br /&gt;
Chief Engineer may man this position.&lt;br /&gt;
&lt;br /&gt;
===Security Console===&lt;br /&gt;
If the HOS wants to be on the bridge, he will probably use this one. &lt;br /&gt;
&lt;br /&gt;
==I am bored. What now?==&lt;br /&gt;
When you are in FTL or waiting on miners to mine ores, things can get boring. Here are a few ideas on how to stay busy during the lulls in action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Shout at people to activate suit sensors.&lt;br /&gt;
*Shout at Research to upgrade the phase cannon.&lt;br /&gt;
*Shout at Engineering to increase power output/fix the engine core.&lt;br /&gt;
*Have the Chef bring you some food to eat.&lt;br /&gt;
*Have the Bartender bring everyone drinks and get super drunk.&lt;br /&gt;
*Find station pets and sacrifice them to the gods of war. The gods might appreciate this.&lt;br /&gt;
*If you have done everything on this list, then shout at the people outside to hurry up and prepare for departure.&lt;br /&gt;
*Repeat.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Chain_of_Command&amp;diff=6458</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Chain_of_Command&amp;diff=6458"/>
		<updated>2016-12-06T21:04:56Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: +note in image alt-text noting about centcomm officials != centcomm proper&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The chain of command represents how orders are distributed throughout the station. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of some Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the station function as efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
The Heads should &#039;&#039;&#039;not&#039;&#039;&#039; start doing the simplest tasks themselves unless the station&#039;s already beyond saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Identification_console.png]] Notice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads can demote their staff by using the [[Identification Console]] and removing the subordinate&#039;s access to their department from their ID.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;So if one of your guys isn&#039;t acting like an appropriate team player, don&#039;t hesitate to show them who&#039;s boss.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Job tree3.png|center|1191px|thumb|We should note here that &amp;quot;Centcomm Official&amp;quot; refers to a Centcomm Official &#039;&#039;aboard&#039;&#039; the ship, not one at Centcomm shouting at you over the tower-to-ship comms console.]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
[[File:Bridge small.png|thumb|300px|The Bridge, safe haven of the Heads.]]&lt;br /&gt;
&#039;&#039;&#039;A.K.A. the command staff.&#039;&#039;&#039; These are the men and women charged with the administration of the station. Each of them have access to the [[Bridge]] and [[Brig]], the keycard authentication devices, the command radio channel (accessed with :c), the ability to make station-wide announcements, access to identification consoles and may call/recall the [[Escape Shuttle]] using a communications console. They are also the targets during a [[Revolution]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic captain.png|64px]] [[Captain]]===&lt;br /&gt;
The Commanding Officer with authority over the entire station. Eventually dies and has the Head of Personnel take over. Limited only by style - Just don&#039;t forget the [[High-risk_items#Nuclear_authentication_disk|disk]].&lt;br /&gt;
The only position that can issue death warrants without a trial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the AI works. What other Heads should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check in with your Heads of Staff. Secure the nuclear authorization disk and give the pinpointer to the HoS for maximum safety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Making sure your heads are doing their jobs, figure out what needs to be done and delegate. Keep the disk close to you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Many [[high-risk items]] start in your office or directly in your possession. And your shiny gold id card is coveted by almost every troublemaker. Expect many attempts to be made on your life for these things.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hop.png|64px]] [[Head of Personnel]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Becomes acting Captain if the original Captain is dead or MIA. Responsible for staffing and HR-related duties.&lt;br /&gt;
Authority over all civil and supply departments, including the [[Janitor]], [[Chef]], [[Barman]], [[Clown]], [[Mime]], [[Assistant]]s, [[Quartermaster]], [[Shaft Miner]]s, [[Lawyer]]s, [[Chaplain]], [[Librarian]], [[Botanist]]s and [[Cargo Technician|Cargo Techs]].&lt;br /&gt;
&lt;br /&gt;
The Head of Personnel can either be a Godsend or worse than a banana-flinging clown for the station. He can also savor the prestige or feel shackled to the [[Computers#ID_Modification_Console|ID computer]]. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Support the Captain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Always be on the captain&#039;s side, at least publicly. Remember that since you&#039;ll take up his banner if, or more often when, he&#039;s slain, you&#039;re the &#039;&#039;de facto&#039;&#039; second in command. Be sure to work as a team to lead the crew. If he&#039;s demanding, be persuasive. If he&#039;s soft-spoken, be a task-master. This means anyone annoyed at his leadership style will likely follow yours, but it also means he has to trust you. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance, like assigning new Heads or calling the shuttle. Recognize, however, that you do not outrank any other Heads of Staff. You are simply sitting at the Captain&#039;s right hand, entrusted to the keys to the station, while all other Heads must beg at your feet for access to so much as the bar. Don&#039;t let it go to your head, and the Head of Security won&#039;t brain you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Uphold the Rights of Crewmen.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only the Captain can authorize a death warrant, and you are sometimes tasked with judging trials under [[Space Law]]. You are normally considered the most impartial officer for this task, which prevents the appearance of a mere kangaroo court. Furthermore, Security often commits excesses and the Captain is either dead or personally involved in a case. For these reasons, you need to be sure to call for trials for high crimes before the accused gets left to rot in a permacell forever. While this may put you at odds with Security, you should find them fanatically loyal to the Captain, who hopefully makes clear his full confidence in you. This delicate balance of power prevents excesses against the crew. Almost always, a weak Captain and Head of Personnel will result in [[shitcurity|shitcurity]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Follow the Principle of Least Privilege.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access or just for you to open the door for him while he gets a suit. If the chaplain is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure from thieves weaseling their way to their targets and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a sheet of paper and give it a good stamping so the janitor will be able to show why he&#039;s mopping Medbay&#039;s floors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Talk to the Crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Captain gets nervous when someone stands next to him for too long. The Head of Security is too busy beating the clown. The Research Director is on fire, the Chief Medical Officer is up to his elbows in gore, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You&#039;re really the only head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the robusted to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Manage your Department First.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While technically you can demote everyone who&#039;s ID you seize to assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the chef to throw a pizza party, ensuring the [[Quartermaster]] is on top of things, and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad security officers or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the Heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use the Identification Console. A rough idea of how access is distributed throughout the station. What Cargo, Kitchen, Hydroponics and the Janitor should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Stay at your desk for at least the first 10 minutes to manage the shift-start rush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Manage IDs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Your department (the civil department) doesn&#039;t ever acknowledge you as their boss. It&#039;s your duty to make that a thing of the past!&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hos.png|64px]] [[Head of Security]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Although he technically has access, other Heads may deny him from entering their domains. Usually withheld from a promotion to acting Captain if other Heads are available.&lt;br /&gt;
Oversees security matters with authority over [[Security Officer]]s, the [[Warden]] and the [[Detective]]. Expected to detain and handle those who endanger the station, including other heads of staff, and in some cases, the Captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use security equipment, a firm grasp on Space Law, and rough idea of what kind of threats the station will have to face and how to deal with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get your officers to report in, if they don&#039;t, remind them that the security force doesn&#039;t work without teamwork and communication, and have them demoted if they&#039;re still acting like a lone mute wolf.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Try to keep the crew as safe as possible. Keep your officers from degenerating to shitcurity when things get rough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Assistants pushing each other is &#039;&#039;&#039;not&#039;&#039;&#039; a big problem, you shouldn&#039;t have to spend much time on those. Focus on the big fish instead.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic rd.png|64px]] [[Research Director]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Due to AI access, often promoted to acting Captain if there is neither a Captain nor a HoP.&lt;br /&gt;
Oversees research efforts with authority over [[Scientist]]s, [[Roboticist]]s, and [[Geneticist|Genetics Research]]. Maintains the integrity of the [[AI]] and its [[Cyborg]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Know how R&amp;amp;D works, how to upgrade machines, how xenobiology works, how telescience works and how robotics work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make sure one of your scientist is doing R&amp;amp;D and help him out if needed. Ask if there are miners around and request the minerals your R&amp;amp;D and Robotics both need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Upgrading machines across the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Bombs made in toxins usually get sneaked out and exploded. Check on them from time to time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic ce.png|64px]] [[Chief Engineer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff.&lt;br /&gt;
Oversees the maintenance of the station, with authority over [[Station Engineer]]s and [[Atmospheric Technician]]s. Authority over [[Telecoms]] maintenance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the telecommunications, atmospherics, solars and singularity work. [[Malfunction|How to deconstruct an APC.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Have your team assemble the singularity engine correctly and have power flowing to the station. Make sure the atmospheric system is set up correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Listening the radio for people yelling about station damage and delegating your engineers there with appropriate tools and materials.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; The station is bound to have explosions or at least minor holes in it during the shift. Learn how to tackle the exploded telecommunications -situation and you&#039;ll be irreplaceable in more than one shift, guaranteed.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic cmo.png|64px]] [[Chief Medical Officer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. If a Head of Staff is acting medically unstable, it is the CMO&#039;s duty to disable and treat them till they are once again fit for duty (which could be never).&lt;br /&gt;
Oversees station-wide medical issues with authority over the [[Virologist]], [[Chemist]]s, [[Medical Doctor]]s and [[Geneticist|Genetics Cloning]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to cure viruses and create vaccines. Formulas for the most common medicines. How to prepare and administer clean SEs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make an announcement to the crew about maxing out their suit sensors so you&#039;ll be able to help them when they get in trouble. Check that the cryogenic tubes get set up, possibly with a more efficient mixture of chemicals from the chemist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Check the Crew Monitoring Console from time to time for dead/dying people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Medical jobs are a common choice for new players seeking a relevant role. So when not absent, dead, or traitorous, expect your staff to need constant babysitting and guidance on how to perform even basic treatments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Management Roles==&lt;br /&gt;
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_qm.png|64px]] [[Quartermaster]]===&lt;br /&gt;
Subordinate to the [[Head of Personnel]].&lt;br /&gt;
&lt;br /&gt;
Authority over the supply sector, including [[Cargo Technician]]s and [[Shaft Miner]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Managing Cargo Tech&#039;s, how to operate the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check how many Cargo Tech&#039;s are on shift, get them doing something useful such as collecting crates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Processing crew order requests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Hostile crew members, syndicate sympathisers and Security. Depending on your loyalty to the station you will either face problems from Security or revolutionary&#039;s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_warden.png|64px]] [[Warden]]===&lt;br /&gt;
Subordinate to the [[Head of Security]]. Equal rank with [[Security Officer]]s.&lt;br /&gt;
&lt;br /&gt;
Authority over the brig and all personnel that rank below him as long as they are within the brig, including prisoners and security officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Processing prisoners, managing Security operations and personnel and keeping the brig secure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Ensure the brig is secure, check if there is a HoS/Sec Officers present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Keeping the brig as secure as possible, ensuring no one attempts to loot the brig, keeping prisoners in check and ensuring they are released on schedule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Non-compliant Security Officers and people attempting to break into the brig.&lt;br /&gt;
&lt;br /&gt;
===[[File:centcomofficial.png|64px]] [[Centcom Official]]===&lt;br /&gt;
Subordinate to the [[Captain]] while he is on the station.&lt;br /&gt;
&lt;br /&gt;
Depending on his rank, he may have the authority to dismiss the Captain from his position, or even outrank the Captain. Otherwise, he possesses no actual authority over anyone on station and is reliant on ingratiating himself with the command staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; The Chain of Command, knowing what your assigned task is from Central Command. Having good social skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Inform the command staff of your presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Whatever Central Command assigned you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Suspicious Security Officers, non-compliant heads of staff and enemies of the corporation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Captain Ian.png|64px]] [[Ian|Captain Ian]]===&lt;br /&gt;
The Captain the station deserves. &lt;br /&gt;
&lt;br /&gt;
Authority over snacks. Obey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Yip!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get dressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Dance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Head of Personnel often incompetent and needs watching over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:Job_tree3.png&amp;diff=6457</id>
		<title>File:Job tree3.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:Job_tree3.png&amp;diff=6457"/>
		<updated>2016-12-06T21:02:12Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: EvilJackCarver uploaded a new version of File:Job tree3.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Importing file&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_munitions&amp;diff=6456</id>
		<title>Guide to munitions</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_munitions&amp;diff=6456"/>
		<updated>2016-12-06T16:32:57Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Legend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing every player on FTL13  does when he joins is ask, “How do I shoot the cannon?” Well my young munitions friend, this is the job for you! You get to shoot the MAC Cannon, or Mass Accelerator Cannon Cannon!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The MAC Cannon is one of two primary weapons systems aboard the ship, and compliments the energy-based Phase Cannon. It fires high damage shells that are great at damaging unshielded targets, but will bounce right off shields. Thus, good timing is required for effective operation. &lt;br /&gt;
However as a Munitions Officer you are not responsible for firing the MAC Cannon, but instead maintaining and loading it.  This might sound dull, but it can get quite exciting in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
[[File:Munitions Reference Image.png|900px|thumb|centre|You are the commander of this domain, unless the HoP or Captain is present.]]&lt;br /&gt;
===Legend===&lt;br /&gt;
# &#039;&#039;&#039;Munitions Control Computer:&#039;&#039;&#039; This is where you check the status of the MAC, or pull a shell off the ammo rack. You can extend the loader arm for each rack here, which will open the loader to the magazine conveyor, or you can alternatively click on the ammo racks themselves.&lt;br /&gt;
# &#039;&#039;&#039;Telescopic Baton:&#039;&#039;&#039; You have one of these babies to remove greytiders from your Munitions Bay. If someone is being a nuisance, don&#039;t be afraid to use it and throw them out into the hall: It&#039;s better to use it and have one person hate you, than it is to have someone open the loaded MAC and have the &#039;&#039;entire crew&#039;&#039; hate you.&lt;br /&gt;
# &#039;&#039;&#039;Conveyor Switches:&#039;&#039;&#039; These control the loading and magazine conveyors.&lt;br /&gt;
# &#039;&#039;&#039;Blast Door Control:&#039;&#039;&#039; This opens and closes the blast doors. Every window visible in the image above, as well as the two doors at the bottom and the door at top right, has a blast door that can be closed by pressing this button. (The window at the very bottom right, however, is on a separate control and is closed by the Bridge crew.)&lt;br /&gt;
# &#039;&#039;&#039;Bombsuit Locker:&#039;&#039;&#039; This locker contains one bombsuit, which you&#039;ll want to wear: If you get exploded while wearing one of these babies, you will not be gibbed - this means you can be cloned and go back in for more action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not shown:&#039;&#039;&#039; There is a conveyor from cargo to munitions to allow the cargo techs to send ammo there.&lt;br /&gt;
&lt;br /&gt;
==Munitions Quick Start Guide==&lt;br /&gt;
At round start there is not much you need to do. In battle however you are one of the most important members of the crew. Here is a list of your responsibilities:&lt;br /&gt;
*Load the MAC Cannon in battle&lt;br /&gt;
*Coordinate ammo supply levels with the cargo department.&lt;br /&gt;
*Keep idiots out of the Munitions Bay. The only people that should be allowed into the Munitions Bay are the Captain, HoP and HoS.&lt;br /&gt;
&lt;br /&gt;
You have a Command Headset. Spamming with it will only get it taken away. It is to be used to coordinate battle plans and ammo statuses with the Captain and Weapons Bridge Officer. Be sure to ask what type of ammo to load, and report when ammunition is running low.  &lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
Using the cannon in battle is simple. All you have to do is open the MAC Cannon’s breech by clicking on it, slide in a shell, arm it, and close the breech to make it ready to fire. &lt;br /&gt;
&lt;br /&gt;
Here are the steps in detail:&lt;br /&gt;
*Open the MAC Cannon’s breech in the same way you would open a morgue tray. Be warned that anything inside the cannon will be forcibly ejected when it is opened. &lt;br /&gt;
*Use the console in the officer to dispense a round from the magazines. Then use the conveyor system to bring the shells to you! Slide it into the loading tray, but don’t close it yet.&lt;br /&gt;
*Arm the shell by clicking on it with a Multitool. This is very important. If you do not, it will not fire and you will waste the round. If necessary you can de-arm the shell by clicking it again. &#039;&#039;&#039;Do not do this step until you are ready to fire. Once an armed shell is loaded you CANNOT remove it. If you do, the live shell will fly out the back of the cannon, detonate, and kill you along with destroying the munitions room.&#039;&#039;&#039;&lt;br /&gt;
*After the bridge fires the shell, eject the spent cartridge by opening the cannon, and repeat the process.  &lt;br /&gt;
&lt;br /&gt;
When in battle, you should try to alternate between shell types. This means you will not run out of ammo super quickly, and that you have a mix of effects when you shoot. The exception to this rule is to not use up all of your Shield Piercing ammo by firing them while their shield generator is destroyed. They do lower damage and are best fired as a first shot to drop their shields.&lt;br /&gt;
&lt;br /&gt;
==Ammo Types==&lt;br /&gt;
There are three types of ammo you can fire out of the Mac Cannon. You can select which to fire at the Munitions Control Computer.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Shell type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=50|Damage &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:mac_he.png|32px]]&amp;lt;br&amp;gt;High Explosive&lt;br /&gt;
|5&lt;br /&gt;
|A large shell designed to deliver a high-yield warhead upon high-speed impact with solid objects.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; This is your standard ammo. It does 5 damage and is good for taking out enemy systems while their shields are down. If their shields are up you will do no damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:mac_sh.png|32px]]&amp;lt;br&amp;gt;Smart Homing&lt;br /&gt;
|3&lt;br /&gt;
|A large shell designed with maneuvering jets and a targeting computer integrated into the sabot to allow for course corrections during flight. Delivers a medium-yield warhead upon impact.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; This round, when fired, will treat the defender as having half of its evasion. This is excellent for attacking small, high evasion ships that will dodge your other shots. This type of ammo does 3 damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:mac_sp.png|32px]]&amp;lt;br&amp;gt;Shield Piercing&lt;br /&gt;
|1&lt;br /&gt;
|A large shell containing bluespace disrupter technology that is designed to phase through shields. Delivers a low-yield warhead upon impact.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; This type of round will penetrate enemy shielding. This is very effective as a first shot, as you can target their shield generator and attempt to destroy it. However the round only does 1 damage, so it is the weakest of the ammo.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Maintenance==&lt;br /&gt;
[[File:Munitions_Console.PNG|30%|thumb|right|Not only does this show you how much ammo you have, it also shows you how far off your calibration is.]]&lt;br /&gt;
The MAC Cannon needs periodic maintenance to perform at its best. There are three major issues you will run into:&lt;br /&gt;
&lt;br /&gt;
===Jamming===&lt;br /&gt;
The MAC breech needs regular oiling to ensure it does not jam. If you encounter a jam, oil the MAC breech using [[Oil|standard machine oil]]. You can get oil from Chemistry.&lt;br /&gt;
&lt;br /&gt;
You can examine the MAC breech to check its internal lubricant reserves. It can hold a maximum of 1,000 units of oil.&lt;br /&gt;
&lt;br /&gt;
===Miscalibration===&lt;br /&gt;
&lt;br /&gt;
As the MAC fires, the vibration knocks the actuator out of calibration. As the calibration degrades, so does the accuracy of the MAC cannon. If the calibration degrades too far, the MAC cannon might explode when firing. You can check the MAC cannon&#039;s estimated calibration level on the Munitions Control Computer.&lt;br /&gt;
&lt;br /&gt;
To recalibrate, you&#039;ll need to remove the actuator. This is fairly simple to do:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unscrew&#039;&#039;&#039; the MAC breech&#039;s maintenance panel.&lt;br /&gt;
#&#039;&#039;&#039;Pry out&#039;&#039;&#039; the actuator.&lt;br /&gt;
#&#039;&#039;&#039;Pull&#039;&#039;&#039; the actuator out from under the MAC breech. You do not want to pick it up yet.&lt;br /&gt;
#&#039;&#039;&#039;Multitool&#039;&#039;&#039; the actuator to reset the calibration.&lt;br /&gt;
#&#039;&#039;&#039;Re-insert&#039;&#039;&#039; the actuator. You will need both hands free to lift it.&lt;br /&gt;
#&#039;&#039;&#039;Screw down&#039;&#039;&#039; the MAC breech&#039;s maintenance panel.&lt;br /&gt;
&lt;br /&gt;
Recalibrating the actuator has a chance to burn it out, unfortunately.&lt;br /&gt;
&lt;br /&gt;
===Actuator Burnout===&lt;br /&gt;
&lt;br /&gt;
The MAC actuators have a tendency to burn out in the heat of battle. When they do, the MAC will be unable to fire, the Munitions Control Computer will indicate the actuator is nonfunctional, and the bridge staff will all receive a warning that the actuator is toast. &lt;br /&gt;
&lt;br /&gt;
To fix this:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Acquire a replacement actuator.&#039;&#039;&#039; You can get one from the autolathe at Cargo for 4000 metal and 4000 glass, under the &#039;Misc&#039; section.&lt;br /&gt;
#&#039;&#039;&#039;Unscrew&#039;&#039;&#039; the MAC breech&#039;s maintenance panel.&lt;br /&gt;
#&#039;&#039;&#039;Pry out&#039;&#039;&#039; the actuator.&lt;br /&gt;
#&#039;&#039;&#039;Move&#039;&#039;&#039; the old actuator so it does not cause the MAC issues later. It should be under the breech.&lt;br /&gt;
#&#039;&#039;&#039;Insert&#039;&#039;&#039; the replacement actuator.&lt;br /&gt;
#&#039;&#039;&#039;Screw&#039;&#039;&#039; the MAC breech&#039;s maintenance panel closed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips and Warnings==&lt;br /&gt;
[[File:Munitions Damaged.PNG|300px|thumb|right|Don&#039;t be the guy who ejects a live shell and destroys the Munitions Department!]]&lt;br /&gt;
*Opening the breech with an armed shell inside will cause it to fly across the room and detonate. Doing so will almost certainly lead to a job ban.&lt;br /&gt;
*Loading more than one thing in the MAC cannon at a time may result in an in-breech explosion. Mind those shell casings!&lt;br /&gt;
*Queuing up multiple rounds on the conveyor can speed up the reloading process. &lt;br /&gt;
*Starting off with a Shield Piercing round, then using a mix of HE and SM is a good combat mix.&lt;br /&gt;
*Inform the chain of command when ammo is running low. You can purchase more from stations, but the captain needs to know when you are running out so he does not enter combat without a MAC Cannon.&lt;br /&gt;
*Keep other crewmembers out of the Munitions Room. They will either mess things up or accidentally (or intentionally) eject an armed shell from the cannon and ruin everything. You have a baton, use it!&lt;br /&gt;
*Make sure the Quartermaster knows to order more shells whan docked at a station.&lt;br /&gt;
*You can open the Ammo Racks by clicking on them, as well as through the Munitions Control Computer.&lt;br /&gt;
*If you have to go AFK or leave the round, let somebody know either IC or OOC, so somebody can take your place.&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Bridge_Officer&amp;diff=6455</id>
		<title>Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Bridge_Officer&amp;diff=6455"/>
		<updated>2016-12-06T16:09:34Z</updated>

		<summary type="html">&lt;p&gt;EvilJackCarver: /* Helms */ Add fluff to jumping without warning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic bridge officer male.png&lt;br /&gt;
|img = Bridge officer spitzer.png&lt;br /&gt;
|jobtitle = Bridge Officer&lt;br /&gt;
|access = Maintenance, Outer Bridge, Bridge, Tactical Consoles&lt;br /&gt;
|additional = None&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Captain]], [[Head of Personnel]]&lt;br /&gt;
|duties = Fly the ship, shoot at enemy ships. &lt;br /&gt;
|guides = [[Guide to Bridge Officer]]&lt;br /&gt;
|quote = ...I hope you all realissse I can&#039;t drive ssstick...&lt;br /&gt;
}}&lt;br /&gt;
[[File:SpaceSHIP_bridge.png|300px|thumb|alt=The Bridge|Your home away from home.]]&lt;br /&gt;
You are the Bridge Officer. Depending on when you joined, you&#039;re either the Weapons Officer or the Helms Officer. The Weapons Officer is in charge of the ship&#039;s anti-ship battery, and the Helms Officer is the one in charge of actually flying the ship. &#039;&#039;&#039;Unless you&#039;re cleared to do so by the other Bridge Officer or the Captain, or the other Bridge Officer is dead or missing, you should not interact with the other Bridge Officer&#039;s console.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;Weapons Officer:&#039;&#039; Know how to targeting works, know how to fire the weapons. Communicate with the Munitions Officer about what rounds to load into the MAC. &lt;br /&gt;
*&#039;&#039;Helms Officer:&#039;&#039; Fly the ship into and out of danger. Warn the crew when you go to jump.&lt;br /&gt;
&lt;br /&gt;
==Ladies and Gentlemen, This is Your Pilot Speaking==&lt;br /&gt;
As a Helms Officer, your duty is to fly the ship. Your seat is front and centre on the bridge, so you have the best view to parallel-park &amp;lt;s&amp;gt;on top of&amp;lt;/s&amp;gt; by an orbital platform. The Helms Console is fairly self-explanatory, and is discussed more in-depth [[Guide to Bridge Officer|in the guide.]]&lt;br /&gt;
&lt;br /&gt;
Sometimes Centcomm will ask you to head to a specific planet. It&#039;s up to you as to how you plan to get the crew there. When you go to make the initial jump, you should check with Engineering and make sure the TEG is making power, and the plasma cans to the FTL drives are connected. Generally speaking, it&#039;s also a good idea to make sure your first jump is into friendly territory to ensure if something &#039;&#039;isn&#039;t&#039;&#039; set up, it can be set up without being shot to pieces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you jump without warning and it causes the death of a crewmember (i.e. leaving a salvage team behind), you may face both IC and OOC consequences.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Art of Not Being Able to Shoot at Something On The Other Side of the Star System==&lt;br /&gt;
As a Weapons Officer, your duty is to defend your ship from enemy ships. This is done with the Tactical Console and the NSV Astraeus&#039; onboard anti-ship battery, which consists of a mass accelerator cannon and a phase cannon at roundstart. You can nag engineering to get a spare circuitboard out of Tech Storage and set up a second phase cannon.&lt;br /&gt;
&lt;br /&gt;
The onboard anti-ship battery has a maximum effective range of about that of a planet - in other words, if you&#039;re at a nav beacon and you target a ship that&#039;s not at the nav beacon, you&#039;re wasting ammunition. Wasting ammunition&#039;s a surefire way to piss off both the Captain and the MO, because the MO only gets fifteen shells to work with.&lt;br /&gt;
&lt;br /&gt;
Also note that targeting different areas of the enemy ship will yield different results if you go to salvage: For example, targeting the hull will reduce the available loot you can scrap from the wreckage, while targeting the weapons will reduce the chance of salvaging a new phase cannon.&lt;br /&gt;
&lt;br /&gt;
==Your Chain of Command==&lt;br /&gt;
Although Head of Personnel is technically your immediate supervisor, 99% of the time you&#039;ll be answering directly to the Captain or Acting Captain. It&#039;s important to keep the Captain informed and up-to-date on threat assessments. It&#039;s also generally a good idea to let them know when you enter or leave hostile space. If the Captain is dismissed or deceased, the Head of Personnel becomes Acting Captain unless they or Centcomm elect someone else to be Acting Captain.&lt;br /&gt;
&lt;br /&gt;
While the Weapons Officer generally orders the Munitions Officer around in terms of ammo-loading, you should remember that they are both on the same level in the chain of command - neither one outranks the other. For example, a Munitions Officer is not obliged to allow a Weapons Officer into the Munitions Bay if asked to do so by the Weapons Officer.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
===Helms===&lt;br /&gt;
*Being on a planet does not protect you from an enemy ASB.&lt;br /&gt;
*Forgetting to warn the crew before you make a jump is bad form and annoys the crew. Ideally you should give them at least 30 seconds&#039; warning, if possible, so they have enough time to object or get aboard.&lt;br /&gt;
*A captain&#039;s order to jump does not override Centcomm&#039;s order to stay.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*The onboard anti-ship battery will only hit targets at the same planet you&#039;re at. For example, if you&#039;re at a system&#039;s nav beacon, you will only be able to hit targets that are also at the nav beacon. &#039;&#039;This works both ways.&#039;&#039;&lt;br /&gt;
*The MO only starts with fifteen rounds ammunition for the MAC: 5 high-explosive, 5 smart-homing, and 5 shield-piercing.&lt;br /&gt;
*The enemy ships store their loot in the hull. Targeting the hull may destroy the loot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>EvilJackCarver</name></author>
	</entry>
</feed>