Munitions Officer: Difference between revisions
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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]]. Whatever the reason, you're in charge of the main arm of the NSV Astraeus's anti-ship battery, the Mass Accelerator Cannon cannon. <!-- redundant acronym syndrome syndrome ---> | |||
'''Bare minimum requirements:''' Load the MAC cannon without blowing yourself or Munitions up. | |||
==Lock and load.== | |||
[[File:Mac loaded warning.png|200px|thumb|right|Trust us... you'll want to hit "no".]] | |||
The MAC cannon is your responsibility, so it's probably best to start off with a quick how-to guide to loading it: | |||
# Open the MAC cannon's breech. (If you get a pop-up warning, there is a live round already loaded and you do '''not''' want to unload it.) | |||
# Use the munitions console in the office and select a round. | |||
# Turn on the conveyor belt and wait for the round to move itself onto the loading tray. | |||
# Use a multitool on the round to toggle the arming mechanism. If the lights are flashing, the round is armed. ''You can disarm a round if it's outside the MAC cannon by using a multitool again.'' | |||
# Close the MAC cannon's breech. | |||
Congratulations, the MAC is now loaded. '''Once there is an armed shell in the MAC, you've passed the point of no return - you cannot unload it without it detonating.''' | |||
==Give me another HE!== | |||
There are three different types of ammunition you'll be using, each listed here: <!-- damage values obtained from https://github.com/FTL13/FTL13/blob/master/code/game/objects/structures/cannon_shell.dm ---> | |||
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable" | |||
! scope="col" style="background-color:lightblue;" width=200|Shell type | |||
! scope="col" style="background-color:lightblue;" width=50|Damage | |||
! scope="col" class="unsortable" style="background-color:lightblue;" |Description | |||
|- | |||
![[File:mac_he.png|32px]]<br>High Explosive | |||
|5 | |||
|A large shell designed to deliver a high-yield warhead upon high-speed impact with solid objects. | |||
|- | |||
![[File:mac_sh.png|32px]]<br>Smart Homing | |||
|3 | |||
|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. | |||
|- | |||
![[File:mac_sp.png|32px]]<br>Shield Piercing | |||
|1 | |||
|A large shell containing bluespace disrupter technology that is designed to phase through shields. Delivers a low-yield warhead upon impact. | |||
|} | |||
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'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! | |||
==Tips== | |||
* The MAC cannon is loud. If you don't have a bowmans' headset, there are earmuffs in the office. | |||
* 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't be gibbed and can thus be cloned. | |||
* You have a baton. Use it if there are intruders. | |||
* Ejecting a live shell is a surefire way to get lynched at best and banned at worst. | |||
{{Jobs}} | {{Jobs}} | ||
[[Category: Jobs]] | [[Category: Jobs]] |
Revision as of 22:16, 28 November 2016
This page needs revising!
The following page is out of date and/or needs to be revised. If the page's guide needs revision, see here for an example. |
SUPPLY STAFF | |
Munitions Officer |
Access: Delivery Office, Munitions, MO office, Outer Bridge, Bridge Additional Access: N/A Difficulty: Easy Supervisors: Head of Personnel Duties: Load the mac cannon Guides: Guide to munitions Quote: "ARM THE GOD DAMN ROUND, IDIOT" |
You are the Munitions Officer. You wanted to fire the MAC cannon, but the Weapons Officer position was already taken. Or maybe you actually wanted to. Whatever the reason, you're in charge of the main arm of the NSV Astraeus's anti-ship battery, the Mass Accelerator Cannon cannon.
Bare minimum requirements: Load the MAC cannon without blowing yourself or Munitions up.
Lock and load.
The MAC cannon is your responsibility, so it's probably best to start off with a quick how-to guide to loading it:
- Open the MAC cannon's breech. (If you get a pop-up warning, there is a live round already loaded and you do not want to unload it.)
- Use the munitions console in the office and select a round.
- Turn on the conveyor belt and wait for the round to move itself onto the loading tray.
- Use a multitool on the round to toggle the arming mechanism. If the lights are flashing, the round is armed. You can disarm a round if it's outside the MAC cannon by using a multitool again.
- Close the MAC cannon's breech.
Congratulations, the MAC is now loaded. Once there is an armed shell in the MAC, you've passed the point of no return - you cannot unload it without it detonating.
Give me another HE!
There are three different types of ammunition you'll be using, each listed here:
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'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!
Tips
- The MAC cannon is loud. If you don't have a bowmans' headset, there are earmuffs in the office.
- 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't be gibbed and can thus be cloned.
- You have a baton. Use it if there are intruders.
- Ejecting a live shell is a surefire way to get lynched at best and banned at worst.
Jobs on FTL13 | |
Command | Captain, Executive Officer, Bridge Officer |
Security | Head of Security, Security Officer, Master-at-Arms, Detective |
Engineering | Chief Engineer, Ship Engineer, Atmospheric Technician |
Supply | Quartermaster, Cargo Technician, Shaft Miner, Munitions Officer |
Science | Research Director, Scientist, Roboticist |
Medical | Chief Medical Officer, Medical Doctor, Chemist, Geneticist, Virologist |
Service | Janitor, Bartender, Cook, Botanist, Clown, Mime |
Civilian | Assistant, Lawyer, Chaplain, Librarian |
Non-human | AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Adamantine Golem, Ghost |
Antagonists | Traitor, Changeling, Nuclear Operative, Wizard, Shadowling, Abductor, Xenomorph, Revenant, Space Ninja, Holoparasite, Swarmers, Blob, Devil, Clockwork Cult |
Special | Centcom Official, Death Squad Officer, Emergency Response Officer, Ian |
Races | Humans, Lizardperson, Flyperson, Plasmaman, Podman, Miscellaneous |