Bridge Officer
COMMAND STAFF | |
Bridge Officer |
Access: Maintenance, Outer Bridge, Bridge, Tactical Consoles Additional Access: None Difficulty: Medium Supervisors: Captain, Head of Personnel Duties: Fly the ship, shoot at enemy ships. Guides: Guide to Bridge Officer Quote: ...I hope you all realissse I can't drive ssstick... |
You are the Bridge Officer. Depending on when you joined, you're either the Weapons Officer or the Helms Officer. The Weapons Officer is in charge of the ship's anti-ship battery, and the Helms Officer is the one in charge of actually flying the ship. Unless you'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's console.
Bare minimum requirements:
- Weapons Officer: Know how to targeting works, know how to fire the weapons. Communicate with the Munitions Officer about what rounds to load into the MAC.
- Helms Officer: Fly the ship into and out of danger. Warn the crew when you go to jump.
Ladies and Gentlemen, This is Your Pilot Speaking
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 on top of by an orbital platform. The Helms Console is fairly self-explanatory, and is discussed more in-depth in the guide.
Sometimes Centcomm will ask you to head to a specific planet. It'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's also a good idea to make sure your first jump is into friendly territory to ensure if something isn't set up, it can be set up without being shot to pieces.
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.
The Art of Not Being Able to Shoot at Something On The Other Side of the Star System
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' 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'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't have a spare board you can use to get that back online.
The onboard anti-ship battery has a maximum effective range of about that of a planet - in other words, if you're at a nav beacon and you target a ship that's not at the nav beacon, you're wasting ammunition. Wasting ammunition's a surefire way to piss off both the Captain and the MO, because the MO only gets fifteen shells to work with.
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.
Your Chain of Command
Although Head of Personnel is technically your immediate supervisor, 99% of the time you'll be answering directly to the Captain or Acting Captain. It's important to keep the Captain informed and up-to-date on threat assessments. It'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.
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.
Tips
Helms
- Being on a planet does not protect you from an enemy ASB.
- 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' warning, if possible, so they have enough time to object or get aboard.
- A captain's order to jump does not override Centcomm's order to stay.
- If you can grab a copy of a local station's yellow-pages, it will help making finding nearby stations easier: Yellow-pages tell you where other nearby stations are.
Weapons
- The onboard anti-ship battery will only hit targets at the same planet you're at. For example, if you're at a system's nav beacon, you will only be able to hit targets that are also at the nav beacon. This works both ways.
- The MO only starts with fifteen rounds ammunition for the MAC: 5 high-explosive, 5 smart-homing, and 5 shield-piercing.
- The enemy ships' cargo holds are within their hulls. Targetting the hull on the tactical console will most likely destroy the loot.
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 |