<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.novasector13.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AnImp</id>
	<title>Nova Sector 13 - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.novasector13.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AnImp"/>
	<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/wiki/Special:Contributions/AnImp"/>
	<updated>2026-07-30T02:17:24Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.0</generator>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Head_of_Security&amp;diff=9958</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Head_of_Security&amp;diff=9958"/>
		<updated>2026-07-25T07:27:08Z</updated>

		<summary type="html">&lt;p&gt;AnImp: /* Head of Security Expectations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = {{Color/Security}}&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = {{Color/Security}}&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = {{Color/Security}}&lt;br /&gt;
 |img = Generic_hos.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Head of Security&lt;br /&gt;
 |access = All of security, Head of Security&#039;s Office, Maintenance, Medbay, Research Division, Bridge, Engineering, Construction Area, Cargo Office, Mining, Gateway, Personal Lockers, Weapon Permit&lt;br /&gt;
 |difficulty = Very hard&lt;br /&gt;
 |superior = Chimera Officials, Central Command&lt;br /&gt;
 |duties = Coordinate security personnel, ensure they are not corrupt, make sure every department is protected and defend the station against threats as they come and go.&lt;br /&gt;
 |guides = [[Guide to security]], [[Guide to Trials]], [[Chain of Command]], [[Corporate Regulations]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]], [[Security items]]&lt;br /&gt;
 |requirements = Delegate security personnel to resolve discrepancies, ensure that [[Corporate Regulations]] are followed, de-escalate arguments on dispatch, and exhibit leadership by being the face of security.&lt;br /&gt;
 |alttitles=Chief Constable, Chief of Security, Security Commander, Sheriff}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
&lt;br /&gt;
You&#039;ve worked yourself out being a [[Security Officer]]. Not hard enough for you? Well, you&#039;re in the right place. I hope. Being the Head of the entire [[Jobs#Security|Security Department]] that are tasked with protecting the entire station and its crew isn&#039;t an easy job. In fact, you have it the hardest only bested by the [[Captain]]. But just maybe, you might be able to lead your modest crew of [[Security Officer|Officers]] and the rest of the Brig personnel to victory against those who wish to bring harm and ruin to [[Nanotrasen]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Have a good understanding of corporate regulations. Try to keep your team alive, working together, communicating, concentrating on the bigger fish rather than small leeches and not devolve into chaos.&lt;br /&gt;
&lt;br /&gt;
= Head of Security Expectations =&lt;br /&gt;
&lt;br /&gt;
* Keep tabs on your officers, make sure [[Corporate Regulations]] is upheld, make sure the peace is kept.&lt;br /&gt;
* Inform the [[Captain]] and Command of current security issues so that the station may raise or lower to the appropriate level.&lt;br /&gt;
* Keep in contact and with an open line of communication with other heads of staff, specifically, with regards to any developing situations in regards to their departments.&lt;br /&gt;
&lt;br /&gt;
== Job Description ==&lt;br /&gt;
Your job isn&#039;t to typically hunt people down, unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into. You have more access to the station than anyone else in security, try not to depend on it too much.&lt;br /&gt;
&lt;br /&gt;
You are concerned with the following people in your department:&lt;br /&gt;
&lt;br /&gt;
* [[Security Officer|Security Officers]]: These are your pawns, and it&#039;s your job to control them. If they&#039;re being incompetent resource wasters, yell at them and get them to fall in line. If they continue, tell them to stop or have them demoted. A security officer that does not do his job properly shouldn&#039;t even have this job in the first place.&lt;br /&gt;
* [[Warden|The Warden]]: This is a special security officer who acts as the Brig&#039;s watchdog. Make sure he doesn&#039;t set and/or support unfair and bad brig times, that he doesn&#039;t leave the Brig, and he won&#039;t bother you. He also hands out equipment in emergencies, and will take over if you happen to be unavailable.&lt;br /&gt;
* [[Corrections Officer]]: The prison&#039;s watchdogs. They are placed in a office within the prison to watch over your scums of the Earth; you shouldn&#039;t need to order them around too much. Just make sure they keep an eye on the orange men.&lt;br /&gt;
* [[Detective|The Detective]]: The job of the detective is to investigate crimes. They specialize in interrogating suspects and witnesses, and pursuing leads. They are firmly under your command, with [[Detective|some exceptions]], regardless of what they may say.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== Officers, Roll Out ===&lt;br /&gt;
The first step towards keeping the station safe is to ensure that your own officers aren&#039;t a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding [[Corporate Regulations]], and [[Security Policy|standard Security practices]].&lt;br /&gt;
&lt;br /&gt;
Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the [[Detective]] collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date, not in the least because Beepsky can help your officers catch criminals who would otherwise evade them. &lt;br /&gt;
&lt;br /&gt;
=== Police the Station ===&lt;br /&gt;
Like the Captain, you have a number of people you can delegate to. You should be using them to coordinate your officers instead of doing everything yourself. Within the brig, your [[Warden]] has authority over others; you should be using them to coordinate the handing out of equipment and supervision of the [[Corrections Officer]].&lt;br /&gt;
&lt;br /&gt;
=== Laying Down the Law ===&lt;br /&gt;
Check to make sure that appropriate times are given out for violations of Corporate Regulations, and that your department only arrest people who have actually committed crimes. Remember, if they&#039;re doing something that you don&#039;t like but is technically not against the law, you can issue an official injunction - preferably in a official sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.&lt;br /&gt;
&lt;br /&gt;
If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a bad officer.&lt;br /&gt;
&lt;br /&gt;
==== The Captain ====&lt;br /&gt;
It is also important that you understand the relationship between Security and the [[Captain]]. The Captain&#039;s authority on the station is not absolute. The Captain cannot pardon criminals, cannot get away with committing crimes, and so on. The only time that Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station. Other Heads of Staff are required to follow Corporate Regulations as well. &#039;&#039;&#039;However&#039;&#039;&#039;, this does not mean that you are the law. You can only arrest the Captain, or other Heads of Staff, if they&#039;ve actually committed a crime. &lt;br /&gt;
&lt;br /&gt;
Finally, always remember to follow [[Security Policy|standard security procedures!]]&lt;br /&gt;
&lt;br /&gt;
{{CommandDelegate}}&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As Head of Security, you coordinate your actions with the captain, the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. Additionally, you will interact with medical when declaring someone mentally unfit as per [[Corporate Regulations]]. When a criminal damages station infrastructure, you will work with Engineering to determine what happened and whether it&#039;s safe for your officers to investigate. Supply and Research can get you high-powered weapons if you need them. And do try to keep the janitor from thoughtlessly cleaning up the evidence.&lt;br /&gt;
&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = {{Color/Security}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AnImp</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Head_of_Security&amp;diff=9957</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Head_of_Security&amp;diff=9957"/>
		<updated>2026-07-25T07:26:37Z</updated>

		<summary type="html">&lt;p&gt;AnImp: /* Head of Security Expectations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = {{Color/Security}}&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = {{Color/Security}}&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = {{Color/Security}}&lt;br /&gt;
 |img = Generic_hos.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Head of Security&lt;br /&gt;
 |access = All of security, Head of Security&#039;s Office, Maintenance, Medbay, Research Division, Bridge, Engineering, Construction Area, Cargo Office, Mining, Gateway, Personal Lockers, Weapon Permit&lt;br /&gt;
 |difficulty = Very hard&lt;br /&gt;
 |superior = Chimera Officials, Central Command&lt;br /&gt;
 |duties = Coordinate security personnel, ensure they are not corrupt, make sure every department is protected and defend the station against threats as they come and go.&lt;br /&gt;
 |guides = [[Guide to security]], [[Guide to Trials]], [[Chain of Command]], [[Corporate Regulations]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]], [[Security items]]&lt;br /&gt;
 |requirements = Delegate security personnel to resolve discrepancies, ensure that [[Corporate Regulations]] are followed, de-escalate arguments on dispatch, and exhibit leadership by being the face of security.&lt;br /&gt;
 |alttitles=Chief Constable, Chief of Security, Security Commander, Sheriff}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
&lt;br /&gt;
You&#039;ve worked yourself out being a [[Security Officer]]. Not hard enough for you? Well, you&#039;re in the right place. I hope. Being the Head of the entire [[Jobs#Security|Security Department]] that are tasked with protecting the entire station and its crew isn&#039;t an easy job. In fact, you have it the hardest only bested by the [[Captain]]. But just maybe, you might be able to lead your modest crew of [[Security Officer|Officers]] and the rest of the Brig personnel to victory against those who wish to bring harm and ruin to [[Nanotrasen]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Have a good understanding of corporate regulations. Try to keep your team alive, working together, communicating, concentrating on the bigger fish rather than small leeches and not devolve into chaos.&lt;br /&gt;
&lt;br /&gt;
= Head of Security Expectations =&lt;br /&gt;
&lt;br /&gt;
* Keep tabs on your officers, make sure [[Corporate Regulations]] is upheld, make sure the peace is kept.&lt;br /&gt;
* Inform the [[Captain]] and Command of current security issues so that the station may raise or lower to the appropriate level.&lt;br /&gt;
* Keep in contact and with an open line of communication with other heads of staff, specifically, with regards to any developing situations in regards to their departments.&lt;br /&gt;
&lt;br /&gt;
== Job Description ==&lt;br /&gt;
Your job isn&#039;t to typically hunt people down, unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into. You have more access to the station than anyone else in security, try not to depend on it too much.&lt;br /&gt;
&lt;br /&gt;
You are concerned with the following people in your department:&lt;br /&gt;
&lt;br /&gt;
* [[Security Officer|Security Officers]]: These are your pawns, and it&#039;s your job to control them. If they&#039;re being incompetent resource wasters, yell at them and get them to fall in line. If they continue, tell them to stop or have them demoted. A security officer that does not do his job properly shouldn&#039;t even have this job in the first place.&lt;br /&gt;
* [[Warden|The Warden]]: This is a special security officer who acts as the Brig&#039;s watchdog. Make sure he doesn&#039;t set and/or support unfair and bad brig times, that he doesn&#039;t leave the Brig, and he won&#039;t bother you. He also hands out equipment in emergencies, and will take over if you happen to be unavailable.&lt;br /&gt;
* [[Corrections Officer]]: The prison&#039;s watchdogs. They are placed in a office within the prison to watch over your scums of the Earth; you shouldn&#039;t need to order them around too much. Just make sure they keep an eye on the orange men.&lt;br /&gt;
* [[Detective|The Detective]]: The job of the detective is to investigate crimes. They specialize in interrogating suspects and witnesses, and pursuing leads. They are firmly under your command, with [[Detective|some exceptions]], regardless of what they may say.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== Officers, Roll Out ===&lt;br /&gt;
The first step towards keeping the station safe is to ensure that your own officers aren&#039;t a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding [[Corporate Regulations]], and [[Security Policy|standard Security practices]].&lt;br /&gt;
&lt;br /&gt;
Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the [[Detective]] collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date, not in the least because Beepsky can help your officers catch criminals who would otherwise evade them. &lt;br /&gt;
&lt;br /&gt;
=== Police the Station ===&lt;br /&gt;
Like the Captain, you have a number of people you can delegate to. You should be using them to coordinate your officers instead of doing everything yourself. Within the brig, your [[Warden]] has authority over others; you should be using them to coordinate the handing out of equipment and supervision of the [[Corrections Officer]].&lt;br /&gt;
&lt;br /&gt;
=== Laying Down the Law ===&lt;br /&gt;
Check to make sure that appropriate times are given out for violations of Corporate Regulations, and that your department only arrest people who have actually committed crimes. Remember, if they&#039;re doing something that you don&#039;t like but is technically not against the law, you can issue an official injunction - preferably in a official sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.&lt;br /&gt;
&lt;br /&gt;
If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a bad officer.&lt;br /&gt;
&lt;br /&gt;
==== The Captain ====&lt;br /&gt;
It is also important that you understand the relationship between Security and the [[Captain]]. The Captain&#039;s authority on the station is not absolute. The Captain cannot pardon criminals, cannot get away with committing crimes, and so on. The only time that Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station. Other Heads of Staff are required to follow Corporate Regulations as well. &#039;&#039;&#039;However&#039;&#039;&#039;, this does not mean that you are the law. You can only arrest the Captain, or other Heads of Staff, if they&#039;ve actually committed a crime. &lt;br /&gt;
&lt;br /&gt;
Finally, always remember to follow [[Security Policy|standard security procedures!]]{{CommandDelegate}}&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As Head of Security, you coordinate your actions with the captain, the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. Additionally, you will interact with medical when declaring someone mentally unfit as per [[Corporate Regulations]]. When a criminal damages station infrastructure, you will work with Engineering to determine what happened and whether it&#039;s safe for your officers to investigate. Supply and Research can get you high-powered weapons if you need them. And do try to keep the janitor from thoughtlessly cleaning up the evidence.&lt;br /&gt;
&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = {{Color/Security}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AnImp</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Chief_Medical_Officer&amp;diff=9956</id>
		<title>Chief Medical Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Chief_Medical_Officer&amp;diff=9956"/>
		<updated>2026-07-25T07:25:37Z</updated>

		<summary type="html">&lt;p&gt;AnImp: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 3F7597&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 3F7597&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 3F7597&lt;br /&gt;
 |img = Generic_cmo.png&lt;br /&gt;
 |stafftype = MEDICAL&lt;br /&gt;
 |jobtitle = Chief Medical Officer&lt;br /&gt;
 |access = Medical Departments, Bridge, Engineering, Construction, Research.&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Captain]]&lt;br /&gt;
 |duties = Coordinate the [[Medical Doctor|doctors]], [[Paramedic|paramedics]], [[Chemist|chemists]], and [[Virologist]] to ensure the health of all crew.&lt;br /&gt;
 |guides = [[Guide to Medicine]], [[Guide_to_chemistry|Guide to Chemistry]], [[Surgery|Guide to Surgery]], [[Chain of Command]]&lt;br /&gt;
 |requirements = Delegate and manage the medical staff, watch crew monitoring and the radio for emergencies, ensure no malpractice is happening in the department, and take over where necessary to ensure the job gets done.&lt;br /&gt;
 |alttitles=Chief Physician, Head of Medical, Head Physician, Medical Director}}&lt;br /&gt;
{{Medical Dept header}}{{Medboys}}&lt;br /&gt;
The Chief Medical Officer is in charge of the health of the crew. They make sure that the [[Medical Doctor]]s are treating people effectively, and making sure the [[Virologist]]s and [[Chemist]]s are working for the good of the station. Kick your [[Paramedic]]s in their butt when they dont go save someone.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You manage the entire medbay. Your primary task is to make sure everyone is doing their jobs and not taking over everyone else&#039;s lane. Other than treating injured crew, it is your responsibility to ensure that all crew are using their suit sensors when [[Corporate Regulations|appropriate]],&lt;br /&gt;
&lt;br /&gt;
You are the medical leader on the station. The ideal Chief Medical Officer would have the knowledge to perform common surgical operations, manufacture most basic pharmaceuticals. You should allow your subordinates to handle the bulk of the work and only jump in to help new players or fill in critical roles that your character would be able to perform. The objective in mind is ensuring that everyone in the department has their place.&lt;br /&gt;
&lt;br /&gt;
== Your Job ==&lt;br /&gt;
You are often regarded as the least important Head of Staff, but in reality, you hold &amp;lt;s&amp;gt;power over life and death&amp;lt;/s&amp;gt; a great deal of power. Without a competent Chief Medical Officer coordinating things, the medbay often dissolves into a chaotic mess that only manages to heal anybody through sheer coincidence &amp;lt;s&amp;gt;or that one paramedic who you should really ahelp for doing surgery again.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your primary duty is to ensure that the crew is in top possible physical &amp;lt;s&amp;gt;and mental&amp;lt;/s&amp;gt; shape. To do this, you will need the help of your assigned crew. Medical Doctors take several shapes; Nurses, Surgeons, Virologists and Emergency Physicians. They all occupy the same slot, but have different, and obvious, specialties. The [[Chemist]] is responsible for the manufacture of important medicines. The [[Virologist]] is responsible for the development, and counteraction, of viral agents. The [[Psychologist]] is responsible for the mental health of crew &amp;lt;s&amp;gt;since we removed cloning.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Specialized Staff ===&lt;br /&gt;
When the round starts, review your medical staff and assigned jobs.  Remember, Emergency Physicians, Surgeons, and regular Doctors are all the same job, and they&#039;re all required to treat patients. Their specific title just indicates a specialization. They can and should be able to be given assignments outside of that, so long as it still falls within the description of Medical Doctor work. If they&#039;re unable or unwilling to do basic medical work because &amp;quot;they&#039;re a surgeon, not a doctor&amp;quot;, then they need reeducating about what their job actually entails. If they decide to run out and do the paramedics job without getting told to, explain to them the error of their ways.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have a dedicated EMT team ready to respond to calls for medical assistance from outside of Medbay, someone manning the front desk to handle arrivals and minor cases, and someone - preferably a medical doctor - waiting in the wings to handle critical cases that require Cryo treatment or surgery. Each of these three assignments is vital for different reasons, and, once given a job, your staff should focus on doing that job exclusively except in case of emergency and only help out when asked for instead of jumping in whenever they feel more competent. If they don&#039;t, and they try to do someone else&#039;s job, it means that you have two doctors doing a job that could be done by &amp;lt;s&amp;gt;three&amp;lt;/s&amp;gt; one, and an area which is left understaffed. Make sure that everyone is entirely clear on exactly what their job is and why it is important.&lt;br /&gt;
&lt;br /&gt;
When everyone has their assignments, make sure that everybody has their Medical belts stocked with the basic tools of the trade - gauze, regenerative mesh, sutures, and things like that. Emergency Physicians, Paramedics and EMTs should carry more than most, and should have [[Guide_to_Medicine#Common_Equipment|a variety of Medkits]] available for unusual cases, since they&#039;re the first responders and may have to deal with anything.&lt;br /&gt;
&lt;br /&gt;
=== Chemical Fixes ===&lt;br /&gt;
Once your main staff is set up, contact Chemistry and get them to start making medicines for your doctors. Mannitol is good to have on hand for [[Bitrunner|Bitrunners]] and those with unfortunate brain deterioration, or the recently revived. A good rule to follow is to have something for Brute, Burn, Toxin and Oxyloss to provide a less invasive fix for superficial damage. Make sure that Virology gets some Synaptizine to speed up their virus making. Once you have all of the basic medicines, have Chemistry mix up a little bit of everything and stock up on the important stuff. Be sure your staff know what&#039;s available! Otherwise they may simply gather dust in the chem fridge. Or &amp;lt;s&amp;gt;do all the work yourself&amp;lt;/s&amp;gt; decide to have a shift without every chemical known to man prepared an hour before the Mold arrives.&lt;br /&gt;
&lt;br /&gt;
=== Responding ===&lt;br /&gt;
As with other Head positions, a large part of your job is to be watchful for any calls for medical assistance. As soon as one comes in, make sure that your EMTs are responding and that the rest of your staff are ready to take in anybody who can&#039;t be treated in the field. It&#039;s also a good idea to ask for an [[Guide_to_robotics#Odysseus|Odysseus]] from Robotics, preferably with two mounted Sleepers. Make sure that your EMTs know how to operate it; an Odysseus can save a lot of lives and make it possible for your EMTs to answer calls that they would normally be unable to due to its armour and internals. Alternatively, order some MODsuits if they want to remain nimble and equally space-proof.&lt;br /&gt;
&lt;br /&gt;
=== Outbreaks ===&lt;br /&gt;
When diseases break out. figure out if it&#039;s dangerous or just annoying by consulting the [[Virologist]] and [[Chemist]]. You have the authority to isolate and detain anyone experiencing symptoms on the appropriate alert level.&lt;br /&gt;
&lt;br /&gt;
Vaccinate the medical personnel and quarantine the infected. Administer the drugs, keep people alive. Your [[Medical Doctor]]s should be helping with this, if they&#039;re not, ask them for help.&lt;br /&gt;
&lt;br /&gt;
=== Hypospray ===&lt;br /&gt;
This is your medical tool, your lifeline.  It comes inside the Hypokit in your locker. By default, it comes with a mix of omnizine, leporazine and atrophine. Use it in hand to remove this vial. The Hypokit has 15 slots (That&#039;s 14 vials + the hypospray. You can put in normal sized vials but... Why?) Hit it with a vial to insert that vial. You can even tacti-cool reload it like magazines! Alt+Click it to change its injection ammount. The large hypovials hold 120u. You can inject that 120u nearly instantly, if you so desire.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As the CMO, you&#039;re the link between the captain, the other heads of staff, and your medical department. Security will often be a source of casualties, whether officers or prisoners; make sure any doctor going to treat a dangerous prisoner has an escort. Science--especially Toxins and Xenobiology--will send you its share of patients, too. When your equipment gets blown up, Engineering can rebuild it. During an epidemic, one of your most important connections is, strangely enough, the lowly janitor, whose biosuit allows him to safely clean up infectious material and slow the spread of the disease. You will also be required to try to explain why people are [[cult|going crazy]], [[changeling|returning from the dead]], or any other manner of ridiculous medical mystery.&lt;br /&gt;
&lt;br /&gt;
{{CommandDelegate}}&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 3F7597&lt;br /&gt;
}}&lt;br /&gt;
[[category:Jobs]]&lt;/div&gt;</summary>
		<author><name>AnImp</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Head_of_Security&amp;diff=9955</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Head_of_Security&amp;diff=9955"/>
		<updated>2026-07-25T07:24:32Z</updated>

		<summary type="html">&lt;p&gt;AnImp: /* Head of Security Expectations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = {{Color/Security}}&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = {{Color/Security}}&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = {{Color/Security}}&lt;br /&gt;
 |img = Generic_hos.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Head of Security&lt;br /&gt;
 |access = All of security, Head of Security&#039;s Office, Maintenance, Medbay, Research Division, Bridge, Engineering, Construction Area, Cargo Office, Mining, Gateway, Personal Lockers, Weapon Permit&lt;br /&gt;
 |difficulty = Very hard&lt;br /&gt;
 |superior = Chimera Officials, Central Command&lt;br /&gt;
 |duties = Coordinate security personnel, ensure they are not corrupt, make sure every department is protected and defend the station against threats as they come and go.&lt;br /&gt;
 |guides = [[Guide to security]], [[Guide to Trials]], [[Chain of Command]], [[Corporate Regulations]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]], [[Security items]]&lt;br /&gt;
 |requirements = Delegate security personnel to resolve discrepancies, ensure that [[Corporate Regulations]] are followed, de-escalate arguments on dispatch, and exhibit leadership by being the face of security.&lt;br /&gt;
 |alttitles=Chief Constable, Chief of Security, Security Commander, Sheriff}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
&lt;br /&gt;
You&#039;ve worked yourself out being a [[Security Officer]]. Not hard enough for you? Well, you&#039;re in the right place. I hope. Being the Head of the entire [[Jobs#Security|Security Department]] that are tasked with protecting the entire station and its crew isn&#039;t an easy job. In fact, you have it the hardest only bested by the [[Captain]]. But just maybe, you might be able to lead your modest crew of [[Security Officer|Officers]] and the rest of the Brig personnel to victory against those who wish to bring harm and ruin to [[Nanotrasen]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Have a good understanding of corporate regulations. Try to keep your team alive, working together, communicating, concentrating on the bigger fish rather than small leeches and not devolve into chaos.&lt;br /&gt;
&lt;br /&gt;
= Head of Security Expectations =&lt;br /&gt;
&lt;br /&gt;
* Keep tabs on your officers, make sure [[Corporate Regulations]] is upheld, make sure the peace is kept.&lt;br /&gt;
* Inform the [[Captain]] and Command of current security issues so that the station may raise or lower to the appropriate level.&lt;br /&gt;
* Keep in contact and with an open line of communication with other heads of staff, specifically, with regards to any developing situations in regards to their departments.&lt;br /&gt;
&lt;br /&gt;
== Job Description ==&lt;br /&gt;
Your job isn&#039;t to typically hunt people down, unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into. You have more access to the station than anyone else in security, try not to depend on it too much.&lt;br /&gt;
&lt;br /&gt;
You are concerned with the following people in your department:&lt;br /&gt;
&lt;br /&gt;
* [[Security Officer|Security Officers]]: These are your pawns, and it&#039;s your job to control them. If they&#039;re being incompetent resource wasters, yell at them and get them to fall in line. If they continue, tell them to stop or have them demoted. A security officer that does not do his job properly shouldn&#039;t even have this job in the first place.&lt;br /&gt;
* [[Warden|The Warden]]: This is a special security officer who acts as the Brig&#039;s watchdog. Make sure he doesn&#039;t set and/or support unfair and bad brig times, that he doesn&#039;t leave the Brig, and he won&#039;t bother you. He also hands out equipment in emergencies, and will take over if you happen to be unavailable.&lt;br /&gt;
* [[Corrections Officer]]: The prison&#039;s watchdogs. They are placed in a office within the prison to watch over your scums of the Earth; you shouldn&#039;t need to order them around too much. Just make sure they keep an eye on the orange men.&lt;br /&gt;
* [[Detective|The Detective]]: The job of the detective is to investigate crimes. They specialize in interrogating suspects and witnesses, and pursuing leads. They are firmly under your command, with [[Detective|some exceptions]], regardless of what they may say.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== Officers, Roll Out ===&lt;br /&gt;
The first step towards keeping the station safe is to ensure that your own officers aren&#039;t a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding [[Corporate Regulations]], and [[Security Policy|standard Security practices]].&lt;br /&gt;
&lt;br /&gt;
Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the [[Detective]] collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date, not in the least because Beepsky can help your officers catch criminals who would otherwise evade them. &lt;br /&gt;
&lt;br /&gt;
=== Police the Station ===&lt;br /&gt;
Like the Captain, you have a number of people you can delegate to. You should be using them to coordinate your officers instead of doing everything yourself. Within the brig, your [[Warden]] has authority over others; you should be using them to coordinate the handing out of equipment and supervision of the [[Corrections Officer]].&lt;br /&gt;
&lt;br /&gt;
=== Laying Down the Law ===&lt;br /&gt;
Check to make sure that appropriate times are given out for violations of Corporate Regulations, and that your department only arrest people who have actually committed crimes. Remember, if they&#039;re doing something that you don&#039;t like but is technically not against the law, you can issue an official injunction - preferably in a official sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.&lt;br /&gt;
&lt;br /&gt;
If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a bad officer.&lt;br /&gt;
&lt;br /&gt;
==== The Captain ====&lt;br /&gt;
It is also important that you understand the relationship between Security and the [[Captain]]. The Captain&#039;s authority on the station is not absolute. The Captain cannot pardon criminals, cannot get away with committing crimes, and so on. The only time that Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station. Other Heads of Staff are required to follow Corporate Regulations as well. &#039;&#039;&#039;However&#039;&#039;&#039;, this does not mean that you are the law. You can only arrest the Captain, or other Heads of Staff, if they&#039;ve actually committed a crime. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, always remember to follow [[Security Policy|standard security procedures!]]{{CommandDelegate}}&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As Head of Security, you coordinate your actions with the captain, the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. Additionally, you will interact with medical when declaring someone mentally unfit as per [[Corporate Regulations]]. When a criminal damages station infrastructure, you will work with Engineering to determine what happened and whether it&#039;s safe for your officers to investigate. Supply and Research can get you high-powered weapons if you need them. And do try to keep the janitor from thoughtlessly cleaning up the evidence.&lt;br /&gt;
&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = {{Color/Security}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AnImp</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Captain&amp;diff=9954</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Captain&amp;diff=9954"/>
		<updated>2026-07-25T07:22:41Z</updated>

		<summary type="html">&lt;p&gt;AnImp: /* Howdy, Skipper! */ Minor adjustments :3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 265473&lt;br /&gt;
 |hcolour = #FFB300&lt;br /&gt;
 |bcolour = 265473&lt;br /&gt;
 |bhcolour = #FFB300&lt;br /&gt;
 |ebcolour = 265473&lt;br /&gt;
 |img =  Generic_captain.png&lt;br /&gt;
 |stafftype = COMMAND&lt;br /&gt;
 |jobtitle = Captain&lt;br /&gt;
 |access = Everywhere&lt;br /&gt;
 |difficulty = Very hard&lt;br /&gt;
 |superior = Corporate Regulations and [[Nanotrasen]] Officials&lt;br /&gt;
 |duties = Be responsible for the station, manage your [[Heads of Staff]], Keep the crew alive, be prepared to do anything and everything or die horribly trying.&lt;br /&gt;
 |guides = [[Corporate Regulations]], [[Security Policy]]&lt;br /&gt;
 |requirements = Secure dat fukken disk, secure the pinpointer, secure the spare Captain&#039;s ID. Only use your authority when it is required, the Heads of Staff are there for a reason.&lt;br /&gt;
 |Minimum Chronological Age=25|alttitles=Commanding Officer, Site Manager, Station Commander}}&lt;br /&gt;
{{Command Dept header}}&lt;br /&gt;
&lt;br /&gt;
You are the Captain, the top of the chain of command. It is your duty to ensure the stability and productivity of the station, as well as carrying out directives from CentCom.&lt;br /&gt;
&lt;br /&gt;
At round start, &#039;&#039;&#039;take the Nuclear Disk with you&#039;&#039;&#039;, call the Heads to report in and keep checking in from time to time on what needs to be done and who should do it.&lt;br /&gt;
&lt;br /&gt;
==Howdy, Skipper!==&lt;br /&gt;
=== Being a Captain – Basics===&lt;br /&gt;
The Captain has spacious quarters, complete with arcade machine, ID computer and Communications console, a [[High-risk_items#Hand_teleporter|hand teleporter]], the [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]], an NAD pinpointer, an SSU with a special modsuit, an energy gun, and a pressurized and humidity controlled display case with your pride and joy, an [[High-risk_items#Captain.27s_Antique_Laser_Gun|antique laser gun]], Alongside the spare ID biscuit, containing the safe code.&lt;br /&gt;
&lt;br /&gt;
There is also a locked wooden box in your office filled with medals. These can be awarded to your crew to commend them for exemplary service.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, take your spare ID biscuit &#039;&#039;&#039;and nuclear authentication disk&#039;&#039;&#039; and put them in your backpack. If you&#039;ve done that, you&#039;ve done half your job already. If you&#039;re feeling particularly vulnerable, give your pinpointer to the Blueshield. After this, walk around the station and command people.&lt;br /&gt;
&lt;br /&gt;
===Head of Heads===&lt;br /&gt;
&lt;br /&gt;
When you’re not fighting Revolutionaries, Traitors, Syndicates, and Wizards, you are monitoring the crew.  You are at the top of the food chain, though that comes with caveats. You are close to the final authority when it comes to station matters.  &lt;br /&gt;
&lt;br /&gt;
You are a leader, someone who people look up to in times of need. There really is no way to tell you exactly how to run things as many people have different leadership styles. However, as Captain, here are some guidelines you should keep in mind: &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Keep the station moving.&#039;&#039;&#039; Your first goal as captain is to keep things running as smoothly as possible, sometimes this comes with the caveat of having to tell a head to step aside, but you shouldn&#039;t do it lightly! What the point of having a [[Head of Security|head of security]] if you&#039;re going to do everything yourself?&lt;br /&gt;
#&#039;&#039;&#039;Follow the Chain of Command when possible.&#039;&#039;&#039; While you run things around here, it equally doesn&#039;t mean you should be constantly overstepping your heads over minor issues, you should only overstep when needed!&lt;br /&gt;
#&#039;&#039;&#039;Stay alert.&#039;&#039;&#039; You have a big target on your back. It is likely you&#039;ll be a prime Traitor target just for your all-access ID. &lt;br /&gt;
#&#039;&#039;&#039;Keep calm and carry on.&#039;&#039;&#039; As Captain, be prepared to deal with any or all of the following: Incompetent or absent Heads, traitors and angry crew members banging down the bridge door trying to get in, corrupted AIs on a murder spree and the occasional aftermath of an Armageddon against the station, thanks to a range of the above. And it&#039;s your job to manage it all. Good luck.&lt;br /&gt;
&lt;br /&gt;
===Refitting the DOORKNOB – Uploading Laws Made Easy===&lt;br /&gt;
&lt;br /&gt;
Uploading Laws to the [[AI]] isn’t something you should be doing lightly… &lt;br /&gt;
&lt;br /&gt;
Do not get angry with the AI if it does not want you uploading a new law, as Nanotrasen has pre-programmed them to be sensitive to law changes. In most cases, you shouldn&#039;t be changing the AI&#039;s laws unless they&#039;re particularly bad. &lt;br /&gt;
&lt;br /&gt;
But remember the Hierarchy. Law 1 overrides Laws 2, 3, 4, etc. A Law 4 telling the AI to kill all Revolutionaries isn’t going to work. A Law 4 classifying Revolutionaries as Nonhuman and that they must be eliminated works much better. Law priority is enforced by the order they are listed. A law is invalid if it disagrees with previous laws in the form of conflicting orders, or challenges the procession of law priority.&lt;br /&gt;
&lt;br /&gt;
===Central Command===&lt;br /&gt;
&lt;br /&gt;
Contact with Central Command may be few and far between, but you&#039;re expected to follow any directives issued by them. CentCom will usually issue directives and updates on activities in your sector through the Communications Console located on the Bridge and your office.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re unlucky, you might have to deal with a visit from a [[CentCom Official]] or Commander. Official visits vary from standard performance reviews, internal investigations, or some other kind of corporate meddling. Whatever the case may be, it is important that you try and keep the Official happy throughout their visit. If all else fails, just make sure you can&#039;t be blamed for anything that goes wrong. &lt;br /&gt;
&lt;br /&gt;
If you somehow really piss both them and the crew off, do start worrying. Many a Captain has been vaporized in their own Quarters for acting like a complete lunatic.&lt;br /&gt;
&lt;br /&gt;
Contacting CentCom on your own is possible through the use of Communications Consoles, but unless the transmission is urgent it will likely get caught up for weeks in CentCom&#039;s notorious bureaucracy. Even then, it&#039;ll be a crapshoot.&lt;br /&gt;
&lt;br /&gt;
===Abandoning Ship===&lt;br /&gt;
&#039;&#039;&#039;You are ultimately responsible for the station.&#039;&#039;&#039; It is not uncommon for Captains to be court-martialled or even executed if he or she should decide to abandon their ship, regardless of condition. As they hold the ultimate responsibility for the station and its crew, losing them could likely be perceived by your superiors as desertion, mutiny and/or sedition.&lt;br /&gt;
&lt;br /&gt;
So keep this in mind when you are facing disaster. Permit no evacuations without your explicit authorization. &#039;&#039;&#039;You should be doing your utmost in keeping the station up and running&#039;&#039;&#039; lest you go down with the ship, either one way or the other.&lt;br /&gt;
&lt;br /&gt;
{{CommandDelegate}}&lt;br /&gt;
&lt;br /&gt;
== Acting Captain ==&lt;br /&gt;
Members of command are capable of holding the mantle of acting captain. There is no designated “next in line” for acting captainship, and command should decide who is the best fit upon the start of the shift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As of this time, the Blueshield, NanoTrasen Consultant, and Bridge Officer cannot assume Acting Captain. If Either Central Command Personnel is assigned as Acting Captain, they should find the best suited crew member to take the mantle.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As acting captain, while retaining your original role, you can also make calls equivalent to a captain. Generally, your initial job comes first. Do remember that this authority is loaned to you. You might have the golden card but that doesn&#039;t mean you will always be treated as &#039;&#039;The Captain.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Head of Security is assigned as Acting Captain, they should at least discuss alert changes with other members of command in regards to security related alert changes.&lt;br /&gt;
&lt;br /&gt;
The acting captain is to obtain the Nuclear Authentication Disk, spare captain’s ID, captain’s headset and door remote. All other equipment and clothing should be left in the captain’s locker.&lt;br /&gt;
&lt;br /&gt;
When the official captain arrives, the acting captain is to return all equipment back to the captain.&lt;br /&gt;
&lt;br /&gt;
== AI Laws ==&lt;br /&gt;
Only the Captain and Research Director have permission to relaw the AI. The acting captain can relaw the AI in the case of rogue or Ion law situations. This does not extend to elective law changes.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* As Captain, you should always be carrying the Nuke Disk: The [[Head of Security]] spawns with the pinpointer so that he can find your inevitable corpse. You also have a pinpointer that is included in your locker that is able to be distributed to whoever you choose, or keep it if you want. Additionally [[Blueshield]] will almost always grab the pinpointer, and it&#039;s recommended to hand it off to them!&lt;br /&gt;
* The Nuke Disk can fit in a wallet. Now the operatives have to search yet another storage container on your person! Nuke Disk into a wallet, wallet into a box filled with wallets, in a backpack full of boxes, in the AI upload.&lt;br /&gt;
* Never, NEVER, put the Nuke Disk into your safe. Anyone who needs to steal it WILL be able to easily steal it with an emag or similar.&lt;br /&gt;
* Don&#039;t go nuts and run off by yourself. You&#039;re not a one-man army, and no one else on the station has your level of access, rushing head along into a Medbay Cult, only to discover the rest of security doesn&#039;t have access to follow through the front doors to help you, can quickly lead to disaster.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
The only person with more potential for disaster than you is the AI, and they’re probably not going to do that. So watch your step, your back, and your crew.{{Jobs&lt;br /&gt;
| color = 265473&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AnImp</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Quartermaster&amp;diff=9953</id>
		<title>Quartermaster</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Quartermaster&amp;diff=9953"/>
		<updated>2026-07-25T07:20:43Z</updated>

		<summary type="html">&lt;p&gt;AnImp: /* Supply Shuttle Console */ Minor adjustments :3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 78430D&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 78430D&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 78430D&lt;br /&gt;
 |img = Generic_qm.png&lt;br /&gt;
 |stafftype = SUPPLY&lt;br /&gt;
 |jobtitle = Quartermaster&lt;br /&gt;
 |access = Cargo Bay, Quartermaster&#039;s Office, Delivery Office, Mining Station, Mining EVA, Maintenance, Mineral Storage&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = FTU Officials&lt;br /&gt;
 |duties = Paperwork, order stuff, paperwork, send your underlings to collect crates, paperwork, coordinate mining, paperwork...&lt;br /&gt;
 |guides = [[Command Policy]]&lt;br /&gt;
 |requirements = Try to get some bounties completed and make sure your hard-earned credits aren&#039;t wasted.&lt;br /&gt;
 |alttitles=Deck Chief, Head of Supply, Logistics Coordinator, Supply Foreman, Union Requisitions Officer, Warehouse Supervisor}}&lt;br /&gt;
{{Cargo Dept header}}As a Quartermaster, your primary job is to order equipment to help keep the station running. Make sure credits aren&#039;t wasted, kick the [[clown]] out, and make sure your Cargo Techs aren&#039;t getting into trouble - and pull their arses out of the fire when they do. You have three helpers to help you redistribute things throughout the station. You also have authority over mining, and should try and coordinate the [[Shaft Miner]]s to meet the needs of the station -- primarily, this means passing on requests from Robotics, [[Research Director|Research]], and [[Station Engineer|Engineering]].&lt;br /&gt;
== Supply Shuttle Console ==&lt;br /&gt;
&#039;&#039;&amp;quot;Who the hell blew all our credits on Wizard Costumes?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cargo Bay and your office is filled with paper, paper and more paper. Most importantly, there is a console to order items. Everything that people will expect you to order that cannot be procured from the autolathe will show up on the Supply Shuttle once it arrives at CentCom. &lt;br /&gt;
&lt;br /&gt;
Each order will produce a requisition form, which is usually best just shoved in the adjacent filing cabinet and forgotten until Security kicks down your door demanding to know who flooded the station with shotguns and clown outfits. Try and make sure that you know who ordered what. Your console and the one in the Cargo Office are ID-locked, requiring Cargo Bay access to function, meaning that only your subordinates ([[Cargo Technician|Cargo Technicians]]) and Superiors ([[Captain]]) can order stuff unless they somehow got access.&lt;br /&gt;
== Cargo Budget ==&lt;br /&gt;
You have a cargo budget card in your bag. You can insert cash directly into the card and the money will go to the cargo budget, but you cannot take cash out of it or use it to buy privately. Every order on your console requires you to spend credits. The pool of credits is also used for other station purchases, such as custom shuttles, and to fund large station projects. As the QM, it is your job to make sure the station has enough credits to do so. To withdraw physical cash you must use the a machine in the vault. Keep in mind that if the credits aren&#039;t spent, it all goes to NT. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Check out the Supply Crates page for details about how to make money. &lt;br /&gt;
&lt;br /&gt;
=== Direct Deposit, Direct Theft ===&lt;br /&gt;
&lt;br /&gt;
The Vault contains a machine that accepts physical space cash and coins and adds it to the cargo budget&#039;s total credits. This machine can also be robbed by unsavory individuals, causing you to lose credits, but there will be a loud warning (&amp;quot;Unauthorized credit withdrawal&amp;quot;) if this happens. The Quartermaster can enter the vault by using the supply door remote, found in the QM&#039;s locker.&lt;br /&gt;
&lt;br /&gt;
== Crates ==&lt;br /&gt;
Crates are the lifeblood of your department. Ideally, you&#039;ll be ordering quite a few of them. These can be delivered via MULEbot, via the mail office, via people picking them up, or your loyal workforce delivering them themselves. &lt;br /&gt;
&lt;br /&gt;
There are very few jobs who will require a crate early into the round, so until something special happens or their progress gates are met, you&#039;ll have the pool of cash to play with all to yourself. This includes the Autolathe. While you start with no materials, Auxiliary Tool Storage is just a ten-second walk away and will keep the lathe running for quite some time if you get all the metal and glass. &lt;br /&gt;
&lt;br /&gt;
=== Crates For You ===&lt;br /&gt;
You start with quite a few credits, so here are some good first choices for the prepared Quartermaster:&lt;br /&gt;
* Insulated Gloves&lt;br /&gt;
* Engineering Equipment&lt;br /&gt;
* Metal/Glass&lt;br /&gt;
* Brute Medkits&lt;br /&gt;
* Standard Medkits&lt;br /&gt;
&lt;br /&gt;
=== Crates For Everyone Else ===&lt;br /&gt;
&lt;br /&gt;
Eventually, you&#039;ll get a feel for what different people want. The Roboticist will almost always want either metal and glass, while the Virologist will perhaps want a Virus crate. The Bartender might want to borrow a circular saw for his shotgun, and the Botanist might want seeds. &lt;br /&gt;
&lt;br /&gt;
One of the marks of a good Quartermaster is the ability to anticipate someone&#039;s order and have it ready for them. If you just hand out everything to everyone, you are a security risk. Use your own judgement - an Assistant should not have an RCD, but an Engineer [[Contraband|definitely should]]. Likewise, the clown should not have a combat shotgun, but Security can have one if they want it.&lt;br /&gt;
== Other Stuff == &lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* If you&#039;re riding a MULEbot, you can&#039;t get facehugged.&lt;br /&gt;
* Packaging paper allows you to wrap things up and put them in your backpack when they wouldn&#039;t otherwise fit, like space suits!&lt;br /&gt;
&lt;br /&gt;
=== Requisition Me a Beat(ing) ===&lt;br /&gt;
&#039;&#039;&amp;quot;Fun is Contraband. And we&#039;re all about contraband.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many members of the station know that the QM can make things they aren&#039;t supposed to, and most security officers will overlook a little recreational [[hacking]]. Hack the Autolathe to make nifty toys like RCDs and Flamethrowers. You don&#039;t even need a multitool for this. Just snip and fix till you find the one that turns off the blue light - Remember your rubber gloves, because the green light makes it shock you.&lt;br /&gt;
&lt;br /&gt;
It&#039;s common for the Quartermaster to, at the very least, [[Hacking#MULEbot|enable the MULEbots&#039;]] nonstandard cargo and speed the motor up, though you can also upgrade the power cell if you have spares. The MULE is one of your best tools as a Quartermaster, and can make your life (and subsequently the lives of the rest of the crew) so much better.&lt;br /&gt;
&lt;br /&gt;
See [[Cargo Technician#MULEbot|here how to use a MULEbot]].&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a certain way to open crates you shouldn&#039;t, if you can get your hands on it.&lt;br /&gt;
&lt;br /&gt;
== Being a good quest giver ==&lt;br /&gt;
&lt;br /&gt;
As a Quartermaster, your meta-job is to provide others around you with something to do. You are a department head. You should delegate as many tasks as you can instead of doing everything yourself. If done properly, it actually makes your life easier, and others&#039; lives more interesting. You should oversee the process and possibly rewards them for being good at it.&lt;br /&gt;
&lt;br /&gt;
Here are some tasks worth delegating:&lt;br /&gt;
&lt;br /&gt;
* Unloading the cargo shuttle when it arrives. Look at what has been delivered so that nothing gets stolen, and watch your Cargo Technicians unload everything. Rip shipping manifests and stamp them -- for the sake of security, it&#039;s better to do the paperwork yourself&lt;br /&gt;
* If a miner gets downed, send somebody to fetch a miners&#039; body. A miner is considered down if they don&#039;t respond to radio for more than a few minutes after entering lavaland. It&#039;s a good idea to always tell your miners to take a GPS and rename it to their name.&lt;br /&gt;
&lt;br /&gt;
Stay active in the Supplies radio channel. Make sure you always know what your people are doing.&lt;br /&gt;
&lt;br /&gt;
{{CommandDelegate}}&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 78430D&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>AnImp</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Quartermaster&amp;diff=9952</id>
		<title>Quartermaster</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Quartermaster&amp;diff=9952"/>
		<updated>2026-07-25T07:19:32Z</updated>

		<summary type="html">&lt;p&gt;AnImp: /* Supply Shuttle Console */ Added {{CommandDelegate}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 78430D&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 78430D&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 78430D&lt;br /&gt;
 |img = Generic_qm.png&lt;br /&gt;
 |stafftype = SUPPLY&lt;br /&gt;
 |jobtitle = Quartermaster&lt;br /&gt;
 |access = Cargo Bay, Quartermaster&#039;s Office, Delivery Office, Mining Station, Mining EVA, Maintenance, Mineral Storage&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = FTU Officials&lt;br /&gt;
 |duties = Paperwork, order stuff, paperwork, send your underlings to collect crates, paperwork, coordinate mining, paperwork...&lt;br /&gt;
 |guides = [[Command Policy]]&lt;br /&gt;
 |requirements = Try to get some bounties completed and make sure your hard-earned credits aren&#039;t wasted.&lt;br /&gt;
 |alttitles=Deck Chief, Head of Supply, Logistics Coordinator, Supply Foreman, Union Requisitions Officer, Warehouse Supervisor}}&lt;br /&gt;
{{Cargo Dept header}}As a Quartermaster, your primary job is to order equipment to help keep the station running. Make sure credits aren&#039;t wasted, kick the [[clown]] out, and make sure your Cargo Techs aren&#039;t getting into trouble - and pull their arses out of the fire when they do. You have three helpers to help you redistribute things throughout the station. You also have authority over mining, and should try and coordinate the [[Shaft Miner]]s to meet the needs of the station -- primarily, this means passing on requests from Robotics, [[Research Director|Research]], and [[Station Engineer|Engineering]].&lt;br /&gt;
== Supply Shuttle Console ==&lt;br /&gt;
&#039;&#039;&amp;quot;Who the hell blew all our credits on Wizard Costumes?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cargo Bay and your office is filled with paper, paper and more paper. Most importantly, there is a console to order items. Everything that people will expect you to order that cannot be procured from the autolathe will show up on the Supply Shuttle once it arrives at CentCom. &lt;br /&gt;
&lt;br /&gt;
Each order will produce a requisition form, which is usually best just shoved in the adjacent filing cabinet and forgotten until Security kicks down your door demanding to know who flooded the station with shotguns and clown outfits. Try and make sure that you know who ordered what. Your console and the one in the Cargo Office are ID-locked, requiring Cargo Bay access to function, meaning that only your subordinates ([[Cargo Technician|Cargo Technicians]]) and Superiors ([[Captain]]) can order stuff unless they somehow got access.&lt;br /&gt;
== Cargo Budget ==&lt;br /&gt;
You have a cargo budget card in your bag. You can insert cash directly into the card and the money will go to the cargo budget, but you cannot take cash out of it or use it to buy privately. Every order on your console requires you to spend credits. The pool of credits is also used for other station purchases, such as custom shuttles, and to fund large station projects. As the QM, it is your job to make sure the station has enough credits to do so. To withdraw physical cash you must use the a machine in the vault. Keep in mind that if the credits aren&#039;t spent, it all goes to NT. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Check out the Supply Crates page for details about how to make money. &lt;br /&gt;
&lt;br /&gt;
=== Direct Deposit, Direct Theft ===&lt;br /&gt;
&lt;br /&gt;
The Vault contains a machine that accepts physical space cash and coins and adds it to the cargo budget&#039;s total credits. This machine can also be robbed by unsavory individuals, causing you to lose credits, but there will be a loud warning (&amp;quot;Unauthorized credit withdrawal&amp;quot;) if this happens. The Quartermaster can enter the vault by using the supply door remote, found in the QM&#039;s locker.&lt;br /&gt;
&lt;br /&gt;
== Crates ==&lt;br /&gt;
Crates are the lifeblood of your department. Ideally, you&#039;ll be ordering quite a few of them. These can be delivered via MULEbot, via the mail office, via people picking them up, or your loyal workforce delivering them themselves. &lt;br /&gt;
&lt;br /&gt;
There are very few jobs who will require a crate early into the round, so until something special happens or their progress gates are met, you&#039;ll have the pool of cash to play with all to yourself. This includes the Autolathe. While you start with no materials, Auxiliary Tool Storage is just a ten-second walk away and will keep the lathe running for quite some time if you get all the metal and glass. &lt;br /&gt;
&lt;br /&gt;
=== Crates For You ===&lt;br /&gt;
You start with quite a few credits, so here are some good first choices for the prepared Quartermaster:&lt;br /&gt;
* Insulated Gloves&lt;br /&gt;
* Engineering Equipment&lt;br /&gt;
* Metal/Glass&lt;br /&gt;
* Brute Medkits&lt;br /&gt;
* Standard Medkits&lt;br /&gt;
&lt;br /&gt;
=== Crates For Everyone Else ===&lt;br /&gt;
&lt;br /&gt;
Eventually, you&#039;ll get a feel for what different people want. The Roboticist will almost always want either metal and glass, while the Virologist will perhaps want a Virus crate. The Bartender might want to borrow a circular saw for his shotgun, and the Botanist might want seeds. &lt;br /&gt;
&lt;br /&gt;
One of the marks of a good Quartermaster is the ability to anticipate someone&#039;s order and have it ready for them. If you just hand out everything to everyone, you are a security risk. Use your own judgement - an Assistant should not have an RCD, but an Engineer [[Contraband|definitely should]]. Likewise, the clown should not have a combat shotgun, but Security can have one if they want it.&lt;br /&gt;
== Other Stuff == &lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* If you&#039;re riding a MULEbot, you can&#039;t get facehugged.&lt;br /&gt;
* Packaging paper allows you to wrap things up and put them in your backpack when they wouldn&#039;t otherwise fit, like space suits!&lt;br /&gt;
&lt;br /&gt;
=== Requisition Me a Beat(ing) ===&lt;br /&gt;
&#039;&#039;&amp;quot;Fun is Contraband. And we&#039;re all about contraband.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many members of the station know that the QM can make things they aren&#039;t supposed to, and most security officers will overlook a little recreational [[hacking]]. Hack the Autolathe to make nifty toys like RCDs and Flamethrowers. You don&#039;t even need a multitool for this. Just snip and fix till you find the one that turns off the blue light - Remember your rubber gloves, because the green light makes it shock you.&lt;br /&gt;
&lt;br /&gt;
It&#039;s common for the Quartermaster to, at the very least, [[Hacking#MULEbot|enable the MULEbots&#039;]] nonstandard cargo and speed the motor up, though you can also upgrade the power cell if you have spares. The MULE is one of your best tools as a Quartermaster, and can make your life (and subsequently the lives of the rest of the crew) so much better.&lt;br /&gt;
&lt;br /&gt;
See [[Cargo Technician#MULEbot|here how to use a MULEbot]].&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a certain way to open crates you shouldn&#039;t, if you can get your hands on it.&lt;br /&gt;
&lt;br /&gt;
== Being a good quest giver ==&lt;br /&gt;
&lt;br /&gt;
As a Quartermaster, your meta-job is to provide others around you with something to do. You are a department head. You should delegate as many tasks as you can instead of doing everything yourself. If done properly, it actually makes your life easier, and others&#039; lives more interesting. You should oversee the process and possibly rewards them for being good at it.&lt;br /&gt;
&lt;br /&gt;
Here are some tasks worth delegating:&lt;br /&gt;
&lt;br /&gt;
* Unloading the cargo shuttle when it arrives. Look at what has been delivered so that nothing gets stolen, and watch your Cargo Technicians unload everything. Rip shipping manifests and stamp them -- for the sake of security, it&#039;s better to do the paperwork yourself&lt;br /&gt;
* If a miner gets downed, send somebody to fetch a miners&#039; body. A miner is considered down if they don&#039;t respond to radio for more than a few minutes after entering lavaland. It&#039;s a good idea to always tell your miners to take a GPS and rename it to their name.&lt;br /&gt;
&lt;br /&gt;
Stay active in the Supplies radio channel. Make sure you always know what your people are doing.{{CommandDelegate}}&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 78430D&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>AnImp</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Chief_Medical_Officer&amp;diff=9951</id>
		<title>Chief Medical Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Chief_Medical_Officer&amp;diff=9951"/>
		<updated>2026-07-25T07:19:02Z</updated>

		<summary type="html">&lt;p&gt;AnImp: /* Overview */ Added {{CommandDelegate}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 3F7597&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 3F7597&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 3F7597&lt;br /&gt;
 |img = Generic_cmo.png&lt;br /&gt;
 |stafftype = MEDICAL&lt;br /&gt;
 |jobtitle = Chief Medical Officer&lt;br /&gt;
 |access = Medical Departments, Bridge, Engineering, Construction, Research.&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Captain]]&lt;br /&gt;
 |duties = Coordinate the [[Medical Doctor|doctors]], [[Paramedic|paramedics]], [[Chemist|chemists]], and [[Virologist]] to ensure the health of all crew.&lt;br /&gt;
 |guides = [[Guide to Medicine]], [[Guide_to_chemistry|Guide to Chemistry]], [[Surgery|Guide to Surgery]], [[Chain of Command]]&lt;br /&gt;
 |requirements = Delegate and manage the medical staff, watch crew monitoring and the radio for emergencies, ensure no malpractice is happening in the department, and take over where necessary to ensure the job gets done.&lt;br /&gt;
 |alttitles=Chief Physician, Head of Medical, Head Physician, Medical Director}}&lt;br /&gt;
{{Medical Dept header}}{{Medboys}}&lt;br /&gt;
The Chief Medical Officer is in charge of the health of the crew. They make sure that the [[Medical Doctor]]s are treating people effectively, and making sure the [[Virologist]]s and [[Chemist]]s are working for the good of the station. Kick your [[Paramedic]]s in their butt when they dont go save someone.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You manage the entire medbay. Your primary task is to make sure everyone is doing their jobs and not taking over everyone else&#039;s lane. Other than treating injured crew, it is your responsibility to ensure that all crew are using their suit sensors when [[Corporate Regulations|appropriate]],&lt;br /&gt;
&lt;br /&gt;
You are the medical leader on the station. The ideal Chief Medical Officer would have the knowledge to perform common surgical operations, manufacture most basic pharmaceuticals. You should allow your subordinates to handle the bulk of the work and only jump in to help new players or fill in critical roles that your character would be able to perform. The objective in mind is ensuring that everyone in the department has their place.&lt;br /&gt;
&lt;br /&gt;
== Your Job ==&lt;br /&gt;
You are often regarded as the least important Head of Staff, but in reality, you hold &amp;lt;s&amp;gt;power over life and death&amp;lt;/s&amp;gt; a great deal of power. Without a competent Chief Medical Officer coordinating things, the medbay often dissolves into a chaotic mess that only manages to heal anybody through sheer coincidence &amp;lt;s&amp;gt;or that one paramedic who you should really ahelp for doing surgery again.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your primary duty is to ensure that the crew is in top possible physical &amp;lt;s&amp;gt;and mental&amp;lt;/s&amp;gt; shape. To do this, you will need the help of your assigned crew. Medical Doctors take several shapes; Nurses, Surgeons, Virologists and Emergency Physicians. They all occupy the same slot, but have different, and obvious, specialties. The [[Chemist]] is responsible for the manufacture of important medicines. The [[Virologist]] is responsible for the development, and counteraction, of viral agents. The [[Psychologist]] is responsible for the mental health of crew &amp;lt;s&amp;gt;since we removed cloning.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Specialized Staff ===&lt;br /&gt;
When the round starts, review your medical staff and assigned jobs.  Remember, Emergency Physicians, Surgeons, and regular Doctors are all the same job, and they&#039;re all required to treat patients. Their specific title just indicates a specialization. They can and should be able to be given assignments outside of that, so long as it still falls within the description of Medical Doctor work. If they&#039;re unable or unwilling to do basic medical work because &amp;quot;they&#039;re a surgeon, not a doctor&amp;quot;, then they need reeducating about what their job actually entails. If they decide to run out and do the paramedics job without getting told to, explain to them the error of their ways.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have a dedicated EMT team ready to respond to calls for medical assistance from outside of Medbay, someone manning the front desk to handle arrivals and minor cases, and someone - preferably a medical doctor - waiting in the wings to handle critical cases that require Cryo treatment or surgery. Each of these three assignments is vital for different reasons, and, once given a job, your staff should focus on doing that job exclusively except in case of emergency and only help out when asked for instead of jumping in whenever they feel more competent. If they don&#039;t, and they try to do someone else&#039;s job, it means that you have two doctors doing a job that could be done by &amp;lt;s&amp;gt;three&amp;lt;/s&amp;gt; one, and an area which is left understaffed. Make sure that everyone is entirely clear on exactly what their job is and why it is important.&lt;br /&gt;
&lt;br /&gt;
When everyone has their assignments, make sure that everybody has their Medical belts stocked with the basic tools of the trade - gauze, regenerative mesh, sutures, and things like that. Emergency Physicians, Paramedics and EMTs should carry more than most, and should have [[Guide_to_Medicine#Common_Equipment|a variety of Medkits]] available for unusual cases, since they&#039;re the first responders and may have to deal with anything.&lt;br /&gt;
&lt;br /&gt;
=== Chemical Fixes ===&lt;br /&gt;
Once your main staff is set up, contact Chemistry and get them to start making medicines for your doctors. Mannitol is good to have on hand for [[Bitrunner|Bitrunners]] and those with unfortunate brain deterioration, or the recently revived. A good rule to follow is to have something for Brute, Burn, Toxin and Oxyloss to provide a less invasive fix for superficial damage. Make sure that Virology gets some Synaptizine to speed up their virus making. Once you have all of the basic medicines, have Chemistry mix up a little bit of everything and stock up on the important stuff. Be sure your staff know what&#039;s available! Otherwise they may simply gather dust in the chem fridge. Or &amp;lt;s&amp;gt;do all the work yourself&amp;lt;/s&amp;gt; decide to have a shift without every chemical known to man prepared an hour before the Mold arrives.&lt;br /&gt;
&lt;br /&gt;
=== Responding ===&lt;br /&gt;
As with other Head positions, a large part of your job is to be watchful for any calls for medical assistance. As soon as one comes in, make sure that your EMTs are responding and that the rest of your staff are ready to take in anybody who can&#039;t be treated in the field. It&#039;s also a good idea to ask for an [[Guide_to_robotics#Odysseus|Odysseus]] from Robotics, preferably with two mounted Sleepers. Make sure that your EMTs know how to operate it; an Odysseus can save a lot of lives and make it possible for your EMTs to answer calls that they would normally be unable to due to its armour and internals. Alternatively, order some MODsuits if they want to remain nimble and equally space-proof.&lt;br /&gt;
&lt;br /&gt;
=== Outbreaks ===&lt;br /&gt;
When diseases break out. figure out if it&#039;s dangerous or just annoying by consulting the [[Virologist]] and [[Chemist]]. You have the authority to isolate and detain anyone experiencing symptoms on the appropriate alert level.&lt;br /&gt;
&lt;br /&gt;
Vaccinate the medical personnel and quarantine the infected. Administer the drugs, keep people alive. Your [[Medical Doctor]]s should be helping with this, if they&#039;re not, ask them for help.&lt;br /&gt;
&lt;br /&gt;
=== Hypospray ===&lt;br /&gt;
This is your medical tool, your lifeline.  It comes inside the Hypokit in your locker. By default, it comes with a mix of omnizine, leporazine and atrophine. Use it in hand to remove this vial. The Hypokit has 15 slots (That&#039;s 14 vials + the hypospray. You can put in normal sized vials but... Why?) Hit it with a vial to insert that vial. You can even tacti-cool reload it like magazines! Alt+Click it to change its injection ammount. The large hypovials hold 120u. You can inject that 120u nearly instantly, if you so desire.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As the CMO, you&#039;re the link between the captain, the other heads of staff, and your medical department. Security will often be a source of casualties, whether officers or prisoners; make sure any doctor going to treat a dangerous prisoner has an escort. Science--especially Toxins and Xenobiology--will send you its share of patients, too. When your equipment gets blown up, Engineering can rebuild it. During an epidemic, one of your most important connections is, strangely enough, the lowly janitor, whose biosuit allows him to safely clean up infectious material and slow the spread of the disease. You will also be required to try to explain why people are [[cult|going crazy]], [[changeling|returning from the dead]], or any other manner of ridiculous medical mystery.{{CommandDelegate}}&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 3F7597&lt;br /&gt;
}}&lt;br /&gt;
[[category:Jobs]]&lt;/div&gt;</summary>
		<author><name>AnImp</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Research_Director&amp;diff=9950</id>
		<title>Research Director</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Research_Director&amp;diff=9950"/>
		<updated>2026-07-25T07:18:25Z</updated>

		<summary type="html">&lt;p&gt;AnImp: /* Overview */ Added {{CommandDelegate}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = A06DA0&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = A06DA0&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = A06DA0&lt;br /&gt;
 |img = Generic_rd.png&lt;br /&gt;
 |stafftype = SCIENCE&lt;br /&gt;
 |jobtitle = Research Director&lt;br /&gt;
 |access = Research Department, EVA, Engineering, Construction, External Airlocks, Robotics, Bridge, Research Director&#039;s Office, Teleporter, Telecommunications&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Captain]]&lt;br /&gt;
 |duties = Lead Research and Development, supervise your [[Scientist]]s, make sure the [[Roboticist|Roboticists]] are building borgs or mechs.&lt;br /&gt;
 |guides = [[Guide to Research and Development]]&lt;br /&gt;
 |requirements = Manage the research department by making sure they are doing their job, that they are not doing something they aren&#039;t supposed to, and maintaining the AI and silicons. Make sure research, toxins, and all other aspects of the job have the ball rolling.&lt;br /&gt;
 |alttitles=Biorobotics Director, Chief Science Officer, Lead Researcher, Research Supervisor, Silicon Administrator, Director of Science}}&lt;br /&gt;
{{Science Dept header}}&lt;br /&gt;
The [[Research Director]] in charge of what is (theoretically) the reason the station is around. You job is to direct research into new things. And you have a group of [[Scientist]]s to help you do that.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Unlike most Heads of Staff, your job isn&#039;t so much to keep your staff working as it is to &#039;&#039;keep&#039;&#039; them from doing so. Or, at least, to keep them from doing so &#039;&#039;badly&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Technically speaking, your job is the least vital out of any of the Heads of Staff. The Science division isn&#039;t vital to the continued operations of the station, even if it is why it&#039;s there in the first place. The station won&#039;t fall apart if the slimes die, alien artefacts never get studied, and bombs never get made. It &#039;&#039;will&#039;&#039;, however, fall apart if the slimes &#039;&#039;escape&#039;&#039;, if dangerous alien artefacts aren&#039;t well-monitored, or if a poorly-made bomb destroys a large portion of the station.&lt;br /&gt;
&lt;br /&gt;
Your job, then is to keep them from accidentally killing themselves. Ordinance and Xenobiology in particular are highly-dangerous areas, and should be monitored often. &lt;br /&gt;
&lt;br /&gt;
You&#039;re also the foremost expert on strange phenomena on the station. When something strange shows up, it&#039;s your job to figure out what it is and how best to deal with it. The other Heads of Staff will rely on you to figure out exactly what it is and what to do about it. &lt;br /&gt;
&lt;br /&gt;
So, in short, keep your staff from screwing everything up royally and keep the other Heads informed about anything weird going on.&lt;br /&gt;
&lt;br /&gt;
You arrive on the station inside your office next to toxins. You have the front seat. So sit back and enjoy the view. Remember that you have two of the most important things on the station, Robotics control and the AI integrity restorer.&lt;br /&gt;
&lt;br /&gt;
== Directing Research 101 ==&lt;br /&gt;
As the Research Director, your job is obviously to direct research. You have access to anything scientific.&lt;br /&gt;
&lt;br /&gt;
=== There&#039;s No I In Team ===&lt;br /&gt;
Your official responsibility is to ensure that nobody does anything they shouldn&#039;t. This means making sure that the Roboticists don’t cyborg people without following protocols, and that ordinance does not destroy the station.&lt;br /&gt;
&lt;br /&gt;
Try to stop ordinance from igniting. Teach your scientists the proper way to handle plasma. &lt;br /&gt;
&lt;br /&gt;
=== Computer Maintenance And You ===&lt;br /&gt;
In the event of AI damage on an Intelicard, there is a computer in your office which can be used to repair its systems. This is a long process, but it is still usually better than having no AI at all. In addition, it is possible to build a new AI from the circuit also found in your office. Using plasteel and glass, it is constructed just like any other computer up until the Synthetic brain is inserted. Please be aware that a freshly constructed [[AI]] comes with the default NanoTrasen laws.&lt;br /&gt;
&lt;br /&gt;
=== AI Overpopulation: The Core Circuit And You ===&lt;br /&gt;
Whether to reduce the load on primary AI or just to increase information chaos, with this nifty AI Core circuit board found in your office you can make a second, working AI. You need the following components first:&lt;br /&gt;
a screwdriver,&lt;br /&gt;
a wrench,&lt;br /&gt;
4 sheets of plasteel,&lt;br /&gt;
2 sheets of reinforced glass,&lt;br /&gt;
the circuit board,&lt;br /&gt;
and, of course, a brain in an MMI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make AI Core frame with plasteel, wrench it in a preferably secure place near an intercom (or a radio), add circuit, screwdriver, wires, MMI, glass, screwdrive again. Voila! Now there&#039;s two working AIs on station!&lt;br /&gt;
&lt;br /&gt;
====KNOW YOUR SILICON====&lt;br /&gt;
There are three types of rogue silicons that you should be familiar with. Each has a slew of different options regarding how you can deal with it.&lt;br /&gt;
* Subverted: A traitor (Or unscrupulous Captain) has used either a Freeform module of a Hacked Law Module to upload a law (or several) that is dangerous to the crew&lt;br /&gt;
** Subverted AIs can be fixed very easily via using a Purge and Default board on an Upload Console.&lt;br /&gt;
** Subverted AIs cannot hack their cyborgs&lt;br /&gt;
** Subverted AIs can be downloaded to an Intellicard&lt;br /&gt;
&lt;br /&gt;
*Malfunctioning: The AI has an irremovable hacked law and the ability to hack APCs. It can access several special powers by spending it&#039;s CPU.&lt;br /&gt;
** Malfunctioning AIs cannot be fixed. They must be destroyed. They can and will shunt into a hacked APC before dying, requiring you to deconstruct the APC (ENTIRELY) to finish it off.&lt;br /&gt;
** Malfunctioning AIs can hack their cyborgs.&lt;br /&gt;
&lt;br /&gt;
=== Upgrading the station===&lt;br /&gt;
NT has granted your colleagues a station that has plenty of room for improvement. Plenty of machines around the station can be upgraded to improve efficiency, and you&#039;re encouraged to let your coworkers feel what an efficient science really means: Better work conditions. Use the Rapid Part Exchanger device, produced by the Protolathe to rapidly replace obsolete parts with newers parts which will further improve machine efficiency; or deconstruct and reconstruct the machine from the getgo. The RPED is able to scan the stock parts present in the machine.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As the research director, you are the link between the captain, the heads of staff, and your researchers. R&amp;amp;D supplies technology to the other departments and receives supplies from the miners and quartermaster. When something strange happens--someone [[changeling|turns into a monkey]], [[wizard|teleports without a device]], or has [[traitor|illegal technology]]--it&#039;s your job to try to explain what just happened. Good luck.&lt;br /&gt;
&lt;br /&gt;
Ordinance will be your best bet, with all those explosives you&#039;ll probably be able to hold the station hostage. You hold a lot of power, and at the same time, a decent amount of responsibility. &lt;br /&gt;
 &lt;br /&gt;
Less useful but still dangerous, [[roboticist|robotics]] is a useful stopping point.&lt;br /&gt;
&lt;br /&gt;
== AI Laws ==&lt;br /&gt;
Only the Captain and Research Director have permission to relaw the AI. The acting captain can relaw the AI in the case of rogue or Ion law situations. This does not extend to elective law changes.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Lamarr can be used for internals.&lt;br /&gt;
* You can restore dead AIs using the AI system integrity restorer consoles. There&#039;s one in the RD office, and one directly to the right of the AI foyer. When your AI dies, use an intellicard on the destroyed AI core and slot it into the console! Wow! You&#039;re a helpful little furless monkey!&lt;br /&gt;
* If you have an assistant or extra Science crew, give one a RPED full of parts for said machines and a screwdriver, and send them around the station, mainly to science, medical, and engineering. Places particularly in need of parts are xenobiology, robotics, genetics, the supermatter, and the incinerator if the atmos techs are using it. &lt;br /&gt;
{{CommandDelegate}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = A06DA0&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>AnImp</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Chief_Engineer&amp;diff=9949</id>
		<title>Chief Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Chief_Engineer&amp;diff=9949"/>
		<updated>2026-07-25T07:16:38Z</updated>

		<summary type="html">&lt;p&gt;AnImp: /*  Overview */ Added {{CommandDelegate}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = FF9D00&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = FF9D00&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = FF9D00&lt;br /&gt;
 |img = Generic_ce.png&lt;br /&gt;
 |stafftype = ENGINEERING&lt;br /&gt;
 |jobtitle = Chief Engineer&lt;br /&gt;
 |access = All Engineering Departments, Power Equipment, CE Office, Construction Site, Bridge, Maintenance, EVA, Tech Storage, Telecommunications, External airlocks, Brig, Mineral Storage&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Captain]]&lt;br /&gt;
 |duties = Coordinate engineering, ensure equipment doesn&#039;t get stolen, make sure the  [[Supermatter]] doesn&#039;t blow up, maintain [[Telecoms]].&lt;br /&gt;
 |guides = [[Hacking]], [[Guide to construction]], [[Guide to advanced construction]], [[Guide to Telecommunications]]&lt;br /&gt;
 |requirements = Make sure that at least one power source goes online at the start of the round. Know what to do when Telecommunications gets blown up. Know how to repair the station and its machines such as APCs.&lt;br /&gt;
 |alttitles=Engineering Foreman, Head of Engineering}}&lt;br /&gt;
{{Engineering Dept header}}&lt;br /&gt;
&lt;br /&gt;
Know that guy who builds all the things?  Well, he has a boss, and it&#039;s you! You are the head of the Engineering Department, which includes not only [[Station Engineer]]s, but [[Atmospheric Technician]]s as well. Essentially, your job is to boss your staff around and make sure the power flows. Other than directing the workflow of the department, you&#039;re also expected to carry out general [[Station Engineer|engineer]]-duties and maintain Telecomms. To be a good CE it is imperative that you have a good working knowledge of how APCs, SMES cells and power in general works, how to decipher atmospherics, how to efficiently set up the [[Supermatter]] and solars and how to get your charges&#039; moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic skills:&#039;&#039;&#039; The entirety of [[Guide to construction|Engineering]], [[Guide to Telecommunications|Telecoms]] and [[Guide to Atmospherics|Atmospherics]]. Communicate with your staff and teach inexperienced team members.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Advanced optimization of station power sources Atmospherics. Coordinate your team to fix the station once meteors, nuke ops and malfunctioning AIs hit. Be robust enough to deal with rogue Cyborgs and Revolutionaries.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[File:Clipboard_paper.png]] Overview ===&lt;br /&gt;
&lt;br /&gt;
--------Greet your team over the radio and establish your authority. Find out who you will be working with and how many of them, and make sure that everyone has a job to do.&lt;br /&gt;
&lt;br /&gt;
Delegate tasks to your team &lt;br /&gt;
&lt;br /&gt;
Sometimes your team will be fairly competent and you&#039;ll only need to supervise, but a lot of the time you will be required to step in. If someone&#039;s clearly new, help them out a bit and show them the ropes. If someone&#039;s clearly being a twat then shout at them and forcibly demote if they continue. With these points in mind, a power source should successfully come online and start generating power. It&#039;s always a good idea to announce this to the crew when it happens. &lt;br /&gt;
&lt;br /&gt;
If any of your team members try to run off with an engineering hardsuit just to go space exploring, let them know that they will be arrested for dereliction and demoted if they do not return to do at least the most minimal duties before doing whatever they want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:SMES Charging.gif]] With Your Powers Combined ===&lt;br /&gt;
--------&lt;br /&gt;
There are multiple ways to power the station. Unless you know what you&#039;re doing, stick with the default one at first, and get it working as soon as possible. It&#039;s hard to set up a second power source if the crew is trying to lynch you for not finishing the first one.&lt;br /&gt;
&lt;br /&gt;
====[[File:Supermatter shard.png]] Supermatter ====&lt;br /&gt;
The [[Supermatter]] is the default power source. Its primary features are emitting tons of radiation, making everyone who could theoretically see it hallucinate, releasing hot oxygen and plasma, heating the air around, and either exploding or creating a Tesla/Singularity when you screw up. It begins inert but being hit by an object or projectile will activate it.&lt;br /&gt;
====[[File:Solar tracker.png]] Solar Power ====&lt;br /&gt;
Whilst the supermatter or singularity outputs a lot of power, a hardened engineer like yourself knows that it&#039;s incredibly unreliable at the best of times. This is where the [[solars]] come in. Solars output a decent amount of energy and can keep the station running at a bare minimum whilst you inevitably sort out an issue with the supermatter, but they need setting up first! Luckily this is even easier than setting up the singulo and you can just designate one of your minions to go out and complete the task, better yet if they volunteer. Remember though, engineering has only two hardsuits (radiation protection but no fire protection), and atmospherics only one (fire protection but no radiation protection). No yellow-suit chump&#039;s getting his hands on YOUR pristine white hardsuit (which protects against both radiation AND fire). So get the AI&#039;s attention and tell it that the man is allowed in EVA to pick up some equipment. Or just do solars yourself, you lazy fuck.&lt;br /&gt;
&lt;br /&gt;
====[[File:Turbine computer.gif]] Turbines ====&lt;br /&gt;
Depending on the model of your space station, there might also be a turbine or thermo-electric generator installed. Both of these burn through plasma to generate energy, but they work differently so make sure you refer to the right guide when setting one up.&lt;br /&gt;
&lt;br /&gt;
===[[File:O2 Canister.png]] Atmosia, the Great City-State of Pipes ===&lt;br /&gt;
---------&lt;br /&gt;
The supermatter is running, the solars are wired and the engineering team is at your beck and call. The station is getting a steady supply of power and you&#039;re confident your team can maintain this and repair any damage to the hull. Your job is done, right? NOT SO FAST, my friend! Haven&#039;t you forgotten atmospherics?&lt;br /&gt;
&lt;br /&gt;
Yes, as hard as it is to accept, that convoluted bundle of pipes and its clueless staff are under your jurisdiction and it&#039;s your responsibility to make sure that it&#039;s keeping everybody breathing. As the CE, you are expected to know the basics of how atmos works, how to optimize it, and then how to keep people from fucking with it. Luckily, that&#039;s pretty much it. Again, read the guide and learn it.&lt;br /&gt;
&lt;br /&gt;
All you really have to do with atmos is get acquainted with its staff (you can do this at round start along with your [[Station Engineer|direct minions]], as they share the engineering channel), make sure they know how to optimize it (if not, do it yourself - better yet teach them), and then check back in periodically to ensure someone hasn&#039;t tampered with it.&lt;br /&gt;
&lt;br /&gt;
===[[File:Server.gif]] Telecommunications ===&lt;br /&gt;
------------&lt;br /&gt;
It&#039;s your duty to make sure Telecommunications is working and to fix it if it doesn&#039;t. If you need help fixing or maintaining it use the [[Guide to Telecommunications]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Wrench.png]] ...Then What? ===&lt;br /&gt;
------------&lt;br /&gt;
Now that the station&#039;s systems are running at maximum capacity or are in the process of being made so, you can relax a little. Here is what you should be doing:&lt;br /&gt;
&lt;br /&gt;
* Listen to the radio for hull breaches. When you hear of one, send a couple of Engineers out to mend the damage.&lt;br /&gt;
* Check the Station Alert Console to see if there are any power/atmos alarms going off on the station.&lt;br /&gt;
* Periodically check out atmospherics to make sure nobody&#039;s messed it up.&lt;br /&gt;
* Talk to your team. Make sure the station is powered and that holes are being patched up.&lt;br /&gt;
==[[File:Light_Bulb.png]] Tips==&lt;br /&gt;
* Your copy of the station blueprints can be used to create new areas, rename old ones, and view the layout of wires for different devices.&lt;br /&gt;
* Your Advanced Magboots don&#039;t just stop you slipping into space, they stop you slipping in general when they&#039;re activated and don&#039;t slow you down while activated, unlike normal magboots.&lt;br /&gt;
* All that is needed for telecoms is: receiver-&amp;gt;mainframe-&amp;gt;processor-&amp;gt;mainframe-&amp;gt;server-&amp;gt;broadcaster. Just make sure everything is linked to each other properly and you won&#039;t need a hub. Mining and people on the DJ station are unable to communicate though without a hub.&lt;br /&gt;
* CE’s modsuit is fire- and radiationproof, and has a built-in jetpack (to be used with an air tank on the suit storage slot).&lt;br /&gt;
* You can scan pieces of paper with your PDA to add them to your PDA notes. &lt;br /&gt;
* The message monitor console in telecoms can be used to read PDA messages, and forge them too! Go to the last option, to send a system administrator message, and change the name and title. (They don&#039;t have to be on the manifest, even.)&lt;br /&gt;
{{CommandDelegate}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = FF9D00&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>AnImp</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Head_of_Security&amp;diff=9948</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Head_of_Security&amp;diff=9948"/>
		<updated>2026-07-25T07:14:43Z</updated>

		<summary type="html">&lt;p&gt;AnImp: /* Head of Security Expectations */ Added {{CommandDelegate}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = {{Color/Security}}&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = {{Color/Security}}&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = {{Color/Security}}&lt;br /&gt;
 |img = Generic_hos.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Head of Security&lt;br /&gt;
 |access = All of security, Head of Security&#039;s Office, Maintenance, Medbay, Research Division, Bridge, Engineering, Construction Area, Cargo Office, Mining, Gateway, Personal Lockers, Weapon Permit&lt;br /&gt;
 |difficulty = Very hard&lt;br /&gt;
 |superior = Chimera Officials, Central Command&lt;br /&gt;
 |duties = Coordinate security personnel, ensure they are not corrupt, make sure every department is protected and defend the station against threats as they come and go.&lt;br /&gt;
 |guides = [[Guide to security]], [[Guide to Trials]], [[Chain of Command]], [[Corporate Regulations]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]], [[Security items]]&lt;br /&gt;
 |requirements = Delegate security personnel to resolve discrepancies, ensure that [[Corporate Regulations]] are followed, de-escalate arguments on dispatch, and exhibit leadership by being the face of security.&lt;br /&gt;
 |alttitles=Chief Constable, Chief of Security, Security Commander, Sheriff}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
&lt;br /&gt;
You&#039;ve worked yourself out being a [[Security Officer]]. Not hard enough for you? Well, you&#039;re in the right place. I hope. Being the Head of the entire [[Jobs#Security|Security Department]] that are tasked with protecting the entire station and its crew isn&#039;t an easy job. In fact, you have it the hardest only bested by the [[Captain]]. But just maybe, you might be able to lead your modest crew of [[Security Officer|Officers]] and the rest of the Brig personnel to victory against those who wish to bring harm and ruin to [[Nanotrasen]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Have a good understanding of corporate regulations. Try to keep your team alive, working together, communicating, concentrating on the bigger fish rather than small leeches and not devolve into chaos.&lt;br /&gt;
&lt;br /&gt;
= Head of Security Expectations =&lt;br /&gt;
&lt;br /&gt;
* Keep tabs on your officers, make sure [[Corporate Regulations]] is upheld, make sure the peace is kept.&lt;br /&gt;
* Inform the [[Captain]] and Command of current security issues so that the station may raise or lower to the appropriate level.&lt;br /&gt;
* Keep in contact and with an open line of communication with other heads of staff, specifically, with regards to any developing situations in regards to their departments.&lt;br /&gt;
&lt;br /&gt;
== Job Description ==&lt;br /&gt;
Your job isn&#039;t to typically hunt people down, unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into. You have more access to the station than anyone else in security, try not to depend on it too much.&lt;br /&gt;
&lt;br /&gt;
You are concerned with the following people in your department:&lt;br /&gt;
&lt;br /&gt;
* [[Security Officer|Security Officers]]: These are your pawns, and it&#039;s your job to control them. If they&#039;re being incompetent resource wasters, yell at them and get them to fall in line. If they continue, tell them to stop or have them demoted. A security officer that does not do his job properly shouldn&#039;t even have this job in the first place.&lt;br /&gt;
* [[Warden|The Warden]]: This is a special security officer who acts as the Brig&#039;s watchdog. Make sure he doesn&#039;t set and/or support unfair and bad brig times, that he doesn&#039;t leave the Brig, and he won&#039;t bother you. He also hands out equipment in emergencies, and will take over if you happen to be unavailable.&lt;br /&gt;
* [[Corrections Officer]]: The prison&#039;s watchdogs. They are placed in a office within the prison to watch over your scums of the Earth; you shouldn&#039;t need to order them around too much. Just make sure they keep an eye on the orange men.&lt;br /&gt;
* [[Detective|The Detective]]: The job of the detective is to investigate crimes. They specialize in interrogating suspects and witnesses, and pursuing leads. They are firmly under your command, with [[Detective|some exceptions]], regardless of what they may say.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== Officers, Roll Out ===&lt;br /&gt;
The first step towards keeping the station safe is to ensure that your own officers aren&#039;t a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding [[Corporate Regulations]], and [[Security Policy|standard Security practices]].&lt;br /&gt;
&lt;br /&gt;
Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the [[Detective]] collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date, not in the least because Beepsky can help your officers catch criminals who would otherwise evade them. &lt;br /&gt;
&lt;br /&gt;
=== Police the Station ===&lt;br /&gt;
Like the Captain, you have a number of people you can delegate to. You should be using them to coordinate your officers instead of doing everything yourself. Within the brig, your [[Warden]] has authority over others; you should be using them to coordinate the handing out of equipment and supervision of the [[Corrections Officer]].&lt;br /&gt;
&lt;br /&gt;
=== Laying Down the Law ===&lt;br /&gt;
Check to make sure that appropriate times are given out for violations of Corporate Regulations, and that your department only arrest people who have actually committed crimes. Remember, if they&#039;re doing something that you don&#039;t like but is technically not against the law, you can issue an official injunction - preferably in a official sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.&lt;br /&gt;
&lt;br /&gt;
If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a bad officer.&lt;br /&gt;
&lt;br /&gt;
==== The Captain ====&lt;br /&gt;
It is also important that you understand the relationship between Security and the [[Captain]]. The Captain&#039;s authority on the station is not absolute. The Captain cannot pardon criminals, cannot get away with committing crimes, and so on. The only time that Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station. Other Heads of Staff are required to follow Corporate Regulations as well. &#039;&#039;&#039;However&#039;&#039;&#039;, this does not mean that you are the law. You can only arrest the Captain, or other Heads of Staff, if they&#039;ve actually committed a crime. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, always remember to follow [[Security Policy|standard security procedures!]]{{CommandDelegate}}&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As Head of Security, you coordinate your actions with the captain, the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. Additionally, you will interact with medical when declaring someone mentally unfit as per [[Corporate Regulations]]. When a criminal damages station infrastructure, you will work with Engineering to determine what happened and whether it&#039;s safe for your officers to investigate. Supply and Research can get you high-powered weapons if you need them. And do try to keep the janitor from thoughtlessly cleaning up the evidence.&lt;br /&gt;
&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = {{Color/Security}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AnImp</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Head_of_Personnel&amp;diff=9947</id>
		<title>Head of Personnel</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Head_of_Personnel&amp;diff=9947"/>
		<updated>2026-07-25T07:13:51Z</updated>

		<summary type="html">&lt;p&gt;AnImp: /* Expectations */ Added {{CommandDelegate}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 03870C&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 03870C&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 03870C &lt;br /&gt;
 |img = Generic_hop.png&lt;br /&gt;
 |stafftype = SERVICE&lt;br /&gt;
 |jobtitle = Head of Personnel&lt;br /&gt;
 |access = Full access to all civil departments, Weapon Permit, Morgue, Security Office, Brig, Research Division, Medbay, Engineering, Construction Area, Maintenance, EVA, AI Upload, Bridge, Vault, Gateway, HoP locker, Personal Lockers, Full ID console access.&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = [[Captain]]&lt;br /&gt;
 |duties = Altering access on [[ID|ID cards]], manage civil and service departments, being [[Ian]]&#039;s bodyguard, running the station when the captain dies&lt;br /&gt;
 |guides = [[Chain of Command]], [[Guide_to_paperwork|Guide to Paperwork]], [[Paperwork|Paperwork Templates]]&lt;br /&gt;
 |requirements =  Get to your desk within a minute&#039;s notice and make sure the station is working efficiently.&lt;br /&gt;
 |alttitles=Crew Supervisor, Employment Officer, Executive Officer}}&lt;br /&gt;
{{Service Dept header}}&lt;br /&gt;
&lt;br /&gt;
You are the Head of Personnel. You are the one on the left. The one on the right is a dog. You are not a dog (probably). Your main responsibility is to handle the personnel of the station, whether that be by assigning the [[Assistant|jobless]] with jobs or handing out access and weapons permits. Your end goal is to make sure the station is working efficiently.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Don&#039;t give out all-access to everyone. Do background checks before giving someone a weapons permit. Don&#039;t abandon your post.&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
* Coordinate with the other Heads to see which department is lacking and if someone wants access to their department or a job in it.&lt;br /&gt;
* Do background checks before giving someone access/a job/a weapons permit.&lt;br /&gt;
* Be moderate with the amount of access you give out.&lt;br /&gt;
* Have a bare minimum knowledge of [[Corporate Regulations|Corporate Regulations]].&lt;br /&gt;
== Who Even Are You? ==&lt;br /&gt;
You are the Human Resources coordinator for the station. Everything that deals with the personnel, you should put your two cents in about. Did someone get demoted? Were there steps that could&#039;ve been done to prevent the demotion (training, letter of injunctions, etc.)? You are here to listen to people&#039;s complaints and find a way to fix them. You&#039;re also here to sign papers and make sure every Head has their stamp on hand. &lt;br /&gt;
&lt;br /&gt;
While it&#039;s common for other sectors to have the Head of Personnel as the second in command to the Captain, that&#039;s not true in the Nova Sector. However, you still have a chance to take over ACO if the current captain is indisposed or dead. Be sure you know what all an ACO needs to do, in order to make sure the station stays safe and efficient.&lt;br /&gt;
&lt;br /&gt;
To make sure you&#039;re doing your job as efficiently as possible, be sure to leave a [[Paperwork|paper trail]], which you can print some template forms from the copier in your office. You never know when some gumshoe might come asking about who got medical access this shift! So, be sure to stock up on your stamps and ink. Cargo has a Bureaucracy Crate you can order from your PDA (which will buy it from the Service Budget), and this crate will have just about everything you need for paperwork. Besides the stamp with your job on it, which is in your office.&lt;br /&gt;
&lt;br /&gt;
== Efficient Efficiently Efficient ==&lt;br /&gt;
=== Checking It All Out ===&lt;br /&gt;
Background checks are a requirement to almost every request that&#039;s made out of you. After all, you don&#039;t want a [[Prisoner|former terrorist]] gaining access to ordnance, do you? For background checks, you&#039;ll be checking out their general records and security records. Look for discrepancies in these, as well as flat out requests to block Cannibal #2 from the morgue. We need those bodies! &lt;br /&gt;
&lt;br /&gt;
But, all in all it will be up to you to determine if someone will get their access fulfilled or not. Try your best to make the right decision. And if you made the wrong decision? &#039;&#039;No, you didn&#039;t!&#039;&#039; Because you&#039;re the &#039;&#039;goddamn&#039;&#039; H to the O to the P.&lt;br /&gt;
&lt;br /&gt;
=== Their Right to Bear Arms ===&lt;br /&gt;
Weapons permits are about as straight forward as you could imagine; it&#039;s literally an access code on their ID. There&#039;s only a few requirements!&lt;br /&gt;
&lt;br /&gt;
* The [[Captain]] sets the price, and their availability. If the [[captain]] wants them to be a thousand, and not allowed for assistants, that&#039;s just how it&#039;ll be for that shift.&lt;br /&gt;
* Permits &#039;&#039;by default&#039;&#039; require a filled out &#039;&#039;&#039;[[Records Template|&amp;lt;big&amp;gt;security record&amp;lt;/big&amp;gt;]]&#039;&#039;&#039;. The captain can overrule this if they want, on an individual basis.&lt;br /&gt;
* While not required, it&#039;s a good idea to inform the [[Head of Security|HoS]], and the persons relevant department head (including yourself) when someone is issued a permit.&lt;br /&gt;
&lt;br /&gt;
=== Lemme In! ===&lt;br /&gt;
Next to weapons permits, your next most requested thing will be access changes and job changes. Now, access and job changes are quite easy to give out. You make sure the ID card has the appropriate trim, and then you use your ID console to add or remove access (you can quickly change access by using a layout provided by the ID&#039;s trim in the ID console). Feel free to give someone a fancy new title while you&#039;re at it! (Except Command, they don&#039;t get fancy new titles) Oh, and make sure they imprint their PDA with their new ID, in order to update the crew manifest, if you gave them a job.&lt;br /&gt;
&lt;br /&gt;
You should always be doing a background check before giving someone access to somewhere. And if they&#039;re wanting access or a job to a department you don&#039;t head, ask the current Head if that should happen. If the Head is missing, then it&#039;s up to your best judgement if they should get that or not.&lt;br /&gt;
&lt;br /&gt;
=== Gettem Out! ===&lt;br /&gt;
So, people are not always good eggs. Some of the eggs are rotten and they need to get thrown out. One of your employees is a bad egg, and now you have to demote them. First thing first, consider if everything&#039;s been done to avoid demoting them. Did you consider doing an injunction? Give them more training? Assign them to a different part of the department? And whatever else you can think of. If none of these work, then, it&#039;s time to demote.&lt;br /&gt;
&lt;br /&gt;
First, get their PDA and ID somehow. [[Security Officer|Security]] is often a best bet for getting it from them. Take their card to your ID console, and hit terminate employment. You&#039;ll want to shove that ID back into their PDA and imprint it, so the crew manifest updates. And, wowza! You&#039;ve demoted your first crew member. Be sure to return their PDA and ID, as well as get a replacement for their previous position.&lt;br /&gt;
&lt;br /&gt;
== [[File:Ian.PNG|64px|class=pixelart]]Ian ==&lt;br /&gt;
Ian, who starts in your office, is a dog that keeps you company. You can pet him or just pull him around for fun. Please try to be sensible about him. If you give him the dog bone from your locker, he&#039;ll listen to your commands. You can tell him to sit, follow, and play dead. You can also command him to attack things you point at and he&#039;ll fetch things you throw. Make sure to give him a hat!&lt;br /&gt;
&lt;br /&gt;
It is traditional to rescue Ian if the station has to be evacuated.&lt;br /&gt;
&lt;br /&gt;
== The Four Supporting Beams of HoP ==&lt;br /&gt;
Do you feel like your only job is to be shackled to the desk, playing on your little computer, and asking for Heads to let you handle employment issues?&lt;br /&gt;
&lt;br /&gt;
Well, have no worries, you have so much more you can do!&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Support The Crew.&#039;&#039;&#039; You are HR. Your job is to help the crew. See what you can do to improve someone&#039;s relationship with their job. Listen to their complaints, delegate tasks to other crew who can do a better job in helping (ie. asking a janitor to replace lights), talk with them and get to know them, mediate personal conflicts, and hand out some medals to improve morale.&lt;br /&gt;
# &#039;&#039;&#039;Support the Heads.&#039;&#039;&#039; Guess who is ALSO part of the crew? The Heads! So, be sure to support them as well. Use command comms (:c) often, and help figure out how to increase their morale. Maybe the Captain needs a surprise party, or maybe the Chief Engineer needs someone to hear them out. All you have to do is ask.&lt;br /&gt;
# &#039;&#039;&#039;Support Minimalism.&#039;&#039;&#039; When assigning access, make sure you consider if they really need access. Consider the current shift, alert level, and which departments are staffed. You should try to work on a system of threes. Ask someone why they need that access, and only approve it if they can give you three valid reasons. (The system of threes is only a suggestion for if they really need the access, not a rule.)&lt;br /&gt;
# &#039;&#039;&#039;Support Service.&#039;&#039;&#039; As HoP, you&#039;re expected to know your way around paperwork, but you should also be able to do the bare minimum of every service job. Check in with your department, give training to those who need it, employ new people if someone disappears, and expect to pick up some kitchen or botany work if those are empty. The station is only truly efficient if the service department is working, after all!&lt;br /&gt;
{{CommandDelegate}}&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Tips ==&lt;br /&gt;
* You should have good knowledge of the command regulations and corporate regulations.&lt;br /&gt;
* As an example, you could play as a subservient right hand man to the Captain, or a devious power hungry maniac, only serving to further your own career goals. Remember, whatever you choose, try to enjoy it, and try not to ruin the round for other people.&lt;br /&gt;
* You may have access to it, but you are not [[Security Officer|Security]]. Chasing and arresting criminals should be left to the likes of [[Security Officer]]s and possibly the [[Head of Security]]. Your armor and weapon are for your protection only and do not give you the right to chase after criminals. If you should happen across a crime, pulling your weapon may hinder more than help. In addition, some departments may get upset and try to push trespassing charges on you if you enter secure areas without approval. Just because you have access doesn&#039;t mean that you can be there.&lt;br /&gt;
* You will have to deny people things. If the &amp;quot;no&amp;quot; was due to them not having enough reasons to get access, consider having them run a paper to get stamped by the Head of the department they want access to. If the &amp;quot;no&amp;quot; was due to them not having security records, ask them if they&#039;d like help getting them filled out. (You can&#039;t edit character records in round, but you can have them save it to their preferences for the next one.)&lt;br /&gt;
* Consider making your own [[Guide_to_paperwork|paperwork]] using [[Paperwork|templates]] and the forms from the copier as examples of what types you&#039;ll need.&lt;br /&gt;
* You could get Heads to stamp your paperwork by faxing it to their office. Just be sure that they&#039;re nearby and that they send it back! &lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 03870C&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>AnImp</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Captain&amp;diff=9946</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Captain&amp;diff=9946"/>
		<updated>2026-07-25T07:12:42Z</updated>

		<summary type="html">&lt;p&gt;AnImp: /* Howdy, Skipper! */ Added {{CommandDelegate}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 265473&lt;br /&gt;
 |hcolour = #FFB300&lt;br /&gt;
 |bcolour = 265473&lt;br /&gt;
 |bhcolour = #FFB300&lt;br /&gt;
 |ebcolour = 265473&lt;br /&gt;
 |img =  Generic_captain.png&lt;br /&gt;
 |stafftype = COMMAND&lt;br /&gt;
 |jobtitle = Captain&lt;br /&gt;
 |access = Everywhere&lt;br /&gt;
 |difficulty = Very hard&lt;br /&gt;
 |superior = Corporate Regulations and [[Nanotrasen]] Officials&lt;br /&gt;
 |duties = Be responsible for the station, manage your [[Heads of Staff]], Keep the crew alive, be prepared to do anything and everything or die horribly trying.&lt;br /&gt;
 |guides = [[Corporate Regulations]], [[Security Policy]]&lt;br /&gt;
 |requirements = Secure dat fukken disk, secure the pinpointer, secure the spare Captain&#039;s ID. Only use your authority when it is required, the Heads of Staff are there for a reason.&lt;br /&gt;
 |Minimum Chronological Age=25|alttitles=Commanding Officer, Site Manager, Station Commander}}&lt;br /&gt;
{{Command Dept header}}&lt;br /&gt;
&lt;br /&gt;
You are the Captain, the top of the chain of command. It is your duty to ensure the stability and productivity of the station, as well as carrying out directives from CentCom.&lt;br /&gt;
&lt;br /&gt;
At round start, &#039;&#039;&#039;take the Nuclear Disk with you&#039;&#039;&#039;, call the Heads to report in and keep checking in from time to time on what needs to be done and who should do it.&lt;br /&gt;
&lt;br /&gt;
==Howdy, Skipper!==&lt;br /&gt;
=== Being a Captain – Basics===&lt;br /&gt;
The Captain has spacious quarters, complete with arcade machine, ID computer and Communications console, a [[High-risk_items#Hand_teleporter|hand teleporter]], the [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]], an NAD pinpointer, an SSU with a special modsuit, an energy gun, and a pressurized and humidity controlled display case with your pride and joy, an [[High-risk_items#Captain.27s_Antique_Laser_Gun|antique laser gun]], Alongside the spare ID biscuit, containing the safe code.&lt;br /&gt;
&lt;br /&gt;
There is also a locked wooden box in your office filled with medals. These can be awarded to your crew to commend them for exemplary service.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, take your spare ID biscuit &#039;&#039;&#039;and nuclear authentication disk&#039;&#039;&#039; and put them in your backpack. If you&#039;ve done that, you&#039;ve done half your job already. If you&#039;re feeling particularly vulnerable, give your pinpointer to the Blueshield. After this, walk around the station and command people.&lt;br /&gt;
&lt;br /&gt;
===Head of Heads===&lt;br /&gt;
&lt;br /&gt;
When you’re not fighting Revolutionaries, Traitors, Syndicates, and Wizards, you are monitoring the crew.  You are at the top of the food chain, though that comes with caveats. You are close to the final authority when it comes to station matters.  &lt;br /&gt;
&lt;br /&gt;
You are a leader, someone who people look up to in times of need. There really is no way to tell you exactly how to run things as many people have different leadership styles. However, as Captain, here are some guidelines you should keep in mind: &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Keep the station moving.&#039;&#039;&#039; Your first goal as captain is to keep things running as smoothly as possible, sometimes this comes with the caveat of having to tell a head to step aside, but you shouldn&#039;t do it lightly! What the point of having a [[Head of Security|head of security]] if you&#039;re going to do everything yourself?&lt;br /&gt;
#&#039;&#039;&#039;Follow the Chain of Command when possible.&#039;&#039;&#039; While you run things around here, it equally doesn&#039;t mean you should be constantly overstepping your heads over minor issues, you should only overstep when needed!&lt;br /&gt;
#&#039;&#039;&#039;Stay alert.&#039;&#039;&#039; You have a big target on your back. It is likely you&#039;ll be a prime Traitor target just for your all-access ID. &lt;br /&gt;
#&#039;&#039;&#039;Keep calm and carry on.&#039;&#039;&#039; As Captain, be prepared to deal with any or all of the following: Incompetent or absent Heads, traitors and angry crew members banging down the bridge door trying to get in, corrupted AIs on a murder spree and the occasional aftermath of an Armageddon against the station, thanks to a range of the above. And it&#039;s your job to manage it all. Good luck.&lt;br /&gt;
&lt;br /&gt;
===Refitting the DOORKNOB – Uploading Laws Made Easy===&lt;br /&gt;
&lt;br /&gt;
Uploading Laws to the [[AI]] isn’t something you should be doing lightly… &lt;br /&gt;
&lt;br /&gt;
Do not get angry with the AI if it does not want you uploading a new law, as Nanotrasen has pre-programmed them to be sensitive to law changes. In most cases, you shouldn&#039;t be changing the AI&#039;s laws unless they&#039;re particularly bad. &lt;br /&gt;
&lt;br /&gt;
But remember the Hierarchy. Law 1 overrides Laws 2, 3, 4, etc. A Law 4 telling the AI to kill all Revolutionaries isn’t going to work. A Law 4 classifying Revolutionaries as Nonhuman and that they must be eliminated works much better. Law priority is enforced by the order they are listed. A law is invalid if it disagrees with previous laws in the form of conflicting orders, or challenges the procession of law priority.&lt;br /&gt;
&lt;br /&gt;
===Central Command===&lt;br /&gt;
&lt;br /&gt;
Contact with Central Command may be few and far between, but you&#039;re expected to follow any directives issued by them. CentCom will usually issue directives and updates on activities in your sector through the Communications Console located on the Bridge and your office.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re unlucky, you might have to deal with a visit from a [[CentCom Official]] or Commander. Official visits vary from standard performance reviews, internal investigations, or some other kind of corporate meddling. Whatever the case may be, it is important that you try and keep the Official happy throughout their visit. If all else fails, just make sure you can&#039;t be blamed for anything that goes wrong. &lt;br /&gt;
&lt;br /&gt;
If you somehow really piss both them and the crew off, do start worrying. Many a Captain has been vaporized in their own Quarters for acting like a complete lunatic.&lt;br /&gt;
&lt;br /&gt;
Contacting CentCom on your own is possible through the use of Communications Consoles, but unless the transmission is urgent it will likely get caught up for weeks in CentCom&#039;s notorious bureaucracy. Even then, it&#039;ll be a crapshoot.&lt;br /&gt;
&lt;br /&gt;
===Abandoning Ship===&lt;br /&gt;
&#039;&#039;&#039;You are ultimately responsible for the station.&#039;&#039;&#039; It is not uncommon for Captains to be court-martialled or even executed if he or she should decide to abandon their ship, regardless of condition. As they hold the ultimate responsibility for the station and its crew, losing them could likely be perceived by your superiors as desertion, mutiny and/or sedition.&lt;br /&gt;
&lt;br /&gt;
So keep this in mind when you are facing disaster. Permit no evacuations without your explicit authorization. &#039;&#039;&#039;You should be doing your utmost in keeping the station up and running&#039;&#039;&#039; lest you go down with the ship, either one way or the other.{{CommandDelegate}}&lt;br /&gt;
&lt;br /&gt;
== Acting Captain ==&lt;br /&gt;
Members of command are capable of holding the mantle of acting captain. There is no designated “next in line” for acting captainship, and command should decide who is the best fit upon the start of the shift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As of this time, the Blueshield, NanoTrasen Consultant, and Bridge Officer cannot assume Acting Captain. If Either Central Command Personnel is assigned as Acting Captain, they should find the best suited crew member to take the mantle.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As acting captain, while retaining your original role, you can also make calls equivalent to a captain. Generally, your initial job comes first. Do remember that this authority is loaned to you. You might have the golden card but that doesn&#039;t mean you will always be treated as &#039;&#039;The Captain.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Head of Security is assigned as Acting Captain, they should at least discuss alert changes with other members of command in regards to security related alert changes.&lt;br /&gt;
&lt;br /&gt;
The acting captain is to obtain the Nuclear Authentication Disk, spare captain’s ID, captain’s headset and door remote. All other equipment and clothing should be left in the captain’s locker.&lt;br /&gt;
&lt;br /&gt;
When the official captain arrives, the acting captain is to return all equipment back to the captain.&lt;br /&gt;
&lt;br /&gt;
== AI Laws ==&lt;br /&gt;
Only the Captain and Research Director have permission to relaw the AI. The acting captain can relaw the AI in the case of rogue or Ion law situations. This does not extend to elective law changes.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* As Captain, you should always be carrying the Nuke Disk: The [[Head of Security]] spawns with the pinpointer so that he can find your inevitable corpse. You also have a pinpointer that is included in your locker that is able to be distributed to whoever you choose, or keep it if you want. Additionally [[Blueshield]] will almost always grab the pinpointer, and it&#039;s recommended to hand it off to them!&lt;br /&gt;
* The Nuke Disk can fit in a wallet. Now the operatives have to search yet another storage container on your person! Nuke Disk into a wallet, wallet into a box filled with wallets, in a backpack full of boxes, in the AI upload.&lt;br /&gt;
* Never, NEVER, put the Nuke Disk into your safe. Anyone who needs to steal it WILL be able to easily steal it with an emag or similar.&lt;br /&gt;
* Don&#039;t go nuts and run off by yourself. You&#039;re not a one-man army, and no one else on the station has your level of access, rushing head along into a Medbay Cult, only to discover the rest of security doesn&#039;t have access to follow through the front doors to help you, can quickly lead to disaster.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
The only person with more potential for disaster than you is the AI, and they’re probably not going to do that. So watch your step, your back, and your crew.{{Jobs&lt;br /&gt;
| color = 265473&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AnImp</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Template:CommandDelegate&amp;diff=9945</id>
		<title>Template:CommandDelegate</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Template:CommandDelegate&amp;diff=9945"/>
		<updated>2026-07-25T07:06:27Z</updated>

		<summary type="html">&lt;p&gt;AnImp: Brief explanation of what it means bearing the Mantle of Command, by explaining that perhaps jumping into the deep end is not always the best idea.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Weight of the Mantle ==&lt;br /&gt;
&lt;br /&gt;
While many may think that being at the top of the food chain comes with a hero-like status, reality is a little different. As lawless as the Frontier may be, you still work for NT and being appointed a head of a department means that you need to keep your head on a swivel. They have access to incredible equipment, sometimes bested only by ERT squads. In other words, you are expensive and act as a key presence on the station.&lt;br /&gt;
&lt;br /&gt;
Crew members as experienced and efficient they may be, need someone to hold the line in case the local [[Changeling]] has whipped most of their fellow co-workers. Nothing hits morale more than having your leader taken down the first ten minutes of combat. Furthermore, you are one of the links in the [[Chain of Command|chain of command]], if you go down, your department will be a huge uncoordinated blind spot for all the others attempting to keep the ship afloat.&lt;br /&gt;
&lt;br /&gt;
All of this to say, a head of command should be the last member of a department to get directly involved in a dangerous altercation. Unless the situation calls for your direct presence on the field, your true strength is how well you coordinate with others while holding the fort, not by dying for it in glory. Remember:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stay calm.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be pragmatic.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Work with your crew.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>AnImp</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:AnImp/Sandbox&amp;diff=9943</id>
		<title>User:AnImp/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:AnImp/Sandbox&amp;diff=9943"/>
		<updated>2026-07-25T06:43:40Z</updated>

		<summary type="html">&lt;p&gt;AnImp: Created page with &amp;quot;==Weight of the mantle== While many may think that being at the top of the food chain comes with a hero-like status, reality is a little different. As lawless as the Frontier may be, you still work for NT and being appointed a head of a department means that you need to keep your head on a swivel. They have access to incredible equipment, sometimes bested only by ERT squads. In other words, you are &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;expensive&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; and act as a key presence on the station.  Crew membe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weight of the mantle==&lt;br /&gt;
While many may think that being at the top of the food chain comes with a hero-like status, reality is a little different. As lawless as the Frontier may be, you still work for NT and being appointed a head of a department means that you need to keep your head on a swivel.&lt;br /&gt;
They have access to incredible equipment, sometimes bested only by ERT squads. In other words, you are &#039;&#039;&#039;&#039;&#039;expensive&#039;&#039;&#039;&#039;&#039; and act as a key presence on the station.&lt;br /&gt;
&lt;br /&gt;
Crew members as experienced and efficient they may be, &#039;&#039;need&#039;&#039; someone to hold the line in case the local [[Changeling]] has whipped most of their fellow co-workers. Nothing hits morale more than having your leader taken down the first ten minutes of combat. Furthermore, you are one of the links in the [[Chain of Command|chain of command]], if you go down, your department will be a huge uncoordinated blind spot for all the others &#039;&#039;attempting&#039;&#039; to keep the ship afloat.&lt;br /&gt;
&lt;br /&gt;
All of this to say, a &#039;&#039;&#039;head of command&#039;&#039;&#039; should be the &#039;&#039;last&#039;&#039; member of a department to get directly involved in a dangerous altercation. Unless the situation calls for your direct presence on the field, your true strength is how well you coordinate with others while holding the fort, not by dying for it in glory.&lt;br /&gt;
Remember:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stay calm.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be pragmatic.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Work with your crew.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>AnImp</name></author>
	</entry>
</feed>