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Do not play this without some experience as a [[Cargo Technician]] first, | Do not play this without some experience as a [[Cargo Technician]] first; otherwise, you'll ruin [[Revolution|the round]]. | ||
As a Quartermaster, your primary job is to <s>flood the station with paperwork and more paperwork</s> order equipment to help keep the station running. Make sure points aren't wasted, kick the [[clown]] out, and make sure your Cargo Techs aren't getting | As a Quartermaster, your primary job is to <s>flood the station with paperwork and more paperwork</s> order equipment to help keep the station running. Make sure points aren't wasted, kick the [[clown]] out, and make sure your Cargo Techs aren't getting into trouble - and pull their arses out of the fire when they ''do'' get into trouble. You have three helpers to <s>run off with anything not bolted to the ground and ignore you</s> 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]]. | ||
You have sunglasses, a unique jumpsuit, mining access, and your own office. This is all that distinguishes you from a Cargo Technician. The Head of Personnel can waltz in at any time and order or take whatever they want. | You have sunglasses, a unique jumpsuit, mining access, and your own office. This is all that distinguishes you from a Cargo Technician. The Head of Personnel can waltz in at any time and order or take whatever they want. | ||
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''"Who the hell blew all our points on Wizard Costumes?"'' | ''"Who the hell blew all our points on Wizard Costumes?"'' | ||
The [[Cargo Bay]] and [[Cargo Office|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 | The [[Cargo Bay]] and [[Cargo Office|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 request that cannot be procured from the autolathe will show up on the Supply Shuttle once it arrives at CentComm. 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. In general, try and make sure that you know who ordered what. Don't worry about point-jackers, either: Your console and the one in the Cargo Office are locked, requiring Cargo Bay access to function, meaning that only your subordinates ([[Cargo Technician|Cargo Technicians]]) and Superiors ([[Captain]] and [[Head of Personnel]]) can order stuff. | ||
=== Supply Points === | === Supply Points === | ||
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''"Robotics is bugging me for a Ripley Crate - Everyone point and laugh."'' | ''"Robotics is bugging me for a Ripley Crate - Everyone point and laugh."'' | ||
Crates are the lifeblood of your department. Ideally, you'll be ordering quite a few of them. There are very few jobs | Crates are the lifeblood of your department. Ideally, you'll be ordering quite a few of them. There are very few jobs which will require a crate early into the round, so until something special happens or their progress gates are met, you'll have the pool of points 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. | ||
Eventually, you'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. One of the marks of a good Quartermaster is the ability to anticipate someone's order and have it ready for them. This often means keeping a stock of insulated gloves and welding masks (if you're the type to hand those out to [[Assistant|certain people]]) and checking out who walks in. If you just hand out everything to everyone, you are a security risk. Use your own | Eventually, you'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. One of the marks of a good Quartermaster is the ability to anticipate someone's order and have it ready for them. This often means keeping a stock of insulated gloves and welding masks (if you're the type to hand those out to [[Assistant|certain people]]) and checking out who walks in. If you just hand out everything to everyone, you are a security risk. Use your own judgment - 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. | ||
==Junk mail: Disposals mailing== | ==Junk mail: Disposals mailing== | ||
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''"Confirmed Revs! Loyalty implants and nothing but!"'' - Anonymous Quartermaster, shortly before suffering a tragic work-related accident | ''"Confirmed Revs! Loyalty implants and nothing but!"'' - Anonymous Quartermaster, shortly before suffering a tragic work-related accident | ||
During a revolution, you can turn the tide for either side. The Quartermaster quickly becomes one of the most powerful people on the station, able to order loyalty implants or weapons en masse depending on what side they're on. Your sunglasses will stave off the revolution, but they won't hesitate to beat you down and steal them to ensure your brainwashing. Implanted, you are a secondary Armory and the greatest ally of Security. And if you happen to be one of the scant few bourgeoisie who | During a revolution, you can turn the tide for either side. The Quartermaster quickly becomes one of the most powerful people on the station, able to order loyalty implants or weapons en masse depending on what side they're on. Your sunglasses will stave off the revolution, but they won't hesitate to beat you down and steal them to ensure your brainwashing. Implanted, you are a secondary Armory and the greatest ally of Security. And if you happen to be one of the scant few bourgeoisie who has taken up the [[Revolution|cause of the working man]], remember to convince your [[Cargo Technician|comrades]] that it is time to rise up and throw off the chains of the [[Captain|opressors]] - Those who suffer the most under the harsh yoke of the capitalists will be your staunchist allies in the glorious struggle. Always remember Comrade - A true revolutionary seeks [[Mining Outpost|a peaceful solution]], if at all possible. | ||
=Tips= | =Tips= | ||
* If you're riding a MULEbot, you can't get facehugged. | * If you're riding a MULEbot, you can't get facehugged. | ||
* You can flip caps backward by right clicking them in hand or on your head. Don your trusty cap and tell the Captain to eat your shorts as you ride about on a MULEbot. | * You can flip caps backward by right-clicking them in hand or on your head. Don your trusty cap and tell the Captain to eat your shorts as you ride about on a MULEbot. | ||
* Lethal projectiles can open crates, albeit slowly. Make use of a .357, the Bartender's Shotgun, or any other projectile weapon to bust open Secure Crates. | * Lethal projectiles can open crates, albeit slowly. Make use of a .357, the Bartender's Shotgun, or any other projectile weapon to bust open Secure Crates. | ||
* Packaging paper allows you to wrap things up and put them in your backpack when they wouldn't otherwise fit, like space suits! | * Packaging paper allows you to wrap things up and put them in your backpack when they wouldn't otherwise fit, like space suits! |
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