Captain's Quarters

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Captain's Quarters
link=File:CaptainsQuarters.png}}
The boss man's office and bedroom. If you're in here, you better have a good reason.
Purpose: Protecting the Captain and their valuables.
Key items: Nuke disk, Antique laser gun
Workers: Captain
Access: Captain, Cyborg, AI
Exits: Bridge north, Teleporter south
Command


This is the Captain's private office, for when the pressures of command get too great. It is located in the command sector, with the Bridge to the north (so the Captain can stride manfully onto the Bridge in a crisis) and to Teleporter Control to the south (for when he needs to run away like a little girl). It is only right that the Captain himself spawns here. Naturally, Captain-level access is required to use this room.

This room is secured by the high-level access requirement and reinforced walls, and rightfully so as it contains a number of high risk items. The office contains the Nuclear Authentication Disk (so the Syndicate can blow up the station), a storage unit with a special space suit and jetpack (so the Captain can disappear into space), and a hand teleporter (so the Captain can run away when the station has gone to hell). The Captain's Antique Laser Gun is also stored in a high-security display case here and a box of medals, including the much-coveted Medal of Captaincy, is on the desk for nobody to ever earn. This panoply of equipment, coupled with the fact that the Captain's Quarters are a back door onto the Bridge, means that traitors will be constantly trying to get in. Breaking in or trespassing here will land you at least a 7 minute sentence.

The room is not completely filled with high security items, as there is an ID computer and a communications console in the office, which is vital for calling the shuttle once the Bridge and AI have exploded. These are behind a conveniently placed desk, which makes pretty good cover against invaders. The consoles will block most projectiles, and you can move your locker around for some more versatile protection. Recently, NT has started providing Captain's with a well-deserved clothing vendor (located north of the desk), so they no longer need to search through their locker to change clothes.

The Captain's private quarters is attached to the office just behind his desk. This contains a comfortable bed for the Captain to sleep on, as well as a locker with some spare gear and equipment. On the table is a red phone which, thanks to NT's hard work, provides the Captain with a direct line to the Syndicate. The Captain is not expected to use the same filthy facilities as the rest of the commoners, so a personal restroom is provided for aliens to make a hive inside his exclusive use.

Captain's Quarters
link=File:Cap_delta.png}}
The boss man's office and bedroom. If you're in here, you better have a good reason.
Purpose: Protecting the Captain and their valuables.
Key items: Nuke disk, Antique laser gun
Workers: Captain
Access: Captain, Cyborg, AI
Exits: Bridge north, Teleporter south
Command


This is the Captain's private office, for when the pressures of command get too great. It is located in the command sector, with the Bridge to the north (so the Captain can stride manfully onto the Bridge in a crisis) and to Teleporter Control to the south (for when he needs to run away like a little girl). It is only right that the Captain himself spawns here. Naturally, Captain-level access is required to use this room.

The Captain's Antique Laser Gun is stored in a high-security display case here and a box of medals, including the much-coveted Medal of Captaincy, is on the desk for nobody to ever earn. This panoply of equipment, coupled with the fact that the Captain's Quarters are a back door onto the Bridge, means that traitors will be constantly trying to get in. Breaking in or trespassing here will land you at least a 7 minute sentence. This room also contains an ID computer and a communications console in the office, which is vital for calling the shuttle once the Bridge and AI have exploded. These are behind a conveniently placed desk, which makes pretty good cover against invaders. The consoles will block most projectiles, and you can move your locker around for some more versatile protection.

The Captain's private quarters is attached to the office just behind his desk and is secured by the high-level access requirement and reinforced walls, and rightfully so as it contains the Nuclear Authentication Disk (so the Syndicate can blow up the station), a storage unit with a special space suit and jetpack (so the Captain can disappear into space), and a locker with some spare gear and equipment. To the east of these are a comfortable bed for the Captain to sleep on, as well as a well-deserved clothing vendor, so they no longer need to search through their locker to change clothes. On the table is a red phone which, thanks to NT's hard work, provides the Captain with a direct line to the Syndicate. The Captain is not expected to use the same filthy facilities as the rest of the commoners, so a personal restroom is provided for aliens to make a hive inside his exclusive use.

Captain's Quarters
link=File:Cap_meta.png}}
The boss man's office and bedroom. If you're in here, you better have a good reason.
Purpose: Protecting the Captain and their valuables.
Key items: Nuke disk, Antique laser gun
Workers: Captain
Access: Captain, Cyborg, AI
Exits: Central Maintenance east, Command Hallway south, Bridge west
Command


This is the Captain's private office, for when the pressures of command get too great. It is located in the command sector, with the Bridge to the west (so the Captain can stride manfully onto the Bridge in a crisis) and the hallway to the south (for when he needs to run away like a little girl). It is only right that the Captain himself spawns here. Naturally, Captain-level access is required to use this room.

This room is secured by the high-level access requirement and reinforced walls, and rightfully so as it contains a number of high risk items. The office contains a hand teleporter (so the Captain can run away when the station has gone to hell), the Captain's Antique Laser Gun and a box of medals, including the much-coveted Medal of Captaincy. This panoply of equipment, coupled with the fact that the Captain's Quarters are a back door onto the Bridge, means that traitors will be constantly trying to get in. Breaking in or trespassing here will land you at least a 7 minute sentence.

The room is not completely filled with high security items, as there is an ID computer and a communications console in the office, which is vital for calling the shuttle once the Bridge and AI have exploded. These are behind a conveniently placed desk, which makes pretty good cover against invaders. The consoles will block most projectiles, and you can move your locker around for some more versatile protection.

The Captain's private quarters is attached to the office just behind his desk. This contains a comfortable bed for the Captain to sleep on, as well as a locker with some spare gear and equipment. On the table is a red phone which, thanks to NT's hard work, provides the Captain with a direct line to the Syndicate. The Nuclear Authentication Disk (so the Syndicate can blow up the station), a storage unit with a special space suit and jetpack (so the Captain can disappear into space), and a well-deserved clothing vendor (so they no longer need to search through their locker to change clothes) are also located here. The Captain is not expected to use the same filthy facilities as the rest of the commoners, so a personal restroom is provided for aliens to make a hive inside his exclusive use.

Captain's Quarters
link=File:Cap_omega.png}}
The boss man's office and bedroom. If you're in here, you better have a good reason.
Purpose: Protecting the Captain and their valuables.
Key items: Nuke disk, Antique laser gun
Workers: Captain
Access: Captain, Cyborg, AI
Exits: Bridge east, Fore Maintenance west
Command


This is the Captain's private office, for when the pressures of command get too great. It is located in the command sector, with the Bridge to the east (so the Captain can stride manfully onto the Bridge in a crisis) and maintenance to the west (for when he needs to run away like a little girl). It is only right that the Captain himself spawns here. Naturally, Captain-level access is required to use this room.

This room is secured by the high-level access requirement and reinforced walls, and rightfully so as it contains a number of high risk items. The office contains a storage unit with a special space suit and jetpack (so the Captain can disappear into space), the Head of Security's personal laser gun (due to the lack of command staff), and a locker containing spare gear and equipment. This panoply of equipment, coupled with the fact that the Captain's Quarters are a back door onto the Bridge, means that traitors will be constantly trying to get in. Breaking in or trespassing here will land you at least a 7 minute sentence. The room is not completely filled with high security items, as there is an ID computer and a communications console in the office, which is vital for calling the shuttle once the Bridge and AI have exploded. These are behind a conveniently placed desk, which makes pretty good cover against invaders. The consoles will block most projectiles, and you can move your locker around for some more versatile protection.

The Captain's private quarters is attached to the office to the north. This contains a comfortable bed for the Captain to sleep on, the Nuclear Authentication Disk (so the Syndicate can blow up the station), and the Captain's Antique Laser Gun. On the table is a red phone which, thanks to NT's hard work, provides the Captain with a direct line to the Syndicate. Recently, NT has started providing Captain's with a well-deserved clothing vendor (located north of the desk), so they no longer need to search through their locker to change clothes. The Captain is not expected to use the same filthy facilities as the rest of the commoners, so a personal restroom is provided for aliens to make a hive inside his exclusive use.

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