Quartermaster: Difference between revisions
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Quartermaster's job is to not only supply the station's crew with what they need, but to also manage the entire Cargo Department and people working within it. QM's responsibilities aren't much more complicated than a normal Cargo Technician's, but you're expected to keep everything and everyone inside Cargo Department in check. Unlike other heads, you don't get access to the Bridge. | Quartermaster's job is to not only supply the station's crew with what they need, but to also manage the entire Cargo Department and people working within it. QM's responsibilities aren't much more complicated than a normal Cargo Technician's, but you're expected to keep everything and everyone inside Cargo Department in check. Unlike other department heads, you don't get access to the Bridge. | ||
Your underlings are [[Cargo Technician]] and [[Salvage Specialist]]. | Your underlings are [[Cargo Technician]] and [[Salvage Specialist]]. |
Revision as of 20:43, 14 February 2022
WIP
Cargo Department
Quartermaster's job is to not only supply the station's crew with what they need, but to also manage the entire Cargo Department and people working within it. QM's responsibilities aren't much more complicated than a normal Cargo Technician's, but you're expected to keep everything and everyone inside Cargo Department in check. Unlike other department heads, you don't get access to the Bridge.
Your underlings are Cargo Technician and Salvage Specialist.
Your equipment
As a Quartermaster, you get a fancy, brown cape along with access to your personal office. In your locker you might also find Cargo doors remote, Supply Computer board and Supply Request Computer baord. Make sure to hide those last three items well, you might need them in case of an emergency.
Your responsibilities
As mentioned above, your work does not differ much from a normal Cargo Technician's, but this does not mean that QM does not have a bigger say over the state of their department. Instruct or scold your department members whenever something goes wrong or they slack off on their job. Deny or approve any proposals of refurnishing cargo with questionable machines or objects. Make sure that every crewmate on the station has the items that they need for their job.
Cargonia
Establishing Cargonia is a task you might or might not wanna do as a QM, depending on how bored you are. Cargonia is a term give to the Cargo Department once it decides to declare independency and completely cut itself off from the rest of the station. Other station Heads or the Captain might have a say in this, because you are essentially cutting everyone from the possibility of resupplying.
To establish Cargonia, you might need:
- A source of food and drink
- Some lathes or protolathes to print basic supplies
- Extra materials such as plasma glass to bunker and barricade the doors to your department
- Something to defend Cargonia with, as typically people will attempt breaching in
- A couple eager friends. Remember, there's no point in making Cargonia if no one else wants to do it!
Keep in mind that a particularly ardent Captain might assemble a squad of security offices to storm your beloved nation, due to the fact that you've claimed a part of the ship as your own.