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Revision as of 04:47, 24 September 2018
You're a Quartermaster! Lets make money!
Number One Hustla'
Your 'official' job capacity is to take orders from the crew for such things as medicines, bots, and weapons. In practice, you will sometimes go entire rounds without getting a legitimate order, so your job is just as much anticipating needs as anything else.
An active quartermaster will typically account for well over 90% of the crew's final score at the end of the round. They are also one of the few offices on the station that actually turn a profit on a regular basis, so if the station ends up in the black, it's often creditable to the QMs. While relatively meaningless in the long run, it's still kind of satisfying to see that while the rest of the crew was preoccupied with such important things as passing out in a pool of vomit, wearing their own ass as a hat, or trying and failing to strangle a chimpanzee, you've made the entire station worth it.
Buy! Sell!
See that orange console near the airlock? Time to get acquainted with it. You're going to be spending a large amount of time glued to it. Go ahead, click on it! You'll get some options:
- Order Items - Shows a list of commodities. Clicking the link will bring up a comment box, the crate will be tagged with whatever you enter here. Handy for keeping track of requests.
- Contact CDC - Allows for NPC-controlled Pathology Research. More on that in the QMCare section
- View Requests - See the request console outside the QM's office? Those requests go here. Clicking "Approve" works just like ordering things from the regular order screen. "Remove" will deny the request, and "Clear list" will wipe all requests.
- View Order History - Pretty self explanatory.
- View Shipping Market - This shows you the current prices of various commodities. Ideally, you'll be tracking down what's in high demand and sell it off for loads of dough.
- Contact Traders - Multiple traders will be available after each market shift. Contact them here
- After ordering things from a trader, go back one step to tell them to actually send the crate.
- To sell to a trader, tag the crate with a barcode from the QM Barcode computer.
Your orders will come flying through space, landing on the lower east conveyor belt in the supply dock. Turn on the conveyor belts to roll them into the QM office proper. If you're going to order lots of things quickly, open the blast doors or all crates beyond the first will be stuck in space.
To sell items, just load them (in a crate) on the upper east conveyor belt and turn it on. It will be catapulted into space and sold for sweet cash. Somehow. Don't forget to tag the crate if you're responding to a trade offer.
Shipping and Receiving
In the rare event that you get a legit request from the crew, you have three ways to send things around the station - a cargo transporter, a MULEBot and Belt Hell. Play around with either, depending on which is the most convenient.
Cargo Transporter
Compatible with closets/lockers, crates and alien artifacts. There aren't too many cargo pads around, but teleportation works almost instantly. Generally, It's really more for letting miners send things back to the station.
Available Destinations
- Artlab
- Robotics
- Mineral Magnet
- Electronics/Mechanics
- Cargo Bay
- Main Pod Bay (The one near Engineering.)
- Hydroponics (In the backroom.)
- Mining Outpost (Adjacent to the fabricators.)
- Artlab
- Robotics
- Mineral Magnet (In the little room with the mineral magnet computer)
- Electronics/Mechanics
- Cargo Bay
- Pod Bay (The one near the market.)
- Hydroponics (In the backroom.)
- Mining Outpost (Adjacent to the fabricators.)
- Artlab
- Robotics
- Mineral Magnet
- Mechanics
- Cargo Bay
- Aft Pod Bay (The one in the Cargo Bay)
- Main Hangar
- Security Pod Bay
- Hydroponics (In the backroom.)
- Mining Outpost (Adjacent to the fabricators.)
- Artlab
- Robotics
- Mineral Magnet
- Mechanics
- Cargo Bay
- Main Hangar
- Security Pod Bay
- Hydroponics (In the backroom.)
- Mining Outpost (Adjacent to the fabricators.)
- Artlab
- Research (right outside of the Chemistry lab)
- Robotics
- Mining (in the room with all the Miner's lockers)
- Mineral Magnet (in the room near the mineral magnet ring)
- Mechanics
- Cargo Bay
- Hydroponics (In the backroom.)
- Mining Outpost (Adjacent to the fabricators.)
- Zeta Research Station (at the end of the hallway that leads to Pathology)
- Robotics
- Cargo Bay (in a side alcove, near the red airlock into the conveyor belt receiving and shipping area)
- Pod Bay/Main Hangar
- Secure Podbay
- Mining Outpost (Adjacent to the fabricators.)
The MULE
The MULEbot is one of the few ways to quickly transport large amounts of goods across the station. A devious QM can also remove the MULE's traffic safety routines, you should make sure to tune the motor first. The MULE can carry any kind of cargo.
Available Destinations
There are a number of named locations for the MULE to go:
- Arrivals (Outside the Security Checkpoint)
- Cafeteria (Near the cigarette machine)
- Bridge (Actually Customs)
- Catering (In kitchen maintenance, accessible by both the chef and barman.)
- Chapel (In the main hallway outside the chapel.)
- Crew Quarters A
- Engineering (Outside the control room.)
- Escape Hallway
- Hydroponics (In the foyer.)
- Medbay (The pharmacy room with the floor health scanners)
- Pod Bay (In the lower main hangar)
- QM #1 (Default home beacon for the starting MULE.)
- QM #2 (Right next to QM#1)
- Research (Near Chemistry)
- Security (Next to Beepsky's House, near the Solitary Cells)
- Tool Storage
In addition to the named locations are numerous mysteriously unlabeled areas.
- buddytime-Bar
- 1-Fore Primary Hallway, close to the Teleporter Room
- 2-Arrivals, outside Crew Quarters A
- 3-Arrivals, where the Space Station 13 sign is
- 4-Outside Chapel
- 6-Outside Arcade and Barbershop
- 7-Upper Aft Primary Hallway, above the main hangar and Engineering
- 8-Lower Aft Primary Hallway, near Emergency Storage A
- 9-Outside Telescience
- 10-Outside Chemistry
- 11-Science Pod Bay
- 12-Inside Medbay
- 13-Medbay Lobby
- 14-Outside the Robot Depot and The Cloner
- 15-Right Public Market, outside the bathroom
- 16-Left Public Market
- 17-Escape Arm
- 18-Lower Escape Arm, where the Belt Hell station is
- 19-Upper Escape Arm, near the Security Checkpoint
- 20-Lower Fore Primary Hallway, near the Brig Visitor Entrance
There are a number of named locations for the MULE to go
- Catering (In kitchen maintenance, accessible by both the chef and barman.)
- Chapel (In the main hallway outside the chapel.)
- Courtroom (In the bridge foyer.)
- Crew Quarters
- Engineering (In the control room.)
- Escape Hallway
- Hydroponics (In the foyer.)
- Market
- Medbay (Actually right next to robotics.)
- Pod Bay (In the main hangar.)
- QM #1 (Default home beacon for the starting MULE.)
- QM #2
- Research (Near the RD's office.)
- Security (In security proper.)
- Tool Storage
Destiny has no MULE beacons whatsoever. This is intentional.
There are a number of named locations for the MULE to go
- Engineering (Right below the thermo-electric generator itself)
- QM (Center of the room with the conveyor belts, rather than the warehouse of crates)
- Morgue
- Medbay (Between the medicine storage room and Operating Theatre)
- Security (In the lobby area, above the Interrogation Room)
- Medbay Lobby (Above Cryo)
- Depot (Actually above its northern entrance)
- Research (Top center, southeast of the RD's office)
- Bridge (Actually above its northern entrance)
- Customs (In front of the desk)
- Bathroom
- Crew Lounge (area above the Arcade)
- Sec Pod Bay
- Pod Bay (aka Main Hangar or Civilian Pod Bay)
- Escape (specifically above the Checkpoint)
- Command Quarters (specifically next to the Medical Director's unit)
- Arrivals
- Quarters West (actually west of the Aviary)
- Quarters Eastboard (actually east of the Aviary)
- Aviary (specifically in the middle, below the table)
There are a number of named locations for the MULE to go
- Catering (Actually right outside the kitchen's north entrance into maintenance)
- Chapel (Actually in the main hallway, right outside the entrance into chapel.)
- Crew Quarters
- Engineering (In Inner Engineering, near the entrance into Engineering Pod Bay.)
- Escape Hallway (southeast corner)
- Hydroponics
- Medbay (Actually right next to Cloning)
- QM #1 (Default home beacon for the starting MULE.)
- QM #2
- Research (Near the RD's office.)
- Security (In the inner lobby area, connecting the Brig and Interrogation Room)
- Tool Storage
Oshan Laboratory deliberately forgoes MULEBots. Part of the reasoning is to avoid flooding, a bigger part of it is because the MULEBot's god-awful pathfinding problems would only be exacerbated on a map as large as Oshan. There's still beacons and such for the GuardBuddies and Securitrons, but they're not meant to be used by MULEBots.
Belt Hell
Belt Hell is an affectionate name for the system of conveyor belts which can distribute items around the station. This isn't limited to the quartermaster, and can in fact be used as a personal transport system by daring crew members.
It is employed by using the barcode computer that's standing around at all conveyor belt stations. This will let you pick from several destinations, and print a barcode sticker. Put that sticker on whatever you wish to send (manually or by using drag & drop), and push it onto the conveyor belt to send it on a bumpy ride.
Available Destinations
- Arrivals: North of the arrivals shuttle.
- Catering: North of the kitchen.
- Disposals: Stuff sent here will be ground to scrap. You were warned.
- Engine: Inside engineering proper.
- Escape: South of the escape shuttle.
- Export: This will sell items in a crate at the current market rate.
- Med-Sci: South of Research.
- Security: At the room left of the interrogation room.
- QM: Properly inside the QM's haunts.
- Airbridge(Right next to the main airbridge, near Medbay.)
- Cafeteria (Across the hall from the bar, close to the Pool.)
- Catering (Between kitchen maintenance and hydroponics.)
- Disposals (Stuff sent here will be ground to scrap. You were warned.)
- Engine (Inside engineering proper.)
- EVA (In a maintenance corridor near EVA.)
- Medical-Science (Between medbay's pharmacy and chemistry.)
- QM (Properly inside the QM's haunts.)
- Security (At the northern end of the brig.)
Making Money
When you're more comfortable in your station, consider bugging people for stuff you know they don't need. Miners, for example, have no use for most gems or the minerals syreline and cobryl. They tend to command nice prices on the market, however, so if mining cooperates, you can get some nice help there. Botanists will also sometimes grow way too much weed and you can shore up your bank account by becoming an intergalactic dank dealer.
If there aren't any botanists, don't fret. You can start your own grow-op! Just order yourself a few Hydroponics Starter crates and procure yourself some seeds. Jazz Lounge usually has a few cannabis seeds hidden under some scrubs, and there's an seed dispenser in an abandoned satellite a good distance south of the Mining Outpost. If there's an AI online, you can also simply ask it to let you into Hydroponics for seeds.
Other sources of money
NPC traders will occasionally offer you trades. Most of these are useless, but occasionally you will get offers that will pay for material at much more than market price. These can occasionally make you 100,000 credits less than 10 minutes into the round.
- NPC traders don't purely exist online. Take your space pod and go exploring.
Also, the AI, Captain, and Head of Personnel have access to the station's bankrolls and can shore up your account if things go wrong for whatever reason. Assuming, of course, a treacherous captain hasn't spent the entire budget making himself into a green death-commando with an entire armory on his back, or some Traitor isn't demanding the whole budget as ransom money.
Particularly ingenious engineers may be kind enough to divert unused power to the Power Transmission Laser, creating a gigantic laser beam to some strange place in space willing to pay to have a massive laser beam pointed at them. If this happens, rejoice, but not right away. Part of the money earned by the PTL goes to the Chief Engineer's and their Engineer underlings' bank accounts, while the rest goes to the station payroll. If the Head of Personnel/Captain are around, you can ask them to transfer the money to the shipping budget.
In addition, philanthropic crew members (including yourself) can donate to the shipping budget when they access a Supply Request Console and pick Request Supply Points, at a rate of one supply point per credit donated. Not too useful considering how it's rarely used, but, hey, it's the thought that counts.
Other ways to waste money
NPC traders will also occasionally offer to sell you things. Occasionally, these are simple commodities at below market price, but much more often they are unique things that are hard to get in other ways. Always accept these trades if you can afford to without crippling your budget. Occasionally the dealer will screw you, and you'll pay thousands of credits for something useless like flashlights, but it's the cost of doing business.
Funding gimmicks or insanity is also an acceptable way to use your fat stacks of cash, particularly if doing so in spite. If the Head of Security orders you to buy a million guns to outfit his personal army, consider ordering a shuttle full of liquor instead and telling the Head of Security that his team will still be loaded.
You're gonna need to sign for that
As a quartermaster, you will sometimes get people asking you to order things for them. Some people will be very polite about this, coming down to the cargo bay in person, using the appropriate computer, and leaving clear instructions on delivery. Others will be very rude, simply barking an order over the radio and not responding when you ask them for details.
Generally speaking, you should be generous with people who are kind to you, and ignore people who are rude. This is not just for your ego - rude people will often forget to pick up orders, and you will then have a clutter crate that you don't want and don't need lying around. If the need is urgent or coincides with an emergency on the station, though, you should obviously make exceptions. The Chief Engineer is not going to come down and ask nicely for you to order tools, Floorbots, and metal when a bomb just went off in the escape hallway.
When someone comes down to the cargo bay and asks you for something verbally, ask them to use the requests computer outside your office. They will order exactly what they want, and you can later just approve the order on your terminal. This limits mistakes and overbuying.
Beyond that, there are a few things you can buy that will never be unappreciated.
- Emergency supply crates have lots of emergency internals - gas masks and air tanks instantly become worth their weight in gold when the station starts depressurizing. They also carry floorbots, which will handle the hardest and most dangerous step to repairing a hole in the station - putting the floor back down so people can work.
- Medical supply crates are also much appreciated, and will be opportunistically picked clean if you leave a few outside your office. This is not a bad thing. These crates are cheap and it's a good thing for people to keep medicine on them.
Beyond that, try doing something nice for a department that hasn't asked for it.
- Hydroponics loves getting a few hydroponic crates since it is the only way for them to get more pots to grow with, and they will never complain about bee crates either.
- Robotics loves getting metal, glass, and cables since they consume huge amounts of the materials they break down to.
- The chef loves getting food crates, since his kitchen can run out fairly quickly.
QMCare
Has a rogue pathologist unleashed an insidious plague, infecting everyone with coughing, sneezing, and involuntary Shakespeare quoting? You've just the tool to handle that: the oft-forgetten CDC hotline, accessible through Contact CDC. Unlike regular, player-done Pathology Research, finding the cure for a disease is quite easy, provided you've got the cash for it and the communication link is online.
First, ask the CDC to send over a biohazardous materials crate. Place a sample of the pathogen, in form of a blood vial, petri dish, or regular vial, in one of these crates and simply push it onto the outbound conveyor belt, no sticker needed. Once the sample has reached the CDC, it will offer to analyze the pathogen and determine the threat level, the symptoms, and the suppressants for the reasonable price of 1000 credits. After you've paid the fee, the CDC will shortly afterwards offer batches of the cure. How much you'll have to pay depends on the threat level of the disease, with more dangerous ailments requiring more expensive treatments, though the price range is nearly always a couple thousand.
Crew Objectives
As a loyal crew member, you can sometimes be assigned some strictly optional objectives to keep yourself busy while you wait for something to happen. As a quartermaster, you can expect to see the following:
Have 50,000 credits in the shipping budget at the end of the round
Pretty trivial to accomplish if you just do your job. You will, however, have to hope that you don't get any meddling from the AI, a greedy head, or a traitor with a financial goal.
Syndicate Shenanigans
A traitor quartermaster is as good or as bad as his plan. Quartermasters can essentially produce things out of thin air, and most of the things they can produce have frightening potential. However, all of these options can ironically be the traitor's downfall, as he flounders around trying to get everything, often ending up tipping his hand and doing nothing at all. When starting your round as a traitor QM, use the first few minutes while waiting for metal and glass to arrive to consider exactly what you want to do that round. If you want to cause a drone revolution, focus on robotics crates. If you want to gut the station, get emergency supplies crates (so you can emag the floorbots). If you want to go on a psychopathic rampage, order lots and lots of phasers and be sure to murder your co-workers the instant you're able.
Your cargo bay is pretty isolated, which makes a good base of operations, but also makes you very suspicious. Security is used to getting calls that the QM is doing something shady, and they don't often need much of an excuse to demand a search. Always have a backup plan to keep yourself as inconspicuous as possible. A stealth storage in the corner of your office makes a great place to hide your incriminating toys until you're ready to go, and the airlock next to your computer provides a quick place to get rid of murder victims. The mail chute provides an easy way to hide emergency supplies. You also may consider just holding off on spawning your gear at all until the second you need it. If the AI announces you're killing someone in the cargo bay, get rid of the evidence and insist the AI is lying. As little as people trust you, they're way more used to the AI being corrupted.
As a traitor QM, an emag is basically required. It allows you to break the cardlocks on all of the crates you can order & interacts with many of the items you get (like robots). Exactly how you spend the other points is purely up to your plan. If you are going to get violent, you might consider a revolver or shotgun. If you need people distracted while you do a few things, consider the voice changer and agent card combo. If drone revolutions sound like your style, consider some EMP grenades to send the bots insane en masse.
Items you can order
Security Department
Item | Cost | Contents |
---|---|---|
Weapons Crate - Security Equipment (Cardlocked [Security]) | 5000 Credits | x1 Port-a-Brig and remote, x1 Taser, x1 Stun Baton, x1 Security-Issue Grenade Box, x1 Handcuff Kit |
Weapons Crate - Phasers (Cardlocked [Security]) | 5000 Credits | x2 Phaser Gun |
Weapons Crate - Experimental (Cardlocked [Security]) | 5000 Credits | x1 Wave gun, 1x Experimental Grenade Box (1x high-range incendiary, 3x incendiary, 3x cryo) |
Anti-Biological Hazard Supplies (Cardlocked [Security]) | 7000 Credits | 1x Flamerthrower, 2x Flare gun box (1x flare gun and 1x box of flares) |
Loyalty Kit (Cardlocked [Security]) | 6000 Credits | 4x Loyalty implants, 2x Implanter |
Research Department
Item | Cost | Contents |
---|---|---|
Lab Monkey Crate - 4 pack | 500 Credits | x4 Monkey |
Chemistry Resupply Crate (Cardlocked [Research]) | 500 Credits | x1 Beaker Box (7x 50 unit beakers), x1 Mechanical Dropper, x1 Spectroscopic Goggles, x1 Reagent Scanner, x6 Reagent Bottles containing oil, phenol, ammonia, acetone, diethylamine and sulfuric acid |
Chemistry Resupply Crate | 500 Credits | x4 Large beakers, x2 Beaker Boxes (7x 50 unit beakers in each), x1 sulfuric acid bottle, x1 ammonia bottle, x1 acetone bottle, x1 diethylamine bottle, x1 oil bottle, x1 phenol bottle |
Medical Department
Item | Cost | Contents |
---|---|---|
Medical: First Aid Crate | 1000 Credits | x10 Assorted First Aid Kits |
Medical: Medical Reservoir Crate | 1500 Credits | x1 Anti-tox (charcoal) reservoir beaker, 1x epinephrine reservoir beaker, 1x silver sulfadizine reservoir beaker, 1x styptic powder reservoir beaker, x2 Sedative (morphine) bottles, x2 Hyposprays, x1 Syringe Kit (box of 7 syringes]) |
Robotics Crate | 2000 Credits | x1 Securitron, x1 Floorbot, x1 Cleanbot, x1 Medbot, x1 Firebot |
Prosthetic Augmentation Kit | 2000 Credits | 6x - 8x Random Augmentations |
Restricted Medical Shipment | 6000 Credits | 1x Ether, 1x Haloperidol, 1x Omnizine, 1x Pentetic Acid, 2x perflurodecalin |
Cyborg Components | 4500 Credits | 1x cyborg head, 1x cyborg chest, 1x cyborg left arm, 1x cyborg right arm, 1x cyborg left leg, 1x cyborg right leg, 1x robot frame, 1x cable coil |
Morgue Supplies | 10000 Credits | 1x bible, 1x syringe, 1x embalming fluid (formaldehyde) bottle, 10x body bag |
Blood Bank | 3000 Credits | 4x blood packs |
Engineering Department
Item | Cost | Contents |
---|---|---|
Engineering Crate | 1000 Credits | x2 Mechanical Toolbox, x2 Welding Mask, x2 Insulated Gloves |
Experimental Local Generator | 2500 Credits | x1 Experimental Local Generator |
Mining Equipment - (Cardlocked [Mining]) | 500 Credits | x1 Powered Pickaxe, x1 Power Hammer, x1 Meson Goggles, x1 Geological Scanner, x2 Mining Satchel, x3 Mining Explosives |
Replacement MULE Crate | 750 Credits | Contains x1 MULE. Remember to set its home beacon to QM #2 or it won't return automatically after a delivery. |
Singularity Generator Crate (Cardlocked Chief Engineer) | 100000 Credits | 1x Gravitional Singularity Generator |
Field Generator Crate | 40000 Credits | 4x Field Generators |
Emitter Crate | 15000 Credits | 1x Emitter |
Radiation Collector Crate | 750 Credits | 4x Radiation Collectors, 1x Radiation collection controller |
ABCU Unit Crate | 5000 Credits | 1x ABC-U |
Civilian Department
Item | Cost | Contents |
---|---|---|
Catering: Dry Goods Crate | 200 Credits | x25 Assorted Cooking Ingredients |
Catering: Meat, Eggs and Dairy Crate | 600 Credits | x25 Assorted Cooking Ingredients |
Catering: Fresh Produce Crate | 1050 Credits | x25 Assorted Cooking Ingredients |
Catering: Condiment Crate | 250 Credits | x25 Assorted Cooking Ingredients |
Janitorial Supplies | 500 Credits | x3 Buckets, x1 Mop, x3 Wet Floor Signs, x3 Cleaning Grenades, x1 Mop Bucket |
Hydroponics: Starter Crate | 500 Credits | x2 Watering Cans, x4 Compost Bags, x2 Weedkiller bottles, x2 Plant Analyzers, x4 Plant Trays |
Hydroponics: Nutrient Pack | 1000 Credits | x15 Nutrient Formulas |
Honey Production Kit - (Cardlocked [Hydroponics]) | 450 Credits | x5 Space bee eggs |
Alcohol Crate | 300 Credits | x8 Assorted Liquor |
Compost Bin | 1000 Credits | 1x Compost Tank (empty) |
Avian Import Kit | 2000 Credits | 5x Birds |
Animal Import Kit | 2000 Credits | 5 Random Animals |
Golden Gannets Delivery | 200 Credits | 2x Chinese takeout cartons, 2x fortune cookies |
Soft Soft Pizzeria Delivery | 200 Credits | 2x plain pizzas, 2x fries, 2x colas |
Comedy Equipment | 500 Credits | 1x Clown Costume (mask, suit, shoes, funny pack) 1x Pie, 1x Banana Peel, 1x Balloon Box, 1x Bike Horn |
Janitorial Supplies Refill | 500 Credits | 4x Cleaning Grenades, 4x Space Cleaner Bottle, 1x Box of Trash Bags, 1x Box of Biohazard Bags |
Basic Materials
Item | Cost | Contents |
---|---|---|
200 Metal Sheets | 2000 Credits | x200 Metal Sheets |
50 Metal Sheets | 500 Credits | x50 Metal Sheets |
200 Glass Sheets | 2000 Credits | x200 Glass Sheets |
50 Glass Sheets | 500 Credits | x50 Glass Sheets |
Electrical Supplies Crate - 4 pack | 1000 Credits | x4 Cabling Box (28 cable coils total) |
Welding Fuel tank | 4000 Credits | 1x Welding Fuel tank |
High Capacity Watertank | 2500 Credits | 1x High Capacity Watertank |
Rapid-construction-device Replacement | 60000 Credits | 1x Rapid Construction Device |
Atmospherics Supplies | 8000 Credits | 1x atmospheric technician's jumpsuit, 1x gas tank (oxygen), 1x gas tank (air mix), 2x air scrubbers |
Reclaimed Reclaimer | 1000 Credits | 1x Portable material processor/Portable Reclaimer |
Radioactive Emergency Supplies | 2000 Credits | 1x Radiation Suit Hood, 1x Radiation Suit |
EVA Equipment Crate | 5000 Credits | 1x EVA Space Helmet, 1x EVA Space Suit, 1x Breath Mask, 1x Jetpack, 1x Magboots |
Utility Belt Crate | 750 Credits | 2x Tool Belts, 2x Mechanical toolboxes |
Miscellaneous
Item | Cost | Contents |
---|---|---|
Empty Crate | 10 Credits | Nothing (Crate only) |
Special Ops Supplies | 80000 Credits | Can only be unlocked by emagging the console. Contains x1 Sleepy Pen, x1 Holographic Disguiser, x1 Signal Jammer, x1 Agent Card, x1 EMP Grenade Kit, x1 Tactical Grenades Kit |
Paint Cans | 1000 Credits | 5x paint cans of random color |
Emergency Equipment | 1500 Credits | x4 Floor Bot, x5 Air Tank, x5 Gas Mask |
Novelty Clothing Crate | 15000 Credits | x20 Assorted Novelty Clothing |
Holiday Supplies | 500 Credits | 2x Presents, 2x Egg Nog cartons, 3x 2k13 vintage santa hats, 1x scissors, 2x wrapping paper rolls |
Office Supply Crate | 250 Credits | 4x Paper Bins, 2x Clipboards, 1x Sticky Note Stack, 5x boxes of crayons/markers, 1x Stapler (red), 1x Scissors |
Identity kit | 1500 Credits | 1x Spare ID Kit (7x blank ID cards), 1x Spare PDA Box (7x unclaimed PDAs) |
Cold Weather Gear | 3000 Credits | 2x Robust coffee, 2x space HVAC unit, 2x chicken soup, 5x winter coat |
Thinktronic Build Your Own Buddy Kit | 7500 Credits | 1x Guardbuddy frame, 1x Guardbuddy mainboard, 1x cyborg arm, 1x power cell, 1x Guardbuddy module |
Meteor Shield System | 2500 Credits | 4x Meteor Shield Generators |
Home Networking Kit | 5000 Credits | 3x cable coil, 50x glass sheet, 50x steel sheet, 10x random computer circuit boards |
Candle Crate | 500 Credits | 1x matchbook, 6x small candle, 3x candle |
Home Distilling Kit | 5000 Credits | 1x still, 6x bottles, 2x glass pitchers |
Furnishings Crate | 750 Credits | 10x random furniture items |
Haberdasher's Crate | 5000 Credits | 8x random hats |
Masquerade Crate | 5000 Credits | 5x random novelty masks |
Sponge Capsule Crate | 5000 Credits | 3x BioToys Sponge Capsules |
Candy Crate | 500 Credits | 1x Cupid Dan's Candy Hearts box, containing 4-5 candy hearts |
Lighting Crate | 500 Credits | 2x flashlights, 8x emergency glowsticks |
Supplementary Video
Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |