Captain
COMMAND STAFF | |
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Captain | |
Captain |
Difficulty: Medium to Hard Requirements: A total of 30 rounds played. See below for more details. Access Level: All-access, except for the Head of Security's office and the Armory Additional Roleplay Access Level: None Supervisors: Central Command Subordinates: All on-station staff and Heads of Department Responsibilities: Make sure your departments are working productively, fill-in for command roles as needed, keep the nuclear authentication disk safe Guides: This article, Calling the Escape Shuttle, AI Laws, Captaining 101 |
The big boss! The Captain gets a swanky green and gold suit, a golden ID card, a kick-ass hat, a gun, and exclusive rights to renaming the station. As a Head of Staff, they also technically have the responsibility of running the station and making sure things work correctly. Some captains use their access and authority to help the crew have a good time by covering for critical roles that may be missing, doing things like starting the engine, upgrading IDs, and out-drinking the bartender. Other captains are incompetent boobs, apathetic loners, or power-crazed psychos. In all of the above cases, they will frequently get shot in the face by antagonists that want to jack the cool shit they get.
Is Captain a good job for newbies? It's complicated. On one hand, people are generally tolerant of Captains who are incompetent or relatively new to the game, and having access to the almost the entire station/ship makes it pretty easy to try out the various job-related game mechanics at your own pace. On other the hand, you can potentially cause a lot of damage if you mess up or break the Rules, and antagonists will often target you for your all-access ID and other goodies. Perhaps the answer is in the middle: try it out if you wish, but be careful and mind the risks.
Like the Head of Security and Security Officers, the Captain can not spawn as an Antagonist. Among other things, this means they cannot awaken as a sleeper agent, spawn as part of a Gang, or become a Revolutionary--in fact they're one of the Revolutionaries' prime targets. However, they can still get mindhacked.
Becoming Captain (or Not)
Every crew needs a Captain, and ours is no exception. The game always tries to make someone Captain, and the Captain is considered by the game to be a high priority role, chosen before considering other job preferences. This means you may be chosen as the Captain even if you had other, higher ranked jobs in your preferences. If you do not want the possibility of being made to lead our merry band of murderous misfits, then you should set it to Unwanted in your preferences.
The Captain role has a rounds played requirement. A round counts towards this requirement if you a) joined the round when it was being set up b) joined an ongoing round on the RP servers before the 60 minute mark, while there isn't a shuttle en-route, or c) joined an ongoing round on the non-RP server (i.e. Goonstation Classic 1: Heisenbee) before the 40 minute mark, while there isn't a shuttle en-route. These thirty can be a combination of a, b, and c and don't all have to all be spent on either the RP or Classic servers.
You are not necessarily expected to be hyper-competent in every department by the time you have 30 rounds played, but rather have a fairly good idea of how things are supposed to work and what is and what isn't against the Rules. Hopefully, you have a good grasp of the controls by then too, so you can RP without accidentally punching people or smacking yourself with your boots.
Captain's Stuff
In the captain's storage is a spare ID, a pinpointer (which points to the disk), a green spacesuit and a hand teleporter. In the locker is an energy gun with gold trim and a body that's partly green (sorry, no red or blue-bodied versions for red and blue captains), a spare outfit, a snazzy coat, and a megaphone.
Nuclear Authentication Disk
The captain begins with the nuke disk in their pocket, and they are responsible for keeping this out of the hands of filthy red-suited Syndicate operatives. It is suggested that the nuke disk be kept on your person at all times, as the operatives will most certainly want to steal it to shorten the countdown of their nuclear bomb. It works the other way around as well, giving the station a few precious minutes more to dispose of the WMD, so don't be that smart-ass captain who figures it would be a brilliant idea to throw the disk into the crusher. The disk is equally important for the survival of the crew.
- Hiding or spacing the disk is also a dumb move, because the Scout and Infiltrator loadouts have pinpointers leading right to it, and if the operatives are interested in snatching the disk, they are going to have someone with those loadouts. Of course, if you're carrying the disk, that pinpointer will point straight at you, so consider asking for an escort if red-suited operatives have been spotted.
Job Rewards
As a thank you from NanoTransen for their endless drinking efforts of protecting the station from themselves hostile enemy threats, Captains are now able to exchange their energy gun for a one-of-a-kind sheath and sabre! To claim this 'well earned' reward, go to the 'Check Job Rewards' command, which you can find in the Commands tab. You can also enter the command name in the command bar.
Name | Level Unlocked | Icon | Description |
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Captain's Sabre | 0 | A sword! Woah. Try not to poke your eyes out. Comes in green, blue and red variants. Deals 16 damage and inflicts bleeding and has a 1% chance to delimb. Also has a forward stabbing special attack. Not all that impressive upclose. Nuclear Commanders also get their own, slightly stronger version.
You have to give up an energy gun to claim this. If you have scanned your energy gun with a device analyzer or are trying to use this on a copy of an energy gun produced via the ruckingenur kit, you can't claim this reward! You can't have both--you gotta choose! |
Captain's Rights & Duties
The captain has free run of the station, so they should feel free to use it to the fullest. Individual jobs are delegated to lesser people while you command from on high, after all. Just remember that you're in charge, you're giving the orders, and it's your responsibility to control security and make sure the station isn't exploding. Or, if it is, which is more likely, then work with your resources and show leadership to try and stop things. If the situation is truly critical and the AI is not available or not listening to you, then you'll need to call the shuttle manually.
As captain you may want to:
- Keep an eye on the Head of Personnel and make sure they're not tossing out all-access IDs.
- Resolve disputes between players, usually even the dumbest slap fight can be defused ingame.
- Beat up troublemakers! Make sure they don't beat you up and steal your neat stuff.
- Make sure security isn't being shit this round. Make sure prisoners aren't being abused and they have proper brig times. Make sure nobody's busting into the armory.
- Use your PDA to spew out tickets! It can even send messages to people if main comms aren't an option.
- Make sure the AI's laws are normal or at least won't bite the crew in the ass! Reset them if they're bad.
- Protect your prized bonsai tree.
- Repair your antique laser gun and show it off.
Make assistants fight to the death!Recruit assistants for a social experiment!- Have the assistants sign a waiver!
- Rename the station to something clever and/or amusing via your Station Namer program on your PDA.
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 the captain, you can expect to see the following:
Don't lose your hat!
Just what the man says. Don't let some hooligan steal your awesome hat.
End the round with alcohol in your blood stream.
Take the wine out on the bridge and drink it as the round's winding down. Or just get drunk all round.
Syndicate Captain
Note: The Captain cannot spawn as an antagonist, so you cannot be a traitor captain, changeling captain, spy thief captain, gang leader/member captain, sleeper agent captain, etc. This section is for if you get mindhacked or an admin makes you an antag (for whatever purposes).
You have access to pretty much everywhere and everything, and yet the captain barging into random departments to mass-produce energy guns or brew up cyanide does tend to attract unwanted attention. If you feel like going on a rampage, subvert the AI on your side and just start lasering anything that moves. You can boss around security officers to do your bidding, though if they're mildly competent or there is a Head of Security around, they may quickly mutiny and try to put you down. The Head of Personnel can also pull together a revolt against you if you're being less than subtle about your treason, so consider a preemptive strike against anyone who would dare stand up to you. With no organized resistance, few crewmembers will be bold enough to try a head-on attack against you.
Traitor Captains have two job-specific traitor items available: the AI Laser Upgrade Module and the black-market megaphone. As a traitor, you can also ditch your objectives entirely and run whatever hilarious gimmick you've always wanted to, just now with the ability to silence nay-sayers and party poopers with hot laser fire.
Supplementary Video
Jobs on Space Station 13 | ||
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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 |