Difference between revisions of "Captain"

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m (→‎Job Rewards: Minor grammatical/style fixes)
(→‎Overlord: Traitor Captain: Talk about Disguised AI Module introduced when PR #18263 was merged. Since Cap is still unable to be Traitor, this is mostly for comprehensiveness.)
 
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{{jobDetailsHeader
|jobTitle            = Captain
|department          = COMMAND STAFF
|departmentBgColour  = #42D342
|departmentTextColour = white
|jobBgColour          = #98D998
|jobTextColour        = black
|img                  = CaptainNew64.gif
|difficulty          = Medium to Hard
|requirements        = A total of 30 rounds played. [[#Becoming Captain (or Not)|See below for more details]].
|access              = All-access, except for the [[Head of Security|Head of Security's office]] and the [[Armory]]
|rpAccess            = 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]]
}}
<tabs plain>
<tabs plain>
<tab inline name="Cogmap2">
<tab inline name="Cogmap2">
[[File:Cogmap2CaptainQuarters.png|thumb|[[Captain's Quarters#Cogmap2|Captain's quarters]]. Note the fine state the captain has kept his bonsai tree in.]]
[[File:Cogmap2CaptainQuarters.png|thumb|[[Captain's Quarters#Cogmap2|Captain's quarters]]. Note the fine state the captain has kept their bonsai tree in.]]
</tab>
</tab>


<tab inline name="Cogmap1">
<tab inline name="Cogmap1">
[[File:CogmapCaptainsQuarters.png|thumb|[[Captain's Quarters#Cogmap1|Captain's quarters]]. Note the fine state the captain has kept his bonsai tree in.]]
[[File:CogmapCaptainsQuarters.png|thumb|[[Captain's Quarters#Cogmap1|Captain's quarters]]. Note the fine state the captain has kept their bonsai tree in.]]
</tab>
</tab>


<tab inline name="Destiny">
<tab inline name="Nadir">
[[File:DestinyCaptainsOffice.png|thumb|[[Captain's Quarters#Destiny|Captain's quarters]]. Note the fine state the captain has kept his bonsai tree in.]]
[[File:NadirCaptainsOffice.png|thumb|[[Captain's Quarters#Nadir|Captain's quarters]]. Note the fine state the captain has kept their bonsai tree in.]]
</tab>
</tab>


<tab inline name="Clarion">
<tab inline name="Clarion">
[[File:ClarionCaptainsQuarters.png|thumb|[[Captain's Quarters#Clarion|Captain's quarters]]. Note the fine state the captain has kept his bonsai tree in.]]
[[File:ClarionCaptainsQuarters.png|thumb|[[Captain's Quarters#Clarion|Captain's quarters]]. Note the fine state the captain has kept their bonsai tree in.]]
</tab>
</tab>


<tab inline name="Oshan">
<tab inline name="Oshan">
[[File:OshanCaptainsQuarters.png|thumb|[[Captain's Quarters#Oshan|Captain's quarters]]. Note the fine state the captain has kept his bonsai tree in.]]
[[File:OshanCaptainsQuarters.png|thumb|[[Captain's Quarters#Oshan|Captain's quarters]]. Note the fine state the captain has kept their bonsai tree in.]]
</tab>
</tab>


<tab inline name="Atlas">
<tab inline name="Atlas">
[[File:AtlasCaptainOffice.png|thumb|[[Captain's Quarters#Atlas|Captain's quarters]]. Note the fine state the captain has kept his bonsai tree in.]]
[[File:AtlasCaptainOffice.png|thumb|[[Captain's Quarters#Atlas|Captain's quarters]]. Note the fine state the captain has kept their bonsai tree in.]]
</tab>
</tab>
</tabs>
The big boss! The Captain gets a swanky green and gold suit, a golden ID card, a kick-ass [[Clothing#Captain's Hat|hat]], a gun, and exclusive rights to renaming the station. As a [[Heads of Staff| 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 [[Antagonist|antagonists]] that want to jack the cool shit they get.


<tab inline name="Manta">
Being the Captain is generally chill, but there are some caveats. You don't have much in the way of formal duties, and having access to the almost the entire station/ship makes it pretty easy to experiment with things or dip your toes into mechanics you haven't tried before. People are also generally tolerant of Captains who are incompetent or still a bit new to the game. With that said, you can potentially cause a lot of damage if you mess up or break the [[Rules]], and [[Antagonist|antagonists]] will often target you for your all-access ID and other goodies. All in all, try it out if you wish, but be careful and mind the risks.
[[File:MantaCaptainOffice.png|thumb|[[Captain's Office#Manta|Captain's office]]. Note the well-kept ship-in-a-bottle.]]
[[File:MantaCaptainQuarters.png|thumb|[[Captain's Quarters#Manta|Captain's quarters]]. Has the only facilities on the ship fit for the captain.]]


</tab>
Like the [[Head of Security]] and [[Security Officer]]s, the Captain can '''not''' spawn as an [[Antagonist]]. Among other things, this means they cannot  awaken as a [[Random Events#Sleeper Agents Signal|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 [[Syndicate Items#Mindhack Implant|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.


</tabs>
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.


[[Image:Capn2x.png|left]] The big boss! The Captain gets a swanky green and gold suit, a golden ID card, a kick-ass [[Clothing#Captain's Hat|hat]], a gun, and exclusive rights to renaming the station. As a [[Heads of Staff| 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 barman. 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 [[Antagonist|antagonists]] that want to jack the cool shit they get.  
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.
Every crew needs a Captain, and ours is no exception. 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.  


==Captain's Stuff==
==Captain's Stuff==
In the captain's storage is a spare ID, a pinpointer (which points to the disk), a green spacesuit and a [[Science Objects#Hand Teleporter|hand teleporter]]. In the locker is an [[Murder#EnergyGun|energy gun]] and a spare outfit.
In the captain's storage is a spare ID, a pinpointer (which points to the disk), a green spacesuit and a [[Science Objects#Hand Teleporter|hand teleporter]]. In the locker is an [[Murder#EnergyGun|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===
===Nuclear Authentication Disk===
[[Image:NuclearAuthenicationDisk.gif]]
[[File:NuclearAuthenicationDiskV2-32x32.gif|64px]]


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 [[Nuclear Operative|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 [[Waste Disposal|crusher]]. The disk is equally important for the survival of the crew.
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 [[Nuclear Operative|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 [[Waste Disposal|crusher]]. The disk is equally important for the survival of the crew.


* Hiding or spacing the disk is also a dumb move, because the Syndicate leader has a pinpointer that will lead him right to it. 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.
* Hiding or spacing the disk is also a dumb move, because the [[Syndicate Items#Class Crate - Scout|Scout]] and [[Syndicate Items#Class Crate - Infiltrator|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===
===Job Rewards===
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! Description
! Description


|- id="Captains Sabre"
|- id="Captain's Sabre"
! Captain's Sabre
! Captain's Sabre
| 0  
| 0  
| [[File:CaptainSheath.png]][[File:CaptainSabreTransparent.png]]
| [[File:CaptainSheath.png]] [[File:CaptainSabreTransparent.png]]
| A sword! Woah. Try not to poke your eyes out.
| 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 [[Syndicate_Items#Nuclear Commander Sabre|own, slightly stronger version]].
 
You have to give up an [[Security Objects#Energy Gun|energy gun]] to claim this. If you have scanned your energy gun with a [[Engineering Objects#Device Analyzer|device analyzer]] or are trying to use this on a copy of an energy gun produced via the [[Ruckingenur Kit|ruckingenur kit]], you can't claim this reward! You can't have both--you gotta choose!


|}
|}


==Captain's Rights & Duties==
==Captain's Rights & Duties [[File:DisplayCaseAntiqueGunV2.png]]==
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 [[Calling the Escape Shuttle|call the shuttle manually]].
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 [[Calling the Escape Shuttle|call the shuttle manually]].


Line 82: Line 101:
* Have the assistants sign a waiver!
* Have the assistants sign a waiver!
* Rename the station to something clever and/or amusing via your Station Namer program on your PDA.
* Rename the station to something clever and/or amusing via your Station Namer program on your PDA.
* If there seems to be major vacancy, e.g. too many patients and too few [[Medical Doctor]]s, [[Head of Personnel]] is dead after killing themselves via crayon-up-nose, use the [[ThinkDOS#RoleControl|RoleControl program]] to mark a [[job]] as priority to people joining after the round's started.


==Crew Objectives==
==Crew Objectives==
Line 92: Line 112:
Take the wine out on the bridge and drink it as the round's winding down. Or just get drunk all round.
Take the wine out on the bridge and drink it as the round's winding down. Or just get drunk all round.


==[[Storyline|Syndicate Captain]]==
==Tyrant at the Helm: Antagonist Captain==
'''Note:''' The Captain cannot spawn as an [[antagonist]], so you cannot be a [[traitor]] captain, [[changeling]] captain, [[Spy Thief|spy thief]] captain, [[Gang|gang leader/member]] captain, [[Random Events#Sleeper Agents Signal|sleeper agent]] captain, etc. This section is for if you get [[Syndicate Items#Mindhack Implant|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.
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.


Alternatively, you can 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.
===Overlord: Traitor Captain===
Again, the captain normally cannot spawn as a [[Traitor]], so the below really only applies if an [[admin]] makes you one.
 
[[Traitor]] captains have three job-specific traitor items available. One of them is the [[Syndicate Items#AI Laser Upgrade Module|AI Laser Upgrade Module]]. If you love gunning people down with lasers and wish to share that joy with the [[AI]], then this is the item for you. It lets the AIs join in on the fun by giving it the ability to fire lasers from its cameras. Just slip it into the AI law rack in the [[AI Upload]], and voila. For extra security, you can use a [[Engineering Objects#Screwdriver|screwdriver]] and [[Engineering Objects#Welder|welder]] to make it harder to remove.
 
Speaking of silicons, if you like subverting the [[AI]] and [[Cyborg]]s' laws to suit your evil needs, the [[Syndicate Items#Disguised AI Law Module|Disguised AI Law Module]] might be up your alley. This module is, for all intents and purposes, a [[AI Laws#AI modules|Freeform module]] with a different color, so you can put just about any kind of law you want, and since you can order multiples of these, you can basically create your own lawset that shapes the silicons into metal tyrants in your image. Also, it's green, which not only goes with your outfit, but also makes the module look like the standard law modules the AI starts with. It probably will not fool people who are looking closely, but it might just be enough to throw off the initial suspicion.
 
The third job-specific item you can order is the [[Syndicate Items#Black Market Megaphone|black-market megaphone]]. If no one is following orders, maybe it's because you just aren't shouting loud enough. The black-market megaphone will fix that quite handily. It gives you ''very'' big text when held, both when speaking face-to-face and over the radio, ensuring your words will reach your subordinates in no time. Great if you prefer assault people with loud words rather than lasers.
 
Traitor captains are also, rather infamously, scary efficient at murder. Stun your target with a [[Security Objects#Energy Gun|energy gun]] set to stun a couple times, and they'll sure be to be easy pickings for your [[Syndicate Items#Wrestling Belt|wrestlebelt]]/[[Syndicate Items#Cyalume Saber|c-saber]]/whatever weapon you like. If they try to fight back, your captain's armor will lessen much of the blow.
 
Beyond that, you can also ditch your objectives entirely and run whatever hilarious gimmick you've always wanted, now with the ability to silence nay-sayers and party poopers with hot laser fire. Invite people to your [[Syndicate Items#Cloaking Field Generator|invisible maze]], promise them cash and/or access upgrades if they make it out (don't mention you also rigged it with [[Construction#Mousetrap bomb|mousetrap bombs]] made with [[Syndicate Items#Tactical Grenade|tactical grenades]].) [[Syndicate Items#Mindhack Implant|Mindhack]] someone, buy some [[Syndicate Items#Pickpocket Gun|pickpocket guns]], purchase some western wear from the clothing booth, and pretend to be a gang of wild west bandits IN SPACE! (Having all-access greatly aids your ability to steal things and escape.) Also, consider: you can buy a [[Syndicate Items#Katana|katana]] and turn your energy gun in for the captain's sabre; now you have two swords! That's better than one, right?


==Supplementary Video==
==Supplementary Video==

Latest revision as of 07:18, 28 March 2024

COMMAND STAFF
Captain
CaptainNew64.gif
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
Captain's quarters. Note the fine state the captain has kept their bonsai tree in.
Captain's quarters. Note the fine state the captain has kept their bonsai tree in.
Captain's quarters. Note the fine state the captain has kept their bonsai tree in.
Captain's quarters. Note the fine state the captain has kept their bonsai tree in.
Captain's quarters. Note the fine state the captain has kept their bonsai tree in.
Captain's quarters. Note the fine state the captain has kept their bonsai tree in.

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.

Being the Captain is generally chill, but there are some caveats. You don't have much in the way of formal duties, and having access to the almost the entire station/ship makes it pretty easy to experiment with things or dip your toes into mechanics you haven't tried before. People are also generally tolerant of Captains who are incompetent or still a bit new to the game. With that said, 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. All in all, 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

NuclearAuthenicationDiskV2-32x32.gif

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
Captain's Sabre 0 CaptainSheath.png CaptainSabreTransparent.png 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 DisplayCaseAntiqueGunV2.png

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.
  • If there seems to be major vacancy, e.g. too many patients and too few Medical Doctors, Head of Personnel is dead after killing themselves via crayon-up-nose, use the RoleControl program to mark a job as priority to people joining after the round's started.

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.

Tyrant at the Helm: Antagonist 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.

Overlord: Traitor Captain

Again, the captain normally cannot spawn as a Traitor, so the below really only applies if an admin makes you one.

Traitor captains have three job-specific traitor items available. One of them is the AI Laser Upgrade Module. If you love gunning people down with lasers and wish to share that joy with the AI, then this is the item for you. It lets the AIs join in on the fun by giving it the ability to fire lasers from its cameras. Just slip it into the AI law rack in the AI Upload, and voila. For extra security, you can use a screwdriver and welder to make it harder to remove.

Speaking of silicons, if you like subverting the AI and Cyborgs' laws to suit your evil needs, the Disguised AI Law Module might be up your alley. This module is, for all intents and purposes, a Freeform module with a different color, so you can put just about any kind of law you want, and since you can order multiples of these, you can basically create your own lawset that shapes the silicons into metal tyrants in your image. Also, it's green, which not only goes with your outfit, but also makes the module look like the standard law modules the AI starts with. It probably will not fool people who are looking closely, but it might just be enough to throw off the initial suspicion.

The third job-specific item you can order is the black-market megaphone. If no one is following orders, maybe it's because you just aren't shouting loud enough. The black-market megaphone will fix that quite handily. It gives you very big text when held, both when speaking face-to-face and over the radio, ensuring your words will reach your subordinates in no time. Great if you prefer assault people with loud words rather than lasers.

Traitor captains are also, rather infamously, scary efficient at murder. Stun your target with a energy gun set to stun a couple times, and they'll sure be to be easy pickings for your wrestlebelt/c-saber/whatever weapon you like. If they try to fight back, your captain's armor will lessen much of the blow.

Beyond that, you can also ditch your objectives entirely and run whatever hilarious gimmick you've always wanted, now with the ability to silence nay-sayers and party poopers with hot laser fire. Invite people to your invisible maze, promise them cash and/or access upgrades if they make it out (don't mention you also rigged it with mousetrap bombs made with tactical grenades.) Mindhack someone, buy some pickpocket guns, purchase some western wear from the clothing booth, and pretend to be a gang of wild west bandits IN SPACE! (Having all-access greatly aids your ability to steal things and escape.) Also, consider: you can buy a katana and turn your energy gun in for the captain's sabre; now you have two swords! That's better than one, right?

Supplementary Video


Jobs on Space Station 13
Command &
Security
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director · Security Officer · Detective · Security Assistant · Nanotrasen Security Consultant
Medical &
Research
Geneticist · Roboticist · Scientist · Medical Doctor
Engineering Quartermaster · Miner · Engineer
Civilian Chef · Bartender · Botanist · Rancher · Janitor · Chaplain · Staff Assistant · Radio Host · Clown · Gimmick jobs
Jobs of the Day Dungeoneer · Barber · Mail Courier · Lawyer · Tourist · Musician · Boxer
Antagonist Roles With own mode Arcfiend · Blob · Changeling · Gang Member · Flockmind · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire · Wizard
Others Grinch · Hunter · Krampus · Werewolf · Wraith · Wrestler · Zombie · Gimmick antagonist roles
Special Roles Artificial Intelligence · Battler · Cluwne · Critter · Cyborg · Ghost · Ghostdrone · Monkey · Santa Claus