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__NOTOC__ <!-- Removes table of contents -->
{{unfinished}}
{{Job_Header
{{Job_Header
|department=[[Cargo Department]]
|department=Cargo Department
|img=[[File:Quartermaster.png|128px]]
|img=[[File:Quartermaster.png|128px]]
|title=Quartermaster
|title=Quartermaster
|access=Cargo, Command, External, Maintenance, Quartermaster, Salvage
|access=Cargo, Command, External, Maintenance, Quartermaster, Salvage
|difficulty=Medium
|difficulty=Medium
|duties=Manage the Cargo Department, <del>resist the urge to make Cargonia</del>
|duties=Ensure Cargo runs smoothly, have the final say in supply related matters, <s> engage in your economic power fantasy </s>
|supervisors= [[Captain]]
|supervisors= [[Captain]]
|subordinates=[[Cargo Technician]], [[Salvage Specialist]]
|subordinates=[[Cargo Technician]], [[Salvage Specialist]]
|guides= This is the guide.
|guides= You're reading it!
}}
}}


The Quartermaster's job is to manage the [[Cargo Department]], purchasing any supplies that the station can't make. QM's responsibilities aren't much more complicated than a normal Cargo Technician's, but you're expected to keep the Cargo Department working smoothly and efficiently. Whether or not you are a proper department head is highly debated, however due to you starting with a cape, command headset, and command access, it's likely most command structures will accept you as a department head, meaning you are expected to act like one.
So. You've done your time, working up the ladder of this most prestigious and hallowed department aboard this station. From a fresh-faced [[Cargo_Technician|techie]], to an adventurous [[Salvage_Specialist|salvager]], and finally, here. You've made it to '''Quartermaster'''. You've earned the right to... wear a cloak and carry around an iPad. At least that's what your detractors would say.


Your underlings are [[Cargo Technician|Cargo Technicians]] and [[Salvage Specialist|Salvage Specialists]].
Even though Command members aren't officially ranked after [[Captain]], [[Head of Personnel]], and [[Head of Security]], QM is often considered to be the de facto "lowest ranked" head of staff. Since your responsibilities are not that much greater than a regular [[Cargo Technician]], these facts combined tend to make QM one of the better roles to get a feel for playing Command.


{{toc}}
As such, this page can be thought of as an addendum to the [[Cargo Technician]] page.


==Equipment==
== Your Command Center ==


{| class="wikitable"
[[File:QM_Room.png|thumb|The Quartermaster's room on the station "Bagel".]]
|+ Equipment
|-
! Image !! Name !! Description
|-
| [[File:QM_PDA.png|center|75px]]  || QM PDA || Your PDA, comes preinstalled with an AstroNav GPS Cartridge, giving GPS capability.
|-
| [[File:AstroNav_GPS_Cartridge.png|center|75px]] || AstroNav GPS Cartridge || Gives a PDA GPS functionality.
|-
| [[File:Cargo_Door_Remote|center|75px]] || Cargo Door Remote || Example
|-
| [[File:Supply_Computer_Board|center|75px]] || Supply Computer Board || Example
|}


==Your responsibilities==
Welcome to your lair. This is your safe haven, a respite from the hard work of ensuring the station is topped up on supplies and a place to <s>pathetically hide</s> wisely protect yourself when your [[Revolutionary|entire department is out for your head]].
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 <s> or approve </s> any proposals to furnish cargo with questionable machines or objects. Make sure that cargo is operating smoothly enough that orders are processed and sent to the departments that requested them in a timely manner.


===Keeping Cargo tidy===
In your office, you have your [[File:Cargo_Comms_Computer.png|frameless]] department's comms computer from which you can make announcements that, yes, the salvagers are in fact working on getting materials and your artifacts are waiting at the ATS while we wrap up bounties.


[[File:Cargo mess.png|thumb|An example of a messy Cargo]]
In your secure locker, your have all the items that a head of staff usually has, such as your[[File:QM_Stamp.png|frameless]]stamp, your[[File:Cargo_Door_Remote.png|frameless]]door remote, and a[[File:Key_Box.png|frameless]]box of spare cargo encryption keys. Unique to you, there's an[[File:AstroNav.png|frameless]]AstroNav cartridge so that you and others can have GPS functionality in your PDA like a salvager, a[[File:Luxury_Mining_Hardsuit.png|frameless]]luxury mining hardsuit for when you <s>want to abandon your post and go get lost on an expedition</s> need to protect yourself against depressurization, and your crown jewel, the[[File:Digiboard.png|frameless]]requisition digi-board.
You're required to keep your department in check, so everything remains properly productive and in the place it should be.  


Make sure your workers aren't spending funds on pointless requests or items that they aren't supposed to own. Try to prioritize important requests (engineers requiring building materials) over trivial ones (the clown wants 10 crates of monkey cubes). It's important to note that a lot of spare materials can be found via wreck salvaging, so make sure the [[Salvage Specialist|Salvage Specialists]] are doing their job.
== Tool of the Trade ==


Make sure to organize any spare items that might be making a mess on the floor. Use a screwdriver to take crates apart, or construct more if you are running out of room. Put whatever you don't need on tables or inside other crates.
That fancy gadget you keep in your locker or strapped to your hip is one of the few things that mechanically separates you from the [[Cargo Technician|techies]] you oversee. It's like a [[File:Cargo_Request_Computer.png|frameless]] request computer in the palm of your hand. With it, you'll be able to order supplies to the ATS from literally anywhere, without need for power.


Try to encourage your workers to properly fill out information for cargo orders - those can be quite useful, even if you normally don't even glance at them. Every crate you order has a label that you can file away for your records.
It's also an objective for antagonists to steal. Protect it, within reason. Speaking of...


Don't give out salvage hardsuits to everyone - you might find more eventually, but you still have a very limited amount of them. These should be kept within the salvage suit storage units when not in use.
== With Great Power... ==


Make sure to properly train your workers on how airlocks work, so you don't accidentally space the department - after all, it's a health hazard for other people inside.
Much of what separates the Quartermaster from your average [[Cargo Technician]] comes less from any actual abilities they have, but instead the responsibilities that come with being a [[Jobs#Command_Jobs|head of staff]].


Remember! As a department you can demote and kick people out of your department if they don't listen or work against you, just make sure you have a proper reason.
It's your job to make sure that bounties are being collected and cashed out, that essential minerals are mined, the mail is being delivered on time. Cargo is, by design, the department that takes the most manpower and manual labor to actually run successfully. You can't do it alone. You won't need to manually delegate tasks often, as cargotechs and salvagers are both very independent jobs, but don't be afraid to give out some orders if nothing's getting done.


==Cargonia==
Make sure you earn the respect of your subordinates. This is easiest to do for the Quartermaster as practically anyone in your department can do your job, so humility is quite common for the role.
{{Important
 
|Title=Important
As for paperwork, the amount a prospective requisitioner should need to fill is entirely at your discretion. There's no guidelines under Cargo S.O.P. for mandated written request forms, but it can be useful to reduce miscommunication, cause frivolous or malign requesters to balk, and help sort out [[Jobs#Antagonists|misuse]] of goods you might have bought. It's all up to your level of patience for it.
|Note=Establishing Cargonia without reading the rules WILL get you banned. Only do it if you have [[Administrators|Admin]] permission and you are an antagonist. See [https://github.com/space-wizards/space-station-14/pull/6326 PR #6326]
|Image=flashbang.png
|Color=#F65
}}


Establishing Cargonia is a thing that might happen during a SS14 round. Cargonia itself is a term given to the Cargo Department once it decides to declare independence and completely cut itself off from the rest of the station. Station Heads or the Captain might have a thing or two to say about this, because you are essentially cutting everyone off from the possibility of resupplying. Keep in mind that you don't have to do it and you're even discouraged from doing so if you just wanna do a calmer round. Try out Bartonia instead (just set up a fancy bar inside your department, for you and your comrades).
Finally, Cargo is a powerful department for bad actors to [[Nuclear Operative|disable]] or [[Revolutionary|appropriate]]. It is your duty to ensure that this does not happen, to the best of your ability. It's entirely possible for revolutionaries to go from rag-tag band of political hotheads to violent armed-to-the-teeth militia if you're taken out of the picture. Revolutions are a great threat to QM in particular, since both of your subordinate jobs can be away from the Cargo Bay for long stretches of time. If you need to order mindshields, ask [[Jobs#Security_Jobs|Security]] to take the cargo shuttle and pick them up. But, let's say you want to use these weapon procuring capabilities for good...


[[File:Standoff.png|thumb|A standoff between Cargo and Security]]
== The Warden At Home: ==


To establish Cargonia, you will need:
Let's say, everything goes to hell. Say, the Syndicate declares war, or the Blob is reaching critical mass, or there's a space dragon with an army of carp onboard. The crew at large needs to be armed, and Security is functionally wiped. There's a lot of options for weapons available to you amongst the catalog of purchasable items. However, '''this is an emergency measure.''' You need the permission of the [[Captain]] and/or [[Head of Security]] to do this, and, failing that, whichever head of staff is [[Chief Engineer|currently]] [[Chief Medical Officer|living]] and [[Research Director|highest]] [[Head of Personnel|ranking]]. And sometimes, that's you! Hope to god it doesn't go that bad, though.
* 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.
Laser guns are highly effective against the Blob and have no physical ammo, making them ideal for crew-wide use. You can also purchase armor, to keep the crew safe. It's highly recommended that you run through the catalog to see what strikes your fancy for emergencies.


If you don't want Cargonia to seal itself off from the rest of the station, try encouraging your comrades to negotiate or trade with other crewmates to get the machines or facilities that they require, or try occupying their time by ordering them to build a shuttle or to refurnish the department into a fancy area of comfort.


[[Category:Jobs]]
[[Category:Jobs]]
[[Category:Cargo jobs]]
[[Category:Cargo jobs]]
[[Category:Command jobs]]
[[Category:Command jobs]]

Latest revision as of 21:24, 12 April 2025


Cargo Department

Quartermaster

Access: Cargo, Command, External, Maintenance, Quartermaster, Salvage
Difficulty: Medium
Duties: Ensure Cargo runs smoothly, have the final say in supply related matters, engage in your economic power fantasy
Supervisors: Captain
Subordinates: Cargo Technician, Salvage Specialist
Guides: You're reading it!

So. You've done your time, working up the ladder of this most prestigious and hallowed department aboard this station. From a fresh-faced techie, to an adventurous salvager, and finally, here. You've made it to Quartermaster. You've earned the right to... wear a cloak and carry around an iPad. At least that's what your detractors would say.

Even though Command members aren't officially ranked after Captain, Head of Personnel, and Head of Security, QM is often considered to be the de facto "lowest ranked" head of staff. Since your responsibilities are not that much greater than a regular Cargo Technician, these facts combined tend to make QM one of the better roles to get a feel for playing Command.

As such, this page can be thought of as an addendum to the Cargo Technician page.

Your Command Center

The Quartermaster's room on the station "Bagel".

Welcome to your lair. This is your safe haven, a respite from the hard work of ensuring the station is topped up on supplies and a place to pathetically hide wisely protect yourself when your entire department is out for your head.

In your office, you have your department's comms computer from which you can make announcements that, yes, the salvagers are in fact working on getting materials and your artifacts are waiting at the ATS while we wrap up bounties.

In your secure locker, your have all the items that a head of staff usually has, such as yourstamp, yourdoor remote, and abox of spare cargo encryption keys. Unique to you, there's anAstroNav cartridge so that you and others can have GPS functionality in your PDA like a salvager, aluxury mining hardsuit for when you want to abandon your post and go get lost on an expedition need to protect yourself against depressurization, and your crown jewel, therequisition digi-board.

Tool of the Trade

That fancy gadget you keep in your locker or strapped to your hip is one of the few things that mechanically separates you from the techies you oversee. It's like a request computer in the palm of your hand. With it, you'll be able to order supplies to the ATS from literally anywhere, without need for power.

It's also an objective for antagonists to steal. Protect it, within reason. Speaking of...

With Great Power...

Much of what separates the Quartermaster from your average Cargo Technician comes less from any actual abilities they have, but instead the responsibilities that come with being a head of staff.

It's your job to make sure that bounties are being collected and cashed out, that essential minerals are mined, the mail is being delivered on time. Cargo is, by design, the department that takes the most manpower and manual labor to actually run successfully. You can't do it alone. You won't need to manually delegate tasks often, as cargotechs and salvagers are both very independent jobs, but don't be afraid to give out some orders if nothing's getting done.

Make sure you earn the respect of your subordinates. This is easiest to do for the Quartermaster as practically anyone in your department can do your job, so humility is quite common for the role.

As for paperwork, the amount a prospective requisitioner should need to fill is entirely at your discretion. There's no guidelines under Cargo S.O.P. for mandated written request forms, but it can be useful to reduce miscommunication, cause frivolous or malign requesters to balk, and help sort out misuse of goods you might have bought. It's all up to your level of patience for it.

Finally, Cargo is a powerful department for bad actors to disable or appropriate. It is your duty to ensure that this does not happen, to the best of your ability. It's entirely possible for revolutionaries to go from rag-tag band of political hotheads to violent armed-to-the-teeth militia if you're taken out of the picture. Revolutions are a great threat to QM in particular, since both of your subordinate jobs can be away from the Cargo Bay for long stretches of time. If you need to order mindshields, ask Security to take the cargo shuttle and pick them up. But, let's say you want to use these weapon procuring capabilities for good...

The Warden At Home:

Let's say, everything goes to hell. Say, the Syndicate declares war, or the Blob is reaching critical mass, or there's a space dragon with an army of carp onboard. The crew at large needs to be armed, and Security is functionally wiped. There's a lot of options for weapons available to you amongst the catalog of purchasable items. However, this is an emergency measure. You need the permission of the Captain and/or Head of Security to do this, and, failing that, whichever head of staff is currently living and highest ranking. And sometimes, that's you! Hope to god it doesn't go that bad, though.

Laser guns are highly effective against the Blob and have no physical ammo, making them ideal for crew-wide use. You can also purchase armor, to keep the crew safe. It's highly recommended that you run through the catalog to see what strikes your fancy for emergencies.