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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Away_Missions&amp;diff=26746</id>
		<title>Guide to Away Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Away_Missions&amp;diff=26746"/>
		<updated>2022-09-10T18:35:14Z</updated>

		<summary type="html">&lt;p&gt;WickedCybs: fixed some awkward sentences&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign=Triogenix}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
This is a general-purpose guide to conducting expeditions for the crew of the Horizon. Expeditions can be very fun but also very annoying or even dangerous depending on how you go about it. The first order of business is typically, who is going to fly these things? This isn&#039;t a task that just &#039;&#039;anyone&#039;&#039; can do. Some roles have some expectations of being able to pilot, and they will be listed here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Horizon:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The biggest ship you will see in-game. This is the hardest vessel to pilot and it requires formal training and experience to move. Those who would be able to pilot it are the Bridge Crew, XO and Captain. The rest of Command might be able to, depending on the background but It&#039;s not a hard requirement for them. It must be kept in mind, if the Bridge Crew are present they should always be the ones flying it.&lt;br /&gt;
&lt;br /&gt;
Before moving an announcement should be made warning that it will occur, and that EVA should not be conducted lest those who try it are lost to the void.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Intrepid:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A shuttle-craft on the larger-end of things. This a middling shuttle in terms of how much it will challenge a pilot and it requires formal training and experience to move. Anyone who can pilot the Horizon can pilot the Intrepid, additionally you can expect Xenoarchaeologists, the Research Director and some Scientists to be able to competently fly it. The pilot will always have the highest authority on their shuttle, but if they aren&#039;t going out with the Expedition you may want to pick a leader to organize everyone. The Bridge crew should ideally be flying and leading expeditions but this is a role anyone capable of flying the shuttle can take if needed.&lt;br /&gt;
&lt;br /&gt;
Given one of the objectives of the Horizon is to explore its surroundings, an organized expedition shouldn&#039;t be denied by Horizon Command or impeded. They do not have to do any paperwork and do not need to get &amp;quot;clearance&amp;quot;. They &#039;&#039;should&#039;&#039; give a heads up to the Bridge about what they&#039;re planning and who is going. The Intrepid can only be grounded with a &#039;&#039;very good&#039;&#039; reason. It should be remembered, the Intrepid is a long-range shuttle. It is more than capable of independently going to where it needs to be without the Horizon moving at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mining Pod:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A small shuttle. It&#039;s fast, nimble and easy to use to the point where the untrained could get a grasp on it given a few hours. Miners will have already gone through this as part of their limited training. Anyone who can fly the Horizon or Intrepid can also use the mining pod.&lt;br /&gt;
&lt;br /&gt;
In the interest of self-sufficiency and profit miners are expected to be autonomous and operate with little oversight. They do not have to do any paperwork and do not need to get &amp;quot;clearance&amp;quot;. They &#039;&#039;should&#039;&#039; give a heads up to the Operations Manager or the Bridge if they aren&#039;t present so that someone is aware they&#039;re leaving. The Mining Pod can only be grounded with a &#039;&#039;very good&#039;&#039; reason. It should be remembered, the Mining Pod is more than capable of moving to where it needs to be without the Horizon moving at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Stuff:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- During expeditions, authority over each mission is typically placed on the Bridge Crew, although a member of the Research department (such as the Xenoarchaeologist) is also a suitable pick in their absence.&lt;br /&gt;
&lt;br /&gt;
- Long range holo-pads and teleporters currently work as long as you are no more than four overmap squares away from the Horizon. You don&#039;t need to phone home 24/7 but if you will be out a while, consider coming back into comms range eventually to re-assure them you&#039;re still alive. Make sure they know where you are going too, if It&#039;s far. They might want to link up on their own.&lt;br /&gt;
&lt;br /&gt;
- For teleporters in particular, keep in mind these can be a way for people who joined mid-round to still take part in an expedition. It&#039;s not just an emergency tool.&lt;br /&gt;
&lt;br /&gt;
- Expeditions are tentatively canon. You haven&#039;t seen the same Solarian military outpost in every sector as an example.&lt;br /&gt;
&lt;br /&gt;
==Preparation==&lt;br /&gt;
Preparation before away missions on the shuttle varies depending on what you plan to do or where you&#039;re going. As far as what to prepare, everyone involved should do their part in gathering essentials, sometimes including the following : &lt;br /&gt;
&lt;br /&gt;
- Survival supplies, such as tools and efficient light sources.&lt;br /&gt;
&lt;br /&gt;
- Medical supplies can come in handy.&lt;br /&gt;
&lt;br /&gt;
- Engineering supplies, such as tools.&lt;br /&gt;
&lt;br /&gt;
- Food and water.&lt;br /&gt;
&lt;br /&gt;
- GPS’, and other tracking safety equipment.&lt;br /&gt;
&lt;br /&gt;
- Handheld Radios.&lt;br /&gt;
&lt;br /&gt;
- Mission essential items (drills for the xenoarchs, as an example)&lt;br /&gt;
&lt;br /&gt;
Preparation often includes much more than this, with some holding a “better safe than sorry” mindset and overpreparing massively. This isn’t necessarily a bad thing, but don&#039;t think It&#039;s a hard requirement. There are plenty of clever ways to assist the mission with spare tools and manufactured assets from the station. From pocket flood-lights to advanced medical gear, anything is possible.&lt;br /&gt;
&lt;br /&gt;
As for who precisely gets to go on the away mission, a team can choose from… basically anybody working who wants to go, should their head of staff be okay with it or the Captain. You don&#039;t need &amp;quot;The Sec guy&amp;quot; &amp;quot;The Medic guy&amp;quot; &amp;quot;The Engineering guy&amp;quot; or anything like that, It&#039;s not a hard requirement. Just have a willing team who can exercise a bit of common sense.&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
[[Category:Pages]] [[Category:Guides]] [[Category:Special guides]] [[Category:Research]]&lt;/div&gt;</summary>
		<author><name>WickedCybs</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Away_Missions&amp;diff=26743</id>
		<title>Guide to Away Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Away_Missions&amp;diff=26743"/>
		<updated>2022-09-10T03:43:09Z</updated>

		<summary type="html">&lt;p&gt;WickedCybs: big overhaul to the guide to away missions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign=Triogenix}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
This is a general-purpose guide to conducting expeditions for the crew of the Horizon. Expeditions can be very fun but also very annoying or even dangerous depending on how you go about it. The first order of business is typically, who is going to fly these things? This isn&#039;t a task that just &#039;&#039;anyone&#039;&#039; can do. Some roles have some expectations of being able to pilot, and they will be listed here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Horizon:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The biggest ship you will see in-game. This is the hardest vessel to pilot and it requires formal training and experience to move. Those who would be able to pilot it are the Bridge Crew, XO and Captain. The rest of Command might be able to, depending on the background but It&#039;s not a hard requirement for them. It must be kept in mind, if the Bridge Crew are present they should always be the ones flying it.&lt;br /&gt;
&lt;br /&gt;
Before moving an announcement should be made warning that it will occur, and that EVA should not be conducted lest those who try it are lost to the void.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Intrepid:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A shuttle-craft on the larger-end of things. This a middling shuttle in terms of how much it will challenge a pilot and it requires formal training and experience to move. Anyone who can pilot the Horizon can pilot the Intrepid, additionally you can expect Xenoarchaeologists, the Research Director and some Scientists to be able to competently fly it. The pilot will always have the highest authority on their shuttle, but if they aren&#039;t going out with the Expedition you may want to pick a leader to organize everyone. The Bridge crew should ideally be flying and leading expeditions but this is a role anyone capable of flying the shuttle can take if needed.&lt;br /&gt;
&lt;br /&gt;
Given one of the objectives of the Horizon is to explore its surroundings, an organized expedition shouldn&#039;t be denied by Horizon Command or impeded. They do not need to do any paperwork or &amp;quot;clearance&amp;quot;. They &#039;&#039;should&#039;&#039; give a heads up to the Bridge about what they&#039;re planning and who is going. The Intrepid can only be grounded with a &#039;&#039;very good&#039;&#039; reason. It should be remembered, the Intrepid is a long-range shuttle. It is more than capable of independently going to where it needs to be without the Horizon moving at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mining Pod:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A small shuttle. It&#039;s fast, nimble and easy to use to the point where the untrained could get a grasp on it given a few hours. Miners will have already gone through this as part of their limited training. Anyone who can fly the Horizon or Intrepid can also use the mining pod.&lt;br /&gt;
&lt;br /&gt;
In the interest of self-sufficiency and profit miners are expected to be autonomous and operate with little oversight. They do not need to do any paperwork or &amp;quot;clearance&amp;quot;. They &#039;&#039;should&#039;&#039; give a heads up to the Operations Manager or the Bridge if they aren&#039;t present so that someone is aware they&#039;re leaving. The Mining Pod can only be grounded with a &#039;&#039;very good&#039;&#039; reason. It should be remembered, the Mining Pod is more than capable of moving to where it needs to be without the Horizon moving at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Stuff:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- During expeditions, authority over each mission is typically placed on the Bridge Crew, although a member of the Research department (such as the Xenoarchaeologist) is also a suitable pick in their absence.&lt;br /&gt;
&lt;br /&gt;
- Long range holo-pads and teleporters currently work as long as you are no more than four overmap squares away from the Horizon. You don&#039;t need to phone home 24/7 but if you will be out a while, consider coming back into comms range eventually to re-assure them you&#039;re still alive. Make sure they know where you are going too, if It&#039;s far. They might want to link up on their own.&lt;br /&gt;
&lt;br /&gt;
- For teleporters in particular, keep in mind these can be a way for people who joined mid-round to still take part in an expedition. It&#039;s not just an emergency tool.&lt;br /&gt;
&lt;br /&gt;
- Expeditions are tentatively canon. You haven&#039;t seen the same Solarian military outpost in every sector as an example.&lt;br /&gt;
&lt;br /&gt;
==Preparation==&lt;br /&gt;
Preparation before away missions on the shuttle varies depending on what you plan to do or where you&#039;re going. As far as what to prepare, everyone involved should do their part in gathering essentials, sometimes including the following : &lt;br /&gt;
&lt;br /&gt;
- Survival supplies, such as tools and efficient light sources.&lt;br /&gt;
&lt;br /&gt;
- Medical supplies can come in handy.&lt;br /&gt;
&lt;br /&gt;
- Engineering supplies, such as tools.&lt;br /&gt;
&lt;br /&gt;
- Food and water.&lt;br /&gt;
&lt;br /&gt;
- GPS’, and other tracking safety equipment.&lt;br /&gt;
&lt;br /&gt;
- Handheld Radios.&lt;br /&gt;
&lt;br /&gt;
- Mission essential items (drills for the xenoarchs, as an example)&lt;br /&gt;
&lt;br /&gt;
Preparation often includes much more than this, with some holding a “better safe than sorry” mindset and overpreparing massively. This isn’t necessarily a bad thing, but don&#039;t think It&#039;s a hard requirement. There are plenty of clever ways to assist the mission with spare tools and manufactured assets from the station. From pocket flood-lights to advanced medical gear, anything is possible.&lt;br /&gt;
&lt;br /&gt;
As for who precisely gets to go on the away mission, a team can choose from… basically anybody working who wants to go, should their head of staff be okay with it or the Captain. You don&#039;t need &amp;quot;The Sec guy&amp;quot; &amp;quot;The Medic guy&amp;quot; &amp;quot;The Engineering guy&amp;quot; or anything like that, It&#039;s not a hard requirement. Just have a willing team who can exercise a bit of common sense.&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
[[Category:Pages]] [[Category:Guides]] [[Category:Special guides]] [[Category:Research]]&lt;/div&gt;</summary>
		<author><name>WickedCybs</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:WickedCybs&amp;diff=26742</id>
		<title>User:WickedCybs</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:WickedCybs&amp;diff=26742"/>
		<updated>2022-09-10T03:39:52Z</updated>

		<summary type="html">&lt;p&gt;WickedCybs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nope.&lt;/div&gt;</summary>
		<author><name>WickedCybs</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xenoarcheologist&amp;diff=26737</id>
		<title>Xenoarcheologist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xenoarcheologist&amp;diff=26737"/>
		<updated>2022-09-10T03:39:05Z</updated>

		<summary type="html">&lt;p&gt;WickedCybs: adds links to the guide to piloting and away missions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = lightblue&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img = Scientist-nbt.png&lt;br /&gt;
|jobtitle = Xenoarcheologist&lt;br /&gt;
|access = [[Job_Guides#Research|Research]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 30 years of age, PhD in Archaeology, Xenoarchaeology or Anomalous Materials.&lt;br /&gt;
|employers = [[Zeng-Hu Pharmaceuticals]], [[Nanotrasen]], [[Zavodskoi Interstellar]] &lt;br /&gt;
|education = [[Mars University]] - [[Solis Cognito University]] - [[The Gliutip’lyaz University]]&lt;br /&gt;
|superior = [[Research Director]]&lt;br /&gt;
|duties = Retrieve various artifacts from the asteroid, and figure out their effects and applications.&lt;br /&gt;
|guides = [[Guide to Piloting]], [[Guide to Away Missions]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Xenoarcheologist, Anomalist: The Difference ==&lt;br /&gt;
The first thing to know is that a Xenoarcheologist is not an Anomalist. While they tend to work together for obvious reasons, their field of study, method, and RP archetypes are quite different.&lt;br /&gt;
&lt;br /&gt;
A Xenoarcheologist looks for artifacts. Artifacts are those things most people think are useless, like fossils, alien spoons, bowls, those kinds of things. And, on a gameplay point, they are, indeed, mostly useless: Most of them do not have any function except decoration, and the few that do have a function are not very useful. Xenoarcheology is mainly an RP job, where you give story and sense to these objects. It also quite different from the other Scientist jobs: You do not work in a laboratory solely, you mostly work outside, digging through rocks in the cold hard environment of the asteroid. You may work in a Laboratory during analysis (Spectrometry, Anomaly testing). So Xenoarcheologists are a strange breed amongst the Research team, with a very different set of goals and line of work.&lt;br /&gt;
&lt;br /&gt;
An Anomalist studies the anomalies Xenoarcheologists bring to them. They are much more of a Lab worker than the Xenoarcheologist, do not spend much time outside, etc. This job is less of a pure Roleplay one, and much more closer to the rest of the station, with significant testing and gameplay to fiddle with. However, that does not mean you should not try to put some RP into it: How was your anomaly used by the people who made it? How does it relate to the artifacts the Xenoarcheologist found buried with it? You are not a Xenoarcheologist, but that does not mean you should totally ignore them and that your work does not relate.&lt;br /&gt;
&lt;br /&gt;
So, know the difference between the two roles, and roleplay accordingly. Anomalists are quite dependent on Xenoarcheologists in that they expect them to find Anomalies, however, there is an extra Suspension Field Generator in the Xenoarcheology department, so Anomalists could retrieve their own anomalies. This should only be done if there is nothing to analyse or the Xenoarcheologist is missing, not in the round or otherwise busy. Work with your Xenoarcheologists just as they should work with you.&lt;br /&gt;
&lt;br /&gt;
* A Xenoarcheologist/Anomalist can do both roles in the absence of a partner.&lt;br /&gt;
&lt;br /&gt;
This guide is not only a guide to basic Xenoarcheology and Anomalies, it is also a guide to playing an efficient and believable Xeno-researcher. So, if you feel some parts are too much for you, feel free to ignore them, but it is still appreciated to work with a believable coworker rather than someone who leaves all their stuff on the floor, doesn’t analyze their findings, and barely even does their job.&lt;br /&gt;
&lt;br /&gt;
As a final note you should always wear gloves while testing and transporting Anomalies. Moving an anomaly without gloves runs the risk of activating it and can be deadly for yourself and coworkers. &lt;br /&gt;
&lt;br /&gt;
=== Xenoarcheologist ===&lt;br /&gt;
&lt;br /&gt;
A Xenoarcheologist is a professional Scientist specialized in researching the remains of Alien Civilizations. Their gameplay is centered around unearthing Artifacts and Anomalies and linking them together to form coherent stories. They play more similar to Mining than a regular Scientist, in contrast to an Anomalist who plays much closer to the other roles in the Science department.&lt;br /&gt;
&lt;br /&gt;
==== Gearing Up ====&lt;br /&gt;
&lt;br /&gt;
You start in the Research department. You however work within the Research sublevel and will have to take a lift down. You should stock up on anything you believe you need in preparation for your work. However most essential tools and devices are present within the Sub-level so you will not need to gather anything. Be sure to put on your Mesons goggles, gloves, breath mask and your Magboots before you exit. There are some less crucial tools there that can be used, such as a Camera, Folder, and multiple Gas types.&lt;br /&gt;
&lt;br /&gt;
If you wish, you may still be creative: What do you think a Xenoarcheologist would use on an excavation? You will work in quite a large place, so do not worry about space, and impress your department with very complicated procedures and the like. A Universal Recorder and labeled Folder with Paper inside tends to create a believable atmosphere for a Scientist.&lt;br /&gt;
&lt;br /&gt;
Now, it is time to speak about the proper Xenoarcheology equipment. All of these things are available in the Xenoarcheology department, within the Anomaly and Xenoarcheology equipment rooms, so look in the lockers, on the tables, and the racks.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Measuring Tape&#039;&#039;&#039;: Tells you how deep you already dug into your site. Useful when you lose track of your excavation.&lt;br /&gt;
# &#039;&#039;&#039;GPS&#039;&#039;&#039;: Tells you your position on the asteroid. Not of major importance, but can be useful if you want to keep track of that too. You can get a callsign using this, and it increases your chance of being found when dead.&lt;br /&gt;
# &#039;&#039;&#039;Excavation Pick Set&#039;&#039;&#039;: Absolute necessity. Contains the small picks you need to excavate your artifacts, they all dig a different distance, detailed later in this guide.&lt;br /&gt;
# &#039;&#039;&#039;Tracking Beacon&#039;&#039;&#039;: When activated, allows locator devices to locate it by tuning on its frequency. Useful if you are in trouble, or if you simply lost your suspension field generator. Not a necessity at all and mostly a waste of space.&lt;br /&gt;
# &#039;&#039;&#039;Core Sampler&#039;&#039;&#039;: Absolute necessity. Needed to take the rock samples you need for spectrometer analysis.&lt;br /&gt;
# &#039;&#039;&#039;Wrench&#039;&#039;&#039;: Needed to set the suspension field generator, which is necessary to collect artifacts.&lt;br /&gt;
# &#039;&#039;&#039;Hand Pickaxe&#039;&#039;&#039;: The largest excavation pick, does not fit in the Excavation Pick Set. Digs 30cm.&lt;br /&gt;
# &#039;&#039;&#039;Locator Device&#039;&#039;&#039;: Locates Tracking Beacons by tuning to their frequency. As useless as the Beacon.&lt;br /&gt;
# &#039;&#039;&#039;Depth Analysis Scanner&#039;&#039;&#039;:  Absolute necessity. Tells you if the tile of rock in front of you, contains something, and gives you information about it if it is the case. Detailed later in this guide.&lt;br /&gt;
# &#039;&#039;&#039;Alden Saraspova Counter&#039;&#039;&#039;: Absolute necessity. You click this and it tells you how far the closest Anomaly is from you. Use this information to progressively move closer. Make sure to scan rocks using the Analysis Scanner when within 20m. The last thing you want is to destroy the anomaly and the artifacts along with it.&lt;br /&gt;
# &#039;&#039;&#039;Lantern&#039;&#039;&#039;:  A very useful light source. Helpful, but not necessary. Activate your excavation hood.&lt;br /&gt;
# &#039;&#039;&#039;Excavation Gear-Belt&#039;&#039;&#039;: The belt that will allow you to carry most of your equipment.&lt;br /&gt;
# &#039;&#039;&#039;Optical Meson Scanner&#039;&#039;&#039;: Absolute necessity. Allows you to see through the rock, and locate your precious dig sites.&lt;br /&gt;
# &#039;&#039;&#039;Excavation Suit Hood&#039;&#039;&#039; Comes with a built-in flashlight. Click in the top left.&lt;br /&gt;
# &#039;&#039;&#039;Excavation Suit&#039;&#039;&#039;: Both the suit and hood are absolute necessities. Needed to go EVA, protects you against radiations and partially against exotic particles, should you find an activated anomaly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Anomaly Suits are not vacuum proof. Excavation suits are the only non-space suits on the Station that allow you to go EVA.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now, you probably know the rest: An oxygen tank, available in the prep room, a breath mask also available there, and the gloves you were told to take earlier. You’ll notice we also have a camera, which is generally used to take photos of anomalies, and other rare things like skeletons (a combination of alien fossils) and the like. If you organize your equipment properly, you have enough space in your inventory to carry some equipment of your choice.&lt;br /&gt;
&lt;br /&gt;
I, however, advise you to leave free slots in your backpack, to carry the artifacts you find back to your camp or the Station. Once outside, you will need to use the Alden Saraspova Counter to locate a digsite.&lt;br /&gt;
&lt;br /&gt;
==== Going to your Destination ====&lt;br /&gt;
&lt;br /&gt;
Now that you have your gear, you will of course want to go to work. This usually means joining the miners as you&#039;ll both usually want to be going to the nearest asteroid, so be sure to ask them to wait for you before they launch or see if Command is able to call them and teleport you aboard if they&#039;re nearby. Alternatively, you can ask Command for transit via the Intrepid, in which case they might assign a bridge crewmember to fly you down.&lt;br /&gt;
&lt;br /&gt;
==== Clearing The Way ====&lt;br /&gt;
As for how you will mine, you will not have a mining drill unless Research prints you one from R&amp;amp;D. Instead, Xenoarcheology is outfitted with Mining pickaxes.&lt;br /&gt;
&lt;br /&gt;
To mine efficiently, you will need to wield your pickaxe in two hands. (Pictured below) &lt;br /&gt;
&lt;br /&gt;
[[File:Wielded_Pickaxe.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can achieve this by clicking the icon at the top left corner of your screen while holding a Pickaxe, the Pickaxe will have to be selected. When wielded, it will look like this. (Pictured above)&lt;br /&gt;
&lt;br /&gt;
Further, to avoid destroying the very artifacts you intend to excavate, you will want to carry a Depth Analysis Scanner along with you. When you are in range by 10, you should scan Rocks before you clear them. If you fail to do this, you will get a message that says &#039;Object shatters!&#039; where object is replaced with whatever item it was, which means you have destroyed an artifact. There is a small chance for it to survive this, however.&lt;br /&gt;
&lt;br /&gt;
==== Excavating ====&lt;br /&gt;
{{Hatnote|The lists for the different field types for the generator and the different excavation picks are at the end of this chapter.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch.png|A usual dig site.]]&lt;br /&gt;
&lt;br /&gt;
At last, you have found a dig site, or your Depth Analysis Scanner pinged while you were looking for one. It is time to be precise and thorough.&lt;br /&gt;
&lt;br /&gt;
If you click on your Depth Analysis Scanner, a screen similar to this one will appear.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_depth.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time:&#039;&#039;&#039; The time at which the scan was made. Only for paperwork purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coords:&#039;&#039;&#039; Coordinates of the dig site. Paperwork purposes too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anomaly depth:&#039;&#039;&#039; The depth at which your artifact resides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clearance above anomaly depth:&#039;&#039;&#039; The size of the cavity in which the artifact is. If you dig in it, you will get a strange rock, which I will talk about later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dissonance spread:&#039;&#039;&#039; Quite useless, a 1 means it is an artifact, other numbers indicate an anomaly, but in this case, the scan is different enough to render this information useless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anomaly material:&#039;&#039;&#039; Tells you roughly what your artifact is. Depending on this information, you will activate a specific field on your suspension field generator to collect the artifact.&lt;br /&gt;
&lt;br /&gt;
Now that you have this information, bring the Suspension Field Generator to the dig site. You need two free tiles around the site, so that you can put your generator on one, and be on the other one. Fix it to the ground, and do not activate it yet. For now, what we need is a rock sample.&lt;br /&gt;
&lt;br /&gt;
For that purpose, you will need to dig just before the cavity starts. It means you need to subtract the Clearance from the anomaly depth, and dig at this distance. In the case of the image above, the artifact is at &#039;&#039;&#039;30 cm&#039;&#039;&#039; and the clearance is &#039;&#039;&#039;6 cm&#039;&#039;&#039;, so I need to dig &#039;&#039;&#039;24 cm&#039;&#039;&#039;. Now that you have dug this distance, take your Core Sampler and click on the dig site. The red light will turn green, meaning that a sample was taken. Taking a core sample is optional.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;You should only take one sample per dig site.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now you can focus on the excavation. You will need to strike at the exact anomaly depth if you want to directly collect the artifact. Here, the Depth Analysis Scanner tells me the artifact contains traces of Organic Cells, so I activate a Diffracted Carbon Dioxide Laser, and I dig 6 cm to reach the anomaly. I turn the suspension field generator off, and...&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch2.png]]&lt;br /&gt;
&lt;br /&gt;
Here is your artifact, excavated in the most efficient way possible.&lt;br /&gt;
&lt;br /&gt;
Then, repeat the same procedure minus the sample until your Depth Analysis Scanner stops pinging on contact with the artifact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;This example is for a precise excavation. If you dig too far, the artifact breaks. But, if you dig too short, and you end up in the cavity of the artifact, you will get this.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_cavity.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is a strange rock. While not being a total failure, a strange rock is bad. First, because you need to open it with a welder, which is one unnecessary step in the process. But the most important point here is that opening strange rocks quite often breaks the artifact itself, so, try to dig at the exact anomaly depth to avoid these kinds of issues.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you are done with the excavation, bring your sample and findings back to the camp or to the Station.&lt;br /&gt;
&lt;br /&gt;
Now, here are the two lists for the various excavation picks and the different fields of the generator.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_picks.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_table.png]]&lt;br /&gt;
&lt;br /&gt;
You’ll notice some of the fields are missing: It is because they are useless. The last line, Unknown, is linked to anomalies, which means it&#039;s safe to clear with your handpick without breaking Artifacts.&lt;br /&gt;
&lt;br /&gt;
=== Anomalist ===&lt;br /&gt;
An Anomalist is a professional Scientist. They specialize in researching ancient alien technology and other abnormal Scientific subjects. They work in the Xeno-Science wing alongside the Xenobiologist and Xenoarcheologist. Their gameplay is more similar to the Phoron Researcher in that they mainly stay in their lab and experiment with what the Xenoarcheologist brings to the Station.&lt;br /&gt;
&lt;br /&gt;
A lot of the same rules apply to the Xenoarcheologist as to the Anomalist when it comes to roleplay. you should still be creative: What do you think an Anomalist would keep notes with? You will work in quite a large place, so do not worry about space, and impress your department with very complicated procedures and the like. A Universal Recorder and labeled Folder with Paper inside tends to create a believable atmosphere for a Scientist in general.&lt;br /&gt;
&lt;br /&gt;
==== Anomalies ====&lt;br /&gt;
An Anomaly is an ancient piece of technology unearthed on the Asteroid. No Station personnel knows their origin-- That&#039;s what you are meant to research and find out. There are multiple types of Anomalies, I&#039;ll classify them as; Static, Dynamic. Static Anomalies are always the same, they serve one purpose and have no random effects at all. Dynamic Anomalies have their effects determined by RNG. I will explain the Dynamic Anomalies, you will have to find the Static ones ingame and research them yourself.&lt;br /&gt;
&lt;br /&gt;
During your work researching Anomalies, you will have to activate the Anomaly to know what effect it has. These effects are numerous and vary from extremely dangerous to extremely helpful. Or both. This will be influential in deciding how to explain the Anomalies function in Alien society and its origin. These Triggers and Effects will be graphed below.&lt;br /&gt;
&lt;br /&gt;
As for equipment, you will use multiple objects for the below testing, but the most important is to wear Gloves and an Anomaly suit.&lt;br /&gt;
&lt;br /&gt;
===== Triggers =====&lt;br /&gt;
Here is a graph of the random Anomaly triggers.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Triggers   !! I suggest you keep a list and go through all of these. Trial and error is part of your job.&lt;br /&gt;
|-&lt;br /&gt;
| Touch:  || Touching the Anomaly with an ungloved hand. It&#039;s important to wear gloves when handling Anomalies.&lt;br /&gt;
|-&lt;br /&gt;
| Water: || Splash some water on it and see if it activates.&lt;br /&gt;
|-&lt;br /&gt;
| Acid:   || Splash some acid on it and see if it activates.&lt;br /&gt;
|-&lt;br /&gt;
| Volatile: || Try percussive experimentation, hit it with blunt objects. Maybe a crowbar?&lt;br /&gt;
|-&lt;br /&gt;
| Energy: || Try to hit it with an activated Stunbaton, and try to shoot it with an Emitter. See if it activates from either.&lt;br /&gt;
|-&lt;br /&gt;
| Heat: || Increase the temperature in one of the Anomaly Isolation Chambers.&lt;br /&gt;
|-&lt;br /&gt;
| Cold: || decrease the temperature in one of the Anomaly Isolation Chambers.&lt;br /&gt;
|-&lt;br /&gt;
| Plasma: || Put it in a room with Plasma in the air. Concentration level is unknown.&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen: || Put it in a room with Oxygen in the air. Concentration level is unknown.&lt;br /&gt;
|-&lt;br /&gt;
| Carbon Dioxide: || Put it in a room with CO2 in the air. Concentration level is unknown.&lt;br /&gt;
|-&lt;br /&gt;
| Nitrogen: || Put it in a room with Nitrogen in the air. Concentration level is unknown. Whether this is N2O or just N2 is uncertain.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Effects =====&lt;br /&gt;
Here is a graph of the random Anomaly effects.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effects   !! When you finally trigger an Anomaly then you receive at least one, maybe two effects from the Anomaly. If you are lucky it won&#039;t kill you immediately.&lt;br /&gt;
|-&lt;br /&gt;
| EMP:  || The Anomaly releases an Electromagnetic Pulse and is one of the worst (Or best) finds due to it&#039;s damaging nature. Bad for Synthetics and anyone with a mechanical organ.&lt;br /&gt;
|-&lt;br /&gt;
| Cold: || Makes the room colder.&lt;br /&gt;
|-&lt;br /&gt;
| Cell Charge: || Charges all Battery cells within range, very good for Synthetics.&lt;br /&gt;
|-&lt;br /&gt;
| Cell Drain: || Drains all Battery cells within range, very bad for Synthetics.&lt;br /&gt;
|-&lt;br /&gt;
| Radiation Emitter: || Emits large amounts of radiation which will irreversibly alter your DNA.&lt;br /&gt;
|-&lt;br /&gt;
| CO2: || Releases CO2 Gas in to the air.&lt;br /&gt;
|-&lt;br /&gt;
| Nitrogen: || Releases Nitrogen Gas in to the air.&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen: || Releases Oxygen in to the air.&lt;br /&gt;
|-&lt;br /&gt;
| Phoron: || Releases Plasma Gas in to the air.&lt;br /&gt;
|-&lt;br /&gt;
| Good Feelings: || Emits brain altering waves that make you happy.&lt;br /&gt;
|-&lt;br /&gt;
| Bad Feelings: || Emits brain altering waves that give you anxiety.&lt;br /&gt;
|-&lt;br /&gt;
| Heal: || Heals People.&lt;br /&gt;
|-&lt;br /&gt;
| Hurt: || Hurts People.&lt;br /&gt;
|-&lt;br /&gt;
| Robot Heal: || Heals Synths.&lt;br /&gt;
|-&lt;br /&gt;
| Robot Hurt: || Hurts Synths.&lt;br /&gt;
|-&lt;br /&gt;
| Sleepy: || Makes everyone Sleepy. May also release N2 sleepy time gas.&lt;br /&gt;
|-&lt;br /&gt;
| Stun: || Temporarily Stuns people.&lt;br /&gt;
|-&lt;br /&gt;
| Teleport || Randomly Teleports people within the vicinity of the Anomaly.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Harnessing An Anomaly =====&lt;br /&gt;
Anomalists are able to siphon effects from an Anomaly into an &#039;Anomaly Power Battery&#039;, when slotted into a device capable of utilizing this battery called an Anomaly Power Utilizer, it will discharge the effect. Creating these tools are where the trigger and effect comes into play beyond the roleplay elements. To begin charging an Anomaly Power Battery, you will have to activate the Anomaly and put it into the Exotic Particle Harvester pad, place the Battery into the Harvester as well, and then activate it. It will fill the Battery with the effect. However, many Anomaly effects will drain the Battery at an extremely quick rate, you may have to use them carefully, and they work best for demonstrating the Anomaly to your coworkers.&lt;br /&gt;
&lt;br /&gt;
== Study ==&lt;br /&gt;
Now that you have analyzed all your samples, it is time to bring all of this to the Station and stow it away. Put your Artifacts in labeled crates, put your valuables into a locked briefcase, etc, and drag it back there. Then, put them on their respective locations, so that you have all the information you need available.&lt;br /&gt;
&lt;br /&gt;
Now you have organized all your findings… think, look at the reports, be creative! Look at your 800 years old weapons of Dig Site 4. Maybe they belonged to the species depicted on this 850 year old bowl, in Dig Site 2? Basically, make logical links between the findings, invent stories around them, entire civilizations, wars, religions, the possibilities are massive. Maybe when you have enough data, you could write a book about it? Xeno-research may be a very lonely job, but it still gives you plenty of occasions to make great RP, so just go crazy.&lt;br /&gt;
&lt;br /&gt;
==== Analysis: Spectrometry ====&lt;br /&gt;
So! You have spent some time digging and excavating, and now, you have around 6 different dig sites, maybe more. That’s good. Hopefully you organized and labeled them all according to a memorable pattern. Now, take all the samples, put them in your crate, and head back to the Station, for the Spectrometer analysis.&lt;br /&gt;
&lt;br /&gt;
[[File:Spectrometry.png]]&lt;br /&gt;
&lt;br /&gt;
Here is the Spectrometry Laboratory. In the room, you see a coolant tank, a bucket, some nanopaste, and three spectrometers. In order to have an organized analysis, I suggest you only use one, most particularly, the upper one, since it avoids the usual back &amp;amp; forth to provide it with coolant. Once it is filled with coolant, take your first sample, take the rock sample from inside it, and put it in the spectrometer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Once again, use only one Spectrometer, and start with your Dig Site 1, then 2, etc. The results of the analysis are chronologically numerated, so, that way, you will have correspondence between your samples and your results.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_spectroconsole.png]]&lt;br /&gt;
&lt;br /&gt;
Now, you have opened the Spectrometer menu. Big scary screen at first, but simple to understand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scanner:&#039;&#039;&#039; Indicates the progress of the scan, and the &amp;quot;health&amp;quot; of the spectrometer. When it is too low, use nanopaste to fix it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MASER:&#039;&#039;&#039; The most important stuff. Try to match you Current Wavelength with the Optimal Wavelength best as you can, since it is what makes the scan progress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment / Internal:&#039;&#039;&#039; The speed at which the machine functions, and the heat it endures. The faster it goes, the hotter it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiation:&#039;&#039;&#039; Sometimes, radiation outbursts happen during the scan. You can enable the Radiation Shielding, but it stops the scan, so I rather suggest you keep your excavation suit on yourself, since it protects you against it. That way, you can totally ignore this factor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooling:&#039;&#039;&#039; Rather simple to understand. It is what keeps the Internal Temperature low. On this screen, you see I put the flow rate at 2 u/s : It is best to keep it that way, 2 u/s gives you plenty of time before emptying it, and avoids overheat in almost every case.&lt;br /&gt;
&lt;br /&gt;
If you followed these instructions, the only part you need to focus on is the MASER field, since it is the only one that will necessitate you to fiddle with during the scan.&lt;br /&gt;
&lt;br /&gt;
Now, you begin your scan, keep the Wavelength in check, and normally, the scan goes very well without any trouble. The machine pings, ejects your rock sample, and prints the result of the scan.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_specresults.png]]&lt;br /&gt;
&lt;br /&gt;
Now, you have some techno-babbling informations that will allow you to RP-study your artifacts later.&lt;br /&gt;
&lt;br /&gt;
==== Analysis: Chemistry ====&lt;br /&gt;
Of course, the coolant in the tank is not enough to last a particularly busy shift. It is generally empty after three spectrometer scans. You can still use water as a less efficient coolant, but the real stuff is a better solution.&lt;br /&gt;
&lt;br /&gt;
If you run out, you can ask for access to the Research Chemistry dispenser, they should have no reason to refuse. The formula is quite simple: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tungsten + Acetone + Water&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now, if you get afew beakers of that, you should have plenty of Coolant to keep your spectrometer working!&lt;br /&gt;
&lt;br /&gt;
The Anomalist will also have need of Sulfuric Acid for testing Anomalies, this is where you will get it.&lt;br /&gt;
&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Guides|Xenoarchaeology, Guide to]]&lt;br /&gt;
[[Category:Research]]&lt;/div&gt;</summary>
		<author><name>WickedCybs</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Foreign_Legion&amp;diff=24946</id>
		<title>Tau Ceti Foreign Legion</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Foreign_Legion&amp;diff=24946"/>
		<updated>2022-06-15T18:19:40Z</updated>

		<summary type="html">&lt;p&gt;WickedCybs: I forgot to rename the title so whoops, went ahead and added a bit more though&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #05A3A4&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ELITE&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Tcfl9.png&lt;br /&gt;
|jobtitle = Tau Ceti Foreign Legion&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|superior = The Biesel Government&lt;br /&gt;
|duties = Make sure the station is secure.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Tcflposter.png|thumb|400px|A recruitment poster for the Tau Ceti Foreign Legion.]]&lt;br /&gt;
&lt;br /&gt;
Founded in 2459, the Tau Ceti Foreign Legion is the primary armed forces of the [[Republic of Biesel]] that is primarily comprised of volunteer immigrants and external parties seeking citizenship or stakes in Tau Ceti, which the Republic offers in exchange for enlistment and service. The Legion has been used countless times to ensure the sovereignty of the [[Republic of Biesel]], including the deployment of the forces to combat the [[KING OF THE WORLD| Second Solarian Invasion of Biesel]] in 2462, as well as across the colonies within the Corporate Reconstruction Zone to ensure compliance as well as loyalty. &lt;br /&gt;
&lt;br /&gt;
The Legion has expanded considerably since its inception, and with their promotion to the official armed forces of the [[Republic of Biesel]] in 2464 brought with it considerable boons, including a huge increase to their funding, being awarded by the Republican Congress after President Dorn announced the signing of the People’s Protection Act - which included in it provisions in which allows megacorporations to sponsor the Legion. This extra funding has allowed the Legion to significantly upgrade and expand their arsenal, discarding their previous repurposed apparatus in favour of more modern weaponry. Shortly after its promotion, the Legion updated its training tactics to more modern methods and introduced the Tau Ceti Foreign Legion Reserve, allowing for enlisted members of the organization to continue to serve even whilst travelling abroad, however time within the Reserve does not contribute to citizenship requirements.&lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Foreign Legion is currently deployed throughout the [[Corporate Reconstruction Zone]] in an effort known as the Peacekeeper Mandate,  the aim of the Peacekeeper Mandate is a combination of ensuring civil unrest quelled, as well as ensuring the [[Stellar Corporate Conglomerate]] can expand its influence across the region - most importantly, to also allow it to exploit whatever it can. Despite their recent equipment upgrades, the Tau Ceti Foreign Legion still struggles to enforce the Peacekeeper Mandate, even with the assistance of the [[Private Military Contracting Group]].&lt;br /&gt;
&lt;br /&gt;
It has been noted by many within the ranks of the Tau Ceti Foreign Legion that there is bias to non-humans, mostly with non-humans being more likely to be deployed to dangerous regions where injuries are more likely to occur. Several have also come forward regarding their belief that they were denied a promotion within the Legion simply for being non-human, despite them outperforming their human counterparts in various fields. &lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Foreign Legion Corporate Scholarship was unveiled by the [[Stellar Corporate Conglomerate]] shortly after its elevation to the official armed forces of the [[Republic of Biesel]]. Employees are able to apply and have their tuition paid by their parent megacorporation. However, employees must be enlisted within the organization. Veterans and those not yet enlisted need not apply, as only active Legion members can be granted the scholarship&lt;br /&gt;
&lt;br /&gt;
==Who am I?==&lt;br /&gt;
You are a volunteer or officer of the Tau Ceti Foreign Legion, a sparsely trained government official given the authority to respond to and solve issues in and around Republic space. &#039;&#039;&#039;You are a member of Task Force XIII - Fortune.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon spawning upon BLV The Tower, you will be given a number of choices. So let&#039;s talk you through them:&lt;br /&gt;
&lt;br /&gt;
The first pop-up you will get is to enter your name, don&#039;t forget your rank though!&lt;br /&gt;
For your first time it is advised you label yourself as a &#039;&#039;&#039;Volunteer Officer (Vol. [name])&#039;&#039;&#039;. As you become more experienced you may well get a chance to be a squad leader, known as a &#039;&#039;&#039;Prefect (Pfct. [name]).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The full rankings and their abbreviations are:&lt;br /&gt;
&lt;br /&gt;
Pfct. [name] - Prefect Melons&lt;br /&gt;
[[Image:Biesel calls.png|thumb|400px|Another recruitment poster for the Tau Ceti Foreign Legion, showcasing the benefits Synthetics gain when enlisting.]]&lt;br /&gt;
Lgn. [name] - Legionnaire Melons&lt;br /&gt;
&lt;br /&gt;
Vol. [name] - Volunteer Officer Melons&lt;br /&gt;
&lt;br /&gt;
All species found on the Aurora can be a member of the Foreign Legion emergency response team. There is no species restriction on TCFL lead officers.&lt;br /&gt;
&lt;br /&gt;
==Who else is in my team?==&lt;br /&gt;
Alongside you will be other officers, generally 2 or 3, but depending on the situation we can have multiple teams working together. In addition to volunteers, there will be the senior officers responsible for leading the team.&lt;br /&gt;
&lt;br /&gt;
You can identify who is who by three separate visual representations. These are distinguished by accessories provided to the specific members of the team that can be pinned to your armor&#039;s chestpiece by holding the accessories in your hand and clicking on the chestpiece. This works for the normal vest armor as well.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volunteer&#039;&#039;&#039; (Vol.) - Your armor has no ribbons or specialist pins and is a bright blue across its entirety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legionnaire&#039;&#039;&#039; (Lgn.) - Your armor has two bright yellow markers, an accessory able to be placed on the chestpiece of your hardsuit/vest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prefect&#039;&#039;&#039; (Pfct.) - Your armor has a long ribbon across your right shoulder wrapped around your arm and a solemn pin across your left breast. It is an accessory placed on the chestpiece of your hardsuit/vest.&lt;br /&gt;
&lt;br /&gt;
==What do I do?==&lt;br /&gt;
&lt;br /&gt;
As a member of the Tau Ceti Foreign Legion, your objective is to handle the emergency situation that the station has reported by any means necessary, and return the station to normal operations. &lt;br /&gt;
&lt;br /&gt;
You have a selection of moderately powerful equipment and a set of ID cards with basic access to most departments and maintenance across the station. You carry the authority of the Republic government, however, note that this may very well be deemed irrelevant in the face of NanoTrasen or the crew given circumstance. One should use this authority to assist in remedying the situation on board and to further any set objectives in place by the team lead. You can get to the station via either the Dropship (BLV Chariot), or the individual drop pods.&lt;br /&gt;
&lt;br /&gt;
Once the emergency is contained, your team is expected to depart, or at worst, facilitate an evacuation or emergency crew transfer.&lt;br /&gt;
&lt;br /&gt;
As a member of the team you have a choice of three specializations and one possible ghost role:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volunteers&#039;&#039;&#039; - Drawn from on-call volunteers, these are moderately versed in weapon handling drills, hand to hand combat, arresting procedures as well as other skills such as basic first aid. Unmarked hardsuits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Legionnaires&#039;&#039;&#039; - More specialized team members who are more often than not paid, these are well versed in most engineering procedures and can get the team wherever they need to go. Marked by specialist medallions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Legionnaires&#039;&#039;&#039; - Also specialized team members, well versed in most field treatments and surgical procedures to keep their team or the crew alive. Marked by specialist medallions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Legionnaires&#039;&#039;&#039; - While only available as a ghost role, the pilot is also a specialized team member. They are well versed in piloting anything they can get their hands on.&lt;br /&gt;
&lt;br /&gt;
==What tools do I need?==&lt;br /&gt;
The specific tools you will need will vary by situation, but can be split into 2 categories, your essential tools and your task specific tools.&lt;br /&gt;
&lt;br /&gt;
=== All ===&lt;br /&gt;
Every Tau Ceti Foreign Legion volunteer dons the same uniform and sets of armor with ranks distinguished by accessories mentioned previously. These are as follows -&lt;br /&gt;
* Retrofitted Military Hardsuit Control Module: A refit of a very old construction hardsuit. Essentially your only EVA gear so take it if there&#039;s any chance you&#039;re entering vacuum.&lt;br /&gt;
* Foreign Legion Armored Suit: A set of armor and a helmet with much the same protection of the hardsuit without the massive slowdown.&lt;br /&gt;
&lt;br /&gt;
=== Volunteers ===&lt;br /&gt;
* Tactical Shield: A collapsing tactical shield.&lt;br /&gt;
* Black Webbing Vest: A webbing vest.&lt;br /&gt;
* Night Vision Goggles: Standard night vision goggles.&lt;br /&gt;
* Handcuffs: Self explanatory.&lt;br /&gt;
* Combat Belt: Holds grenades, ammunition, C4 and other things. Always get one.&lt;br /&gt;
* Stun Baton: It&#039;s a stun baton.&lt;br /&gt;
* Flash: A standard flash.&lt;br /&gt;
&lt;br /&gt;
Now, onto the weapons you can pick.&lt;br /&gt;
&lt;br /&gt;
* Plastic Explosives: Precise explosives that blow up the wall or airlock or floor you place them on. Self explainatory, bring one or more if you need to break into an area you have no access to, such as a bolted AI core.&lt;br /&gt;
* Bolt Slinger: A long blaster rifle that must be wielded to fire accurately. Has a scope and a large ammo capacity.&lt;br /&gt;
* Blaster Carbine: A short, inaccurate blaster which can be fired with one hand and stored in backpacks. Has burst fire.&lt;br /&gt;
* Blaster Pistol: A tiny blaster pistol meant for self defense. Has burst fire.&lt;br /&gt;
* Gauss Thumper: A huge unwieldy ballistic rifle and the only ballistic weapon available to the TCFL. Seven shots, decent damage, can be loaded with ion slugs for pesky synthetics.&lt;br /&gt;
&lt;br /&gt;
You will have access to a vendor - the SecTech which sells the standard things such as flashes, pepperspray and handcuffs.&lt;br /&gt;
&lt;br /&gt;
=== Engineering Legionnaire ===&lt;br /&gt;
&lt;br /&gt;
The engineering area has a lot of things, but most of them won&#039;t be used often. Let&#039;s look at the things you&#039;ll be using often.&lt;br /&gt;
&lt;br /&gt;
* Insulated Gloves: Essential for any manipulation of powered wires. Don&#039;t hack anything without these. &lt;br /&gt;
* RCD: Useful for deleting doors, floors, walls or making them.&lt;br /&gt;
* Tool Belt: Get one. You&#039;ll need it for the tools.&lt;br /&gt;
* Superior Welding Goggles: Pretty useful when you aren&#039;t wearing a hardsuit, as the hardsuit already provides eye protection.&lt;br /&gt;
* Emitters: Sometimes you will be called to deal with blobs, or you&#039;ll need to get into the AI core. Emitters are useful for this, so if you need them, bring them. &lt;br /&gt;
* Stun Revolver: Grab one if the volunteers stole all the blaster pistols.&lt;br /&gt;
* Specialist Medallions: Pin these to your chestpiece.&lt;br /&gt;
&lt;br /&gt;
There are various vending machines, and you&#039;ll need those. Let&#039;s take a look at them.&lt;br /&gt;
&lt;br /&gt;
* Vendomat: Sells proximity sensors, igniters, remote signaling devices and such. Not really useful.&lt;br /&gt;
* YouTool: Sells the tools you will need.&lt;br /&gt;
* EngiVend: Sells multitools, mainly. Also sells various electronics.&lt;br /&gt;
* Robco Tool Maker: Sells everything that the YouTool and EngiVend sell, in addition to other things. &lt;br /&gt;
&lt;br /&gt;
=== Medical Legionnaire ===&lt;br /&gt;
&lt;br /&gt;
* A freezer with bloodpacks.&lt;br /&gt;
* On the table next to the freezer, you will find all the medkits you will need. &lt;br /&gt;
* Hyposprays: There are 6 total hyposprays. Grab however many you need.&lt;br /&gt;
* Medical Belt: Grab one to stuff your trauma kits and hyposprays in.&lt;br /&gt;
* Your chem dispenser 3000 is one of a kind. It&#039;s able to instantly distribute pretty much every chemical you will ever need. Fill beakers and hyposprays using it.&lt;br /&gt;
* IV Drip: Self explanatory. &lt;br /&gt;
* Stun Revolver: Grab one if the volunteers stole all the blaster pistols.&lt;br /&gt;
* Specialist Medallions: Pin these to your chestpiece.&lt;br /&gt;
&lt;br /&gt;
=== Pilot Legionnaire ===&lt;br /&gt;
* Their uniform.&lt;br /&gt;
* Their jacket.&lt;br /&gt;
* A padded helmet. &lt;br /&gt;
* A blaster pistol.&lt;br /&gt;
* A burning need for speed.&lt;br /&gt;
&lt;br /&gt;
=== Prefect ===&lt;br /&gt;
&lt;br /&gt;
The Prefect&#039;s room contains a lot of useful things. Let&#039;s look at everything.&lt;br /&gt;
&lt;br /&gt;
* InteliCard: It&#039;s an intelicard for carding artificial intelligences.&lt;br /&gt;
* Death Alarms: Distribute to your team if you need to.&lt;br /&gt;
* Seniority Ribbon: Pin these to your chestpiece.&lt;br /&gt;
* Energy Knife: This is a better tactical knife. Shove it in your boot.&lt;br /&gt;
* Energy Barrier: It&#039;s a massive shield, can fit in your pocket.&lt;br /&gt;
&lt;br /&gt;
== The Garage ==&lt;br /&gt;
Beyond the standard Armory, there are three vehicles that can be chosen should the situation warrant it, defer to your Prefect for permission should you desire to take one. They are located in south eastern portion of the base. They are:&lt;br /&gt;
* Retrofitted Speeders: Slow in atmosphere, extremely fast in EVA. Useful for moving across the surface quickly and not getting lost forever.&lt;br /&gt;
* Combat APLU: A slightly intimidating APLU with a welder laser, additional armor, two passenger compartments and a drill. Useful in most any situation, though slow.&lt;br /&gt;
* Odysseus: This one is much more useful if the Medical specialists were to decide to take it.&lt;br /&gt;
&lt;br /&gt;
== Assault Armory ==&lt;br /&gt;
On top of the normal armament available to the TCFL, there is a special equipment storage reserved for Admin and Event use, locked behind unlabelled blast doors. Inside is:&lt;br /&gt;
* Jotun: An aging Alliance main battle tank which is impervious to mostly any armament obtainable on station. Uh oh.&lt;br /&gt;
&lt;br /&gt;
== Working On The Horizon: The Reserves ==&lt;br /&gt;
&lt;br /&gt;
It is possible to be in the Tau Ceti Foreign Legion&#039;s reserves and also work on the Horizon. Your enlistment will only became relevant should you be activated by the Legion if Tau Ceti needs more personnel.&lt;br /&gt;
&lt;br /&gt;
1) Working for the Legion is like taking a 2nd job. The split in responsibilities, and the split in loyalties to a government agency and the private conglomerate that is the SCC, means you cannot be both part of the legion and in Security or Command.&lt;br /&gt;
&lt;br /&gt;
2) All rules on escalation and emergencies still apply. You should not use your status as a legionnaire to self-antag, hunt down antagonists, or otherwise throw yourself into station emergencies.&lt;br /&gt;
&lt;br /&gt;
3) Don&#039;t cryo or ghost as your character then spawn in as that character in an incoming Legion squad. It&#039;s embarrassing and would make you look desperate.&lt;br /&gt;
&lt;br /&gt;
4) Don&#039;t ask incoming Legionnaires to give you weapons or gear when they&#039;re coming in. You can help in your current job by doing that job - or staying out of the way unless asked.&lt;br /&gt;
&lt;br /&gt;
The Legion is styled as a militia rather than a professional military force. You could expect people like your neighbors, local members of the community, immigrants looking for a new life and the average joe to join up rather than a career soldier. &lt;br /&gt;
&lt;br /&gt;
The highest rank you can be as an on-ship reserve Legionnaire is a Volunteer or Legionnaire. If you are a Legionnaire, try picking a job that compliments your specialty, like engineering or medical doctor.&lt;br /&gt;
&lt;br /&gt;
In terms of special skills, a member of the TCFL has a reason to have the knowledge to use voidsuits or hardsuits, and anything in the basic first aid kits.&lt;br /&gt;
&lt;br /&gt;
Reserves abroad are trusted to keep fit enough that they can continue their duties again if called up and can expect a short refresher course upon returning to Tau Ceti should the Republic have need of them.&lt;br /&gt;
&lt;br /&gt;
Active duty Volunteers train 1 - 3 days a week on a flexible schedule and get access to scholarships and specialized in-house training that can let them advance to become Legionnaires.&lt;br /&gt;
&lt;br /&gt;
Active duty Legionnaires train 3 - 4 days a week, giving a higher time investment, and are either coming from a specialized profession or plan to get into one when they&#039;re out.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>WickedCybs</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Shaft_Miner&amp;diff=24919</id>
		<title>Shaft Miner</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Shaft_Miner&amp;diff=24919"/>
		<updated>2022-06-13T03:43:09Z</updated>

		<summary type="html">&lt;p&gt;WickedCybs: ask the horizon *to* follow you&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader|&lt;br /&gt;
|headerbgcolor= #c19a6b&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype=OPERATIONS&lt;br /&gt;
|imagebgcolor= #C19A4A&lt;br /&gt;
|img=Shaft_Miner.png&lt;br /&gt;
|jobtitle=Prospector&lt;br /&gt;
|access=Mining.&lt;br /&gt;
|difficulty=Very Easy&lt;br /&gt;
|qualifications=At least 18 years of age, have passed an SCC Certified Mining Accreditation course and have at least a recognised certificate in operating shuttle-craft&lt;br /&gt;
|employers = [[Orion Express]], [[Hephaestus Industries]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Shastar Technical University|Shastar Technical University]] - [[Tajaran Educational Institutions#Dymtris Polytechnic College|Dymtris Polytechnic College]]&lt;br /&gt;
|superior=[[Operations Manager]]&lt;br /&gt;
|duties=Ore extraction, processing and accounting&lt;br /&gt;
|guides=[[Guide to Mining]], [[Guide to Piloting]]}}&lt;br /&gt;
&lt;br /&gt;
The Prospector is in charge of all ore extraction and processing in the sector. Generally seen as a low-class assignment, there are minimal requirements to work in this field - however knowledge in piloting shuttle-craft is mandatory in order to arrive at the destinations and knowledge of heavy machinery is helpful in order to make the most of the stellar objects that you will be mining, by setting up the drills and being able to pilot a mining mech. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Simply put, the Prospector has three duties, as follows: &lt;br /&gt;
&lt;br /&gt;
*Extract ore from resource rich areas in the current sector&lt;br /&gt;
*Process ore at the Ship&#039;s smeltery&lt;br /&gt;
*Report the materials yield using a Yield Declaration from the smelter console. &lt;br /&gt;
===Obtaining Equipment===&lt;br /&gt;
You operate on a point-reward system while working with The SCC. You will have to mine to obtain points, to then exchange for equipment at the Mining Vendor.&lt;br /&gt;
For more information, please check the [[Guide_to_Mining#Mining_Points_And_The_Mining_Vendor|Guide to Mining]].&lt;br /&gt;
&lt;br /&gt;
=Duties=&lt;br /&gt;
==Piloting the Mining Pod==&lt;br /&gt;
&lt;br /&gt;
Once you have all of your equipment ready, you&#039;ll be making way to the mining pod on deck one. You&#039;ll definitely want to read the [[Guide to Piloting]] if you&#039;re new to this. It may seem daunting at first, but it&#039;s really quite easy. The pod is already set roundstart for you to leave right away but for some extra insurance you can ask for some additional carbon dioxide for your thrusters. Engineering can source it directly or the hanger technicians can order you some.&lt;br /&gt;
&lt;br /&gt;
You can also leverage the advantage of the Horizon&#039;s stronger sensors to have the bridge relay to you interesting locations and asteroids. Feel free to ask them to pilot the Horizon where you need them to be. but keep in mind the Horizon is a big ship and very slow compared to your pod. The fastest way to do things is to go to where you need to be yourself and ask the Horizon to follow you if possible.&lt;br /&gt;
&lt;br /&gt;
==Ore extraction==&lt;br /&gt;
The process of breaking rock in order to obtain materials. Generally speaking, you will need the following equipment:&lt;br /&gt;
&lt;br /&gt;
*Hardsuit, recommended with a breathing mask (available at the airlock)&lt;br /&gt;
*Oxygen tank&lt;br /&gt;
*GPS device&lt;br /&gt;
*Active suit sensors&lt;br /&gt;
&lt;br /&gt;
As far as equipment go, there is a variety of tools available - the configuration you choose will depend on what you wish to extract, how, and what resources are already available. For a more detailed list consult [[Guide_to_Mining|this guide.]] Examples of tools that you may work with:&lt;br /&gt;
&lt;br /&gt;
*Pickaxe (for breaking rock)&lt;br /&gt;
*Shovel (to obtain impure silicas from the ground)&lt;br /&gt;
*Mining Drill (An upgrade to the Pickaxe)&lt;br /&gt;
*Sonic Jackhammer (An upgrade to the Heavy Drill)&lt;br /&gt;
*Plasma Cutter (A sidegrade to the Jackhammer - digs as fast, but is also capable of cutting through tougher materials if needed&lt;br /&gt;
*Wrench (for operating the Mining Drills)&lt;br /&gt;
*Ore Detector (for finding locations for the Heavy Drill)&lt;br /&gt;
*Flags (for noting the location of deposits)&lt;br /&gt;
*Ore Satchel (to quickly amass your ores)&lt;br /&gt;
&lt;br /&gt;
Of course, all of the handheld equipment serves only as a backup when piloting a mech. Do not forget - synthetic units need, instead of an oxygen tank and a breathing mask, a suit cooling unit (obtainable from any autolathe).&lt;br /&gt;
&lt;br /&gt;
===Preparation, Foot Mining===&lt;br /&gt;
To ensure your safety, you are provided with steps to ensure that once you step within the airlock, you are ready:&lt;br /&gt;
&lt;br /&gt;
*Attach the hardsuit helmet and magboots to the hardsuit&lt;br /&gt;
*Put an oxygen tank of your choice inside the hardsuit&lt;br /&gt;
*Put on the hardsuit (additional breathing mask recommended)&lt;br /&gt;
*Verify that breathing mask is properly adjusted (over your mouth, not hanging down)&lt;br /&gt;
*Gather all of your chosen gear in your backpack (Pickaxe is too large for operation - hold in hand or attach to belt)&lt;br /&gt;
*Put on a backpack &lt;br /&gt;
*(Optional)Obtain second air tank and stash it in a backpack&lt;br /&gt;
*Stash or satchel and GPS/tracking beacon in hardsuit&#039;s hip sockets, roughly at the pocket location&lt;br /&gt;
&lt;br /&gt;
===Preparation, Mech mining===&lt;br /&gt;
If you are experienced in mech piloting, there are a few extra steps required in making a mech EVA-safe.&lt;br /&gt;
&lt;br /&gt;
*(Optional, but recommended) Follow the first five steps of the &amp;quot;Preparation, Foot Mining&amp;quot; guide.&lt;br /&gt;
*Enter your mech&lt;br /&gt;
*Verify the structural integrity of your mech and charge of its power cell - charge and get repairs as needed.&lt;br /&gt;
*Verify the presence of all equipment - minimum drill and hydraulic clamp&lt;br /&gt;
*Switch the internals of the mech itself on&lt;br /&gt;
*Load an ore box&lt;br /&gt;
&lt;br /&gt;
Furthermore, as a general reminder: Mechs do not actively cool the air of their cabin - and thus, synthetic units also require a sealed suit and suit cooling unit to avoid overheating while operating one.&lt;br /&gt;
&lt;br /&gt;
===Setting up the Mining Drills===&lt;br /&gt;
Setting one up is a very simple process:&lt;br /&gt;
&lt;br /&gt;
*Using the Ore Detector, find an adequate location to place the drill, mark location with a flag&lt;br /&gt;
*Bring drill to flag&#039;s location, along with support anchors&lt;br /&gt;
*Place the anchors to the sides of the drill&lt;br /&gt;
*Secure the anchors using a wrench&lt;br /&gt;
*(Optional) Place an ore box north of the drill&lt;br /&gt;
*Activate drill&lt;br /&gt;
&lt;br /&gt;
And if you did not place an ore box, here is how to unload the drill once it reports being full:&lt;br /&gt;
&lt;br /&gt;
*Place ore box north of drill&lt;br /&gt;
*Using the panel, command the drill to unload.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
Once that is done, the actual mining process can begin. &lt;br /&gt;
&lt;br /&gt;
*Bring an ore box with you (or in a mech)&lt;br /&gt;
*Locate ores embedded in the rock of the asteroid&lt;br /&gt;
*Use the tool of choice to break rock/soil&lt;br /&gt;
*Use ore satchel to quickly grab all ores (automated with a mech drill)&lt;br /&gt;
*Put ores in ore box (also automated in a mech)&lt;br /&gt;
&lt;br /&gt;
Once you have a sufficient amount of ore, return to the Ship (do not forget to take the materials dug up by the heavy drills, if you have any)&lt;br /&gt;
&lt;br /&gt;
==Ore Processing==&lt;br /&gt;
Back at the Ship comes the step of processing. Place the ore box next to the crate unloader, it will not gather materials out of a box that is held by a mech so you might need to unload it from that, too. Once you pull the lever, the machine will automatically extract ore and funnel them into the Smelter. Unless specifically requested otherwise, the Smelter should be set according to [[Guide_to_Mining#Furnace_101|this guide.]]&lt;br /&gt;
&lt;br /&gt;
By default, the stacking machine will output stacks of 50 units of material, which makes it easy to count. However, you can configure the machine to produce smaller stacks, or force it to eject an incomplete stack. Put them in a crate and head up.&lt;br /&gt;
&lt;br /&gt;
==Yield Declaration==&lt;br /&gt;
The smelter console will allow you to print those reports. On it are the details of what you gathered. Don&#039;t forget to put your name on it and a signature at the bottom. Get it stamped by at least a [[Hangar Technician]] if not the [[Executive Officer]] while handing off the crate of resources to claim the title of best prospector or simply show that you have not been in the bar all shift.&lt;br /&gt;
&lt;br /&gt;
==Beyond the Job==&lt;br /&gt;
There is, honestly, very little to do in Mining beyond Mining. Though something you can do is, since you are on the asteroid with mining gear, assisting a Xenoarcheologist in their digs - avoiding strange-looking rocks and dig through everything else. Sometimes your GPS might pick up a strange signal from somewhere on the rock, leading to crashed shuttles or abandoned structures. Exploration can be fun and rewarding, or really dangerous. As a prospector, you will learn to bring the right tools for the job in no time. Teaming up with a buddy or two might also help.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
You are an EVA specialist with a lot of destructive tools at your disposal. Breach the bridge with seismic charges, perform magboot checks on security, test your kinetic accelerators in a vented hallway and figure out why exactly the diamond pickaxe is so feared in bar fights.&lt;br /&gt;
Creativity is your limit with this job, just make sure to have a reason for blowing up parts of the ship or fistfighting scientists in your own hardsuit. Connections help a lot with your tasks. Unsuspecting scientists will let you in if you bring them nice things and equip you with way to much weapons if you tell them there is carp outside, while your best friends in operations might ignore a sniper rifle you just ordered with the captain&#039;s spare.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]][[Category:Guides]]&lt;br /&gt;
[[Category:Pages]][[Category:Operations]]&lt;/div&gt;</summary>
		<author><name>WickedCybs</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:WickedCybs&amp;diff=24920</id>
		<title>User:WickedCybs</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:WickedCybs&amp;diff=24920"/>
		<updated>2022-06-13T03:42:05Z</updated>

		<summary type="html">&lt;p&gt;WickedCybs: Created page with &amp;quot;Hello.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello.&lt;/div&gt;</summary>
		<author><name>WickedCybs</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Foreign_Legion&amp;diff=24921</id>
		<title>Tau Ceti Foreign Legion</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Foreign_Legion&amp;diff=24921"/>
		<updated>2022-06-13T03:39:37Z</updated>

		<summary type="html">&lt;p&gt;WickedCybs: /* Working On The Aurora: Weekend Legionnaire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #05A3A4&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ELITE&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Tcfl9.png&lt;br /&gt;
|jobtitle = Tau Ceti Foreign Legion&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|superior = The Biesel Government&lt;br /&gt;
|duties = Make sure the station is secure.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Tcflposter.png|thumb|400px|A recruitment poster for the Tau Ceti Foreign Legion.]]&lt;br /&gt;
&lt;br /&gt;
Founded in 2459, the Tau Ceti Foreign Legion is the primary armed forces of the [[Republic of Biesel]] that is primarily comprised of volunteer immigrants and external parties seeking citizenship or stakes in Tau Ceti, which the Republic offers in exchange for enlistment and service. The Legion has been used countless times to ensure the sovereignty of the [[Republic of Biesel]], including the deployment of the forces to combat the [[KING OF THE WORLD| Second Solarian Invasion of Biesel]] in 2462, as well as across the colonies within the Corporate Reconstruction Zone to ensure compliance as well as loyalty. &lt;br /&gt;
&lt;br /&gt;
The Legion has expanded considerably since its inception, and with their promotion to the official armed forces of the [[Republic of Biesel]] in 2464 brought with it considerable boons, including a huge increase to their funding, being awarded by the Republican Congress after President Dorn announced the signing of the People’s Protection Act - which included in it provisions in which allows megacorporations to sponsor the Legion. This extra funding has allowed the Legion to significantly upgrade and expand their arsenal, discarding their previous repurposed apparatus in favour of more modern weaponry. Shortly after its promotion, the Legion updated its training tactics to more modern methods and introduced the Tau Ceti Foreign Legion Reserve, allowing for enlisted members of the organization to continue to serve even whilst travelling abroad, however time within the Reserve does not contribute to citizenship requirements.&lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Foreign Legion is currently deployed throughout the [[Corporate Reconstruction Zone]] in an effort known as the Peacekeeper Mandate,  the aim of the Peacekeeper Mandate is a combination of ensuring civil unrest quelled, as well as ensuring the [[Stellar Corporate Conglomerate]] can expand its influence across the region - most importantly, to also allow it to exploit whatever it can. Despite their recent equipment upgrades, the Tau Ceti Foreign Legion still struggles to enforce the Peacekeeper Mandate, even with the assistance of the [[Private Military Contracting Group]].&lt;br /&gt;
&lt;br /&gt;
It has been noted by many within the ranks of the Tau Ceti Foreign Legion that there is bias to non-humans, mostly with non-humans being more likely to be deployed to dangerous regions where injuries are more likely to occur. Several have also come forward regarding their belief that they were denied a promotion within the Legion simply for being non-human, despite them outperforming their human counterparts in various fields. &lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Foreign Legion Corporate Scholarship was unveiled by the [[Stellar Corporate Conglomerate]] shortly after its elevation to the official armed forces of the [[Republic of Biesel]]. Employees are able to apply and have their tuition paid by their parent megacorporation. However, employees must be enlisted within the organization. Veterans and those not yet enlisted need not apply, as only active Legion members can be granted the scholarship&lt;br /&gt;
&lt;br /&gt;
==Who am I?==&lt;br /&gt;
You are a volunteer or officer of the Tau Ceti Foreign Legion, a sparsely trained government official given the authority to respond to and solve issues in and around Republic space. &#039;&#039;&#039;You are a member of Task Force XIII - Fortune.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon spawning upon BLV The Tower, you will be given a number of choices. So let&#039;s talk you through them:&lt;br /&gt;
&lt;br /&gt;
The first pop-up you will get is to enter your name, don&#039;t forget your rank though!&lt;br /&gt;
For your first time it is advised you label yourself as a &#039;&#039;&#039;Volunteer Officer (Vol. [name])&#039;&#039;&#039;. As you become more experienced you may well get a chance to be a squad leader, known as a &#039;&#039;&#039;Prefect (Pfct. [name]).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The full rankings and their abbreviations are:&lt;br /&gt;
&lt;br /&gt;
Pfct. [name] - Prefect Melons&lt;br /&gt;
[[Image:Biesel calls.png|thumb|400px|Another recruitment poster for the Tau Ceti Foreign Legion, showcasing the benefits Synthetics gain when enlisting.]]&lt;br /&gt;
Lgn. [name] - Legionnaire Melons&lt;br /&gt;
&lt;br /&gt;
Vol. [name] - Volunteer Officer Melons&lt;br /&gt;
&lt;br /&gt;
All species found on the Aurora can be a member of the Foreign Legion emergency response team. There is no species restriction on TCFL lead officers.&lt;br /&gt;
&lt;br /&gt;
==Who else is in my team?==&lt;br /&gt;
Alongside you will be other officers, generally 2 or 3, but depending on the situation we can have multiple teams working together. In addition to volunteers, there will be the senior officers responsible for leading the team.&lt;br /&gt;
&lt;br /&gt;
You can identify who is who by three separate visual representations. These are distinguished by accessories provided to the specific members of the team that can be pinned to your armor&#039;s chestpiece by holding the accessories in your hand and clicking on the chestpiece. This works for the normal vest armor as well.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volunteer&#039;&#039;&#039; (Vol.) - Your armor has no ribbons or specialist pins and is a bright blue across its entirety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legionnaire&#039;&#039;&#039; (Lgn.) - Your armor has two bright yellow markers, an accessory able to be placed on the chestpiece of your hardsuit/vest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prefect&#039;&#039;&#039; (Pfct.) - Your armor has a long ribbon across your right shoulder wrapped around your arm and a solemn pin across your left breast. It is an accessory placed on the chestpiece of your hardsuit/vest.&lt;br /&gt;
&lt;br /&gt;
==What do I do?==&lt;br /&gt;
&lt;br /&gt;
As a member of the Tau Ceti Foreign Legion, your objective is to handle the emergency situation that the station has reported by any means necessary, and return the station to normal operations. &lt;br /&gt;
&lt;br /&gt;
You have a selection of moderately powerful equipment and a set of ID cards with basic access to most departments and maintenance across the station. You carry the authority of the Republic government, however, note that this may very well be deemed irrelevant in the face of NanoTrasen or the crew given circumstance. One should use this authority to assist in remedying the situation on board and to further any set objectives in place by the team lead. You can get to the station via either the Dropship (BLV Chariot), or the individual drop pods.&lt;br /&gt;
&lt;br /&gt;
Once the emergency is contained, your team is expected to depart, or at worst, facilitate an evacuation or emergency crew transfer.&lt;br /&gt;
&lt;br /&gt;
As a member of the team you have a choice of three specializations and one possible ghost role:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volunteers&#039;&#039;&#039; - Drawn from on-call volunteers, these are moderately versed in weapon handling drills, hand to hand combat, arresting procedures as well as other skills such as basic first aid. Unmarked hardsuits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Legionnaires&#039;&#039;&#039; - More specialized team members who are more often than not paid, these are well versed in most engineering procedures and can get the team wherever they need to go. Marked by specialist medallions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Legionnaires&#039;&#039;&#039; - Also specialized team members, well versed in most field treatments and surgical procedures to keep their team or the crew alive. Marked by specialist medallions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Legionnaires&#039;&#039;&#039; - While only available as a ghost role, the pilot is also a specialized team member. They are well versed in piloting anything they can get their hands on.&lt;br /&gt;
&lt;br /&gt;
==What tools do I need?==&lt;br /&gt;
The specific tools you will need will vary by situation, but can be split into 2 categories, your essential tools and your task specific tools.&lt;br /&gt;
&lt;br /&gt;
=== All ===&lt;br /&gt;
Every Tau Ceti Foreign Legion volunteer dons the same uniform and sets of armor with ranks distinguished by accessories mentioned previously. These are as follows -&lt;br /&gt;
* Retrofitted Military Hardsuit Control Module: A refit of a very old construction hardsuit. Essentially your only EVA gear so take it if there&#039;s any chance you&#039;re entering vacuum.&lt;br /&gt;
* Foreign Legion Armored Suit: A set of armor and a helmet with much the same protection of the hardsuit without the massive slowdown.&lt;br /&gt;
&lt;br /&gt;
=== Volunteers ===&lt;br /&gt;
* Tactical Shield: A collapsing tactical shield.&lt;br /&gt;
* Black Webbing Vest: A webbing vest.&lt;br /&gt;
* Night Vision Goggles: Standard night vision goggles.&lt;br /&gt;
* Handcuffs: Self explanatory.&lt;br /&gt;
* Combat Belt: Holds grenades, ammunition, C4 and other things. Always get one.&lt;br /&gt;
* Stun Baton: It&#039;s a stun baton.&lt;br /&gt;
* Flash: A standard flash.&lt;br /&gt;
&lt;br /&gt;
Now, onto the weapons you can pick.&lt;br /&gt;
&lt;br /&gt;
* Plastic Explosives: Precise explosives that blow up the wall or airlock or floor you place them on. Self explainatory, bring one or more if you need to break into an area you have no access to, such as a bolted AI core.&lt;br /&gt;
* Bolt Slinger: A long blaster rifle that must be wielded to fire accurately. Has a scope and a large ammo capacity.&lt;br /&gt;
* Blaster Carbine: A short, inaccurate blaster which can be fired with one hand and stored in backpacks. Has burst fire.&lt;br /&gt;
* Blaster Pistol: A tiny blaster pistol meant for self defense. Has burst fire.&lt;br /&gt;
* Gauss Thumper: A huge unwieldy ballistic rifle and the only ballistic weapon available to the TCFL. Seven shots, decent damage, can be loaded with ion slugs for pesky synthetics.&lt;br /&gt;
&lt;br /&gt;
You will have access to a vendor - the SecTech which sells the standard things such as flashes, pepperspray and handcuffs.&lt;br /&gt;
&lt;br /&gt;
=== Engineering Legionnaire ===&lt;br /&gt;
&lt;br /&gt;
The engineering area has a lot of things, but most of them won&#039;t be used often. Let&#039;s look at the things you&#039;ll be using often.&lt;br /&gt;
&lt;br /&gt;
* Insulated Gloves: Essential for any manipulation of powered wires. Don&#039;t hack anything without these. &lt;br /&gt;
* RCD: Useful for deleting doors, floors, walls or making them.&lt;br /&gt;
* Tool Belt: Get one. You&#039;ll need it for the tools.&lt;br /&gt;
* Superior Welding Goggles: Pretty useful when you aren&#039;t wearing a hardsuit, as the hardsuit already provides eye protection.&lt;br /&gt;
* Emitters: Sometimes you will be called to deal with blobs, or you&#039;ll need to get into the AI core. Emitters are useful for this, so if you need them, bring them. &lt;br /&gt;
* Stun Revolver: Grab one if the volunteers stole all the blaster pistols.&lt;br /&gt;
* Specialist Medallions: Pin these to your chestpiece.&lt;br /&gt;
&lt;br /&gt;
There are various vending machines, and you&#039;ll need those. Let&#039;s take a look at them.&lt;br /&gt;
&lt;br /&gt;
* Vendomat: Sells proximity sensors, igniters, remote signaling devices and such. Not really useful.&lt;br /&gt;
* YouTool: Sells the tools you will need.&lt;br /&gt;
* EngiVend: Sells multitools, mainly. Also sells various electronics.&lt;br /&gt;
* Robco Tool Maker: Sells everything that the YouTool and EngiVend sell, in addition to other things. &lt;br /&gt;
&lt;br /&gt;
=== Medical Legionnaire ===&lt;br /&gt;
&lt;br /&gt;
* A freezer with bloodpacks.&lt;br /&gt;
* On the table next to the freezer, you will find all the medkits you will need. &lt;br /&gt;
* Hyposprays: There are 6 total hyposprays. Grab however many you need.&lt;br /&gt;
* Medical Belt: Grab one to stuff your trauma kits and hyposprays in.&lt;br /&gt;
* Your chem dispenser 3000 is one of a kind. It&#039;s able to instantly distribute pretty much every chemical you will ever need. Fill beakers and hyposprays using it.&lt;br /&gt;
* IV Drip: Self explanatory. &lt;br /&gt;
* Stun Revolver: Grab one if the volunteers stole all the blaster pistols.&lt;br /&gt;
* Specialist Medallions: Pin these to your chestpiece.&lt;br /&gt;
&lt;br /&gt;
=== Pilot Legionnaire ===&lt;br /&gt;
* Their uniform.&lt;br /&gt;
* Their jacket.&lt;br /&gt;
* A padded helmet. &lt;br /&gt;
* A blaster pistol.&lt;br /&gt;
* A burning need for speed.&lt;br /&gt;
&lt;br /&gt;
=== Prefect ===&lt;br /&gt;
&lt;br /&gt;
The Prefect&#039;s room contains a lot of useful things. Let&#039;s look at everything.&lt;br /&gt;
&lt;br /&gt;
* InteliCard: It&#039;s an intelicard for carding artificial intelligences.&lt;br /&gt;
* Death Alarms: Distribute to your team if you need to.&lt;br /&gt;
* Seniority Ribbon: Pin these to your chestpiece.&lt;br /&gt;
* Energy Knife: This is a better tactical knife. Shove it in your boot.&lt;br /&gt;
* Energy Barrier: It&#039;s a massive shield, can fit in your pocket.&lt;br /&gt;
&lt;br /&gt;
== The Garage ==&lt;br /&gt;
Beyond the standard Armory, there are three vehicles that can be chosen should the situation warrant it, defer to your Prefect for permission should you desire to take one. They are located in south eastern portion of the base. They are:&lt;br /&gt;
* Retrofitted Speeders: Slow in atmosphere, extremely fast in EVA. Useful for moving across the surface quickly and not getting lost forever.&lt;br /&gt;
* Combat APLU: A slightly intimidating APLU with a welder laser, additional armor, two passenger compartments and a drill. Useful in most any situation, though slow.&lt;br /&gt;
* Odysseus: This one is much more useful if the Medical specialists were to decide to take it.&lt;br /&gt;
&lt;br /&gt;
== Assault Armory ==&lt;br /&gt;
On top of the normal armament available to the TCFL, there is a special equipment storage reserved for Admin and Event use, locked behind unlabelled blast doors. Inside is:&lt;br /&gt;
* Jotun: An aging Alliance main battle tank which is impervious to mostly any armament obtainable on station. Uh oh.&lt;br /&gt;
&lt;br /&gt;
== Working On The Aurora: Weekend Legionnaire ==&lt;br /&gt;
&lt;br /&gt;
It is possible to be in the Tau Ceti Foreign Legion&#039;s reserves and also work on the Horizon. Your enlistment will only became relevant should you be activated by the Legion if Tau Ceti needs more personnel.&lt;br /&gt;
&lt;br /&gt;
1) Working for the Legion is like taking a 2nd job. The split in responsibilities, and the split in loyalties to a government agency and the private conglomerate that is the SCC, means you cannot be both part of the legion and in Security or Command.&lt;br /&gt;
&lt;br /&gt;
2) All rules on escalation and emergencies still apply. You should not use your status as a legionnaire to self-antag, hunt down antagonists, or otherwise throw yourself into station emergencies.&lt;br /&gt;
&lt;br /&gt;
3) Don&#039;t cryo or ghost as your character then spawn in as that character in an incoming Legion squad. It&#039;s embarrassing and would make you look desperate.&lt;br /&gt;
&lt;br /&gt;
4) Don&#039;t ask incoming Legionnaires to give you weapons or gear when they&#039;re coming in. You can help in your current job by doing that job - or staying out of the way unless asked.&lt;br /&gt;
&lt;br /&gt;
The Legion is styled as a militia rather than a professional military force. You could expect people like your neighbors, local members of the community, immigrants looking for a new life and the average joe to join up rather than a career soldier.&lt;br /&gt;
&lt;br /&gt;
The highest rank you can be as an on-ship reserve Legionnaire is a Volunteer or Legionnaire. If you are a Legionnaire, try picking a job that compliments your specialty, like engineering or medical doctor.&lt;br /&gt;
&lt;br /&gt;
In terms of special skills, a member of the TCFL has a reason to have the knowledge to use voidsuits or hardsuits, and anything in the basic first aid kits.&lt;br /&gt;
&lt;br /&gt;
Reserves abroad are trusted to keep fit enough that they can continue their duties again if called up and can expect a short refresher course upon returning to Tau Ceti should the Republic have need of them.&lt;br /&gt;
&lt;br /&gt;
In Tau Ceti, Volunteers can train 1 - 3 days a week on a flexible schedule and get access to scholarships and specialized in-house training that can let them advance to become Legionnaires.&lt;br /&gt;
&lt;br /&gt;
In Tau Ceti, Legionnaires train 3 - 4 days a week, giving a higher time investment, and are either coming from a specialized profession or plan to get into one when they&#039;re out.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>WickedCybs</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Piloting&amp;diff=24639</id>
		<title>Guide to Piloting</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Piloting&amp;diff=24639"/>
		<updated>2022-05-12T11:03:50Z</updated>

		<summary type="html">&lt;p&gt;WickedCybs: added a section on what to do during emergencies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Purpose of this guide==&lt;br /&gt;
This guide should hopefully tide the server over while we adjust to the NBT, it&#039;ll explain the mechanics of piloting, shuttles, away sites and exploring them.&lt;br /&gt;
&lt;br /&gt;
==Overmap==&lt;br /&gt;
[[File:Overmap.png|frame|An example of what you might see on the overmap. Note the bright blue objects.]]&lt;br /&gt;
The overmap is functionally a z-level dedicated to portraying the sector of space surrounding the ship. You can see your own ship here and empty space at the least, as well as any nearby objects. The ship will start in a random area of the overmap, and the overmap will be randomized every round. Most overmap objects are comprised of the following:&lt;br /&gt;
#Dust clouds&lt;br /&gt;
#Asteroid fields&lt;br /&gt;
#Ion storms&lt;br /&gt;
#Electrical storms&lt;br /&gt;
#Carp shoals&lt;br /&gt;
#Points of interest&lt;br /&gt;
The last point is the most important, since exploring places you can [[#New Away Sites|actually visit]] is the goal of the vessel and its crew - the rest are mostly obstacles and hazards that serve to hinder your progress one way or another. Sometimes, however, you might even encounter other ships... like your own shuttles, [[Mercenary|probably]].&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
Piloting the vessel is done through the helm console. The helm provides a view of the overmap centered on your vessel, and allows you to control the vessel by selecting directions to fly in... assuming the engines are powered: you&#039;ll have to turn the thrusters on at the engine control console before the vessel is allowed to move. Once that&#039;s done, pressing any direction will begin moving the vessel in that direction at a certain speed - a speed that depends on how many thrusters you have and how high pressure the gas is -, which can be raised by pressing that direction more. Note that the only &amp;quot;brakes&amp;quot; on this vessel is retrothrusting or, simply put, pressing the opposite direction of where you&#039;re going until you stop... or pressing the &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; in the middle of the controls - the vessel will otherwise keep moving in the direction it was told, and it &#039;&#039;&#039;will not stop unless you tell it to&#039;&#039;&#039;, so if your thrusters are suddenly out of gas, depowered, or just missing, and the vessel is in motion, then &#039;&#039;&#039;you&#039;re in some serious trouble.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Autopilot===&lt;br /&gt;
&amp;lt;s&amp;gt;Unironically a death trap&amp;lt;/s&amp;gt; Autopilot is a function of the helm console of questionable usefulness. It is extremely basic in that it only cares about where it is and how far its destination is; hazards and obstacles are &#039;&#039;&#039;not&#039;&#039;&#039; a consideration. If there are absolutely no obstacles between you and your destination then feel free to use it, otherwise you are almost guaranteed to spur chaos in the form of hull breaches or worse: APC-depowering ion storms.&lt;br /&gt;
&lt;br /&gt;
====Sensors====&lt;br /&gt;
Surprisingly, you can&#039;t actually see a whole lot just by looking out the helm unless the object you&#039;re looking for is massive and you&#039;re within a stone&#039;s throw of it already. To make up for this shortcoming, the ship is supplied with a sensors array that will actively scan its surroundings, controlled by a sensor console in the helm. Mechanically this is just shining a flashlight at the overmap and seeing what lurks in the dark, but your range of vision is increased with the amount of power supplied to the sensors array. It is worth mentioning, though, that sensors &#039;&#039;will&#039;&#039; consume a lot of power if allowed to and can end up overheating if turned on for too long.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth mentioning that other vessels with an active sensor array will light up their surroundings on the overmap &amp;lt;s&amp;gt;because BYOND doesn&#039;t allow for anything more complex without a complete overhaul to the system and at that point this may as well be a completely different game&amp;lt;/s&amp;gt;, so you can turn on the sensors to a low power setting on one of your smaller shuttles and save the high energy sensor bursts for your main sensor suite as needed.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Maintenance==&lt;br /&gt;
Some shuttles are slightly different from their original implementation in that they can dock and depart from the main map &#039;&#039;and&#039;&#039; fly around the overmap independently. As far as the overmap is concerned they function exactly the same, requiring gas (usually carbon dioxide in canisters as it&#039;s one of the more efficient options available, but you can use any gas you like) to be supplied to the thrusters in order to move. However, shuttles also use a secondary fuel that allows them to dock and depart from wherever they are, namely phoron (although in a pinch hydrogen could still work here too) inside tanks placed inside an orange fuel port somewhere on the shuttle. Replacing the fuel tank is as simple as opening the hatch with a crowbar, yanking the old tank out with an open hand, and clicking the port with the new tank to slot it in, then shutting it closed with a crowbar to finish it up.&lt;br /&gt;
&lt;br /&gt;
Lastly, it&#039;s important to remember that shuttles do not have an infinite supply of power (If they do, that&#039;s temporary, this is all new after all!): the SMES and APCs will gradually drain while undocked, with a varying rate depending on how much equipment is turned on. This is usually not a huge concern, as shuttles tend to come with a large supply of power to last the entire round. It will mainly become an issue if you end up hitting an overmap hazard that affects your SMES, which usually means all power was drained or that the machine itself was totally destroyed. Sometimes, it might even be sabotaged if there&#039;s antagonists about. Luckily, you may have a generator on hand that can be fed with fuel (usually phoron or uranium sheets depending on the type) so that you&#039;re not totally stuck. It would be best to use the time it buys to phone home via your holopad if possible and either sit tight or head there yourself.&lt;br /&gt;
&lt;br /&gt;
=New Away Sites=&lt;br /&gt;
The primary purpose of the SCCV Horizon is to travel the spur in search of more Phoron deposits, as those in the Romanivich Cloud have dried up. Because you can&#039;t mine space, or look for artifacts in the void, miners and others will need to go to away sites in search of deposits to mine and claim for the SCC. The Horizon has two shuttles to accommodate this. One is a mining shuttle, very small and primarily used by miners to get to where they need to mine with all their equipment, and then &#039;&#039;&#039;the Intrepid&#039;&#039;&#039; a larger shuttle is used for crew away missions, which are primarily based around surveying and exploration. However, this doesn&#039;t mean a xeno-archeologist cannot go with the miners in their shuttle, and the miners can&#039;t go aboard the Intrepid, after all, if you&#039;re both headed to the same place, why waste the fuel?&lt;br /&gt;
===How to get to the Away Site===&lt;br /&gt;
As stated the only way to get away sites is to fly there, in one of the two shuttles. Shuttles can be flown independently by Prospectors, who have the required training, but with larger crew away missions it is advisable to take a more dedicated pilot, such as one of the Bridge Crew along to fly. As for the exact way to get there, it can either be done by parking the Horizon above the target asteroid or planet, and then taking the shuttle down much like how the current research shuttle works; or the shuttle can get the coordinates from the bridge and fly across the overmap to their target instead, without the main ship having to move. The most expedient way to go about this is having the faster Intrepid or mining pod head to their desired destination while the slower Horizon follows them.&#039;&#039;&#039;Command staff should not accompany expeditions to away sites unless they are necessary for it&#039;s success, instead a [[Bridge Crewman]] should be chosen and ordered to accompany the expedition in lieu of actual command staff.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Asteroids==&lt;br /&gt;
Due to the training taking place within the Romanivich Cloud, a majority of the new away sites will be asteroids, full of what was previously found on the NSS Aurora asteroid. So they will contain minerals, xeno-archology artifacts, as well as other new ruins, but may have hostile lifeforms such as dwellers and carp on them, or even people in ghost roles. It is important to remember that these asteroids will be much safer then places the Horizon may visit in the future, and are a good training ground for learning how to do away missions off of a ship.&lt;br /&gt;
==Derelicts==&lt;br /&gt;
Remains of ships and stations that have long been decommissioned, Derelicts are the other away site you may run into during testing within the Romanivich Cloud. Holding anything from old corporate equipment to [[Guide_to_Ghost_Roles#Zeng-Hu_Derelict_Survivors|experiments gone wrong]], nearly anything can be found. While these will not have the mineral wealth of asteroids, they may contain unknown artifacts or other interesting scraps for the crew to uncover.&lt;br /&gt;
&lt;br /&gt;
==Emergency! We&#039;ve Been Hit By Meteors!==&lt;br /&gt;
The most important aspects for the survival of a ship consists of three things. Navigation to direct the ship, thrusters to move and power to keep both operational. If you lack one of these, you need to fix that and it should have the priority because as long as they&#039;re active, your vessel could still remain operational and capable of moving to safety despite being full of holes or having entire segments obliterated. On the Horizon it&#039;s likely you&#039;ll have a capable engineering team at your back ready to clean up any messes and maintaining the bigger systems that are beyond you like the engine, so you&#039;ll be more focused on moving to safety.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re flying a smaller shuttle it&#039;s still important to remember you&#039;re still reliant on navigation, thrusters and power and now you&#039;re empowered to do more about it if there&#039;s an issue. if you went into a meteor field, some meteor types could end up temporarily depowering an APC (or totally drain it) in your cockpit and now you&#039;re out of control. That might be the end for you and your crew, but it doesn&#039;t always have to be. Designated pilots for a shuttle usually have access to the APCs inside, so swiping your ID and pressing the reboot button might be all you need to do to regain control. If it&#039;s totally depowered, you can either anxiously wait for it to recharge or replace the battery quickly after disabling the cover lock and crowbarring the machine open.&lt;br /&gt;
&lt;br /&gt;
In the middle of all this it could be a good idea to have someone calling home if that&#039;s an option since your life would be made much easier by the Horizon moving closer or teleporting aid and additional personnel over. Just make sure they have a ship they can actually save, and that any would be rescuers aren&#039;t teleporting onto a death trap.&lt;/div&gt;</summary>
		<author><name>WickedCybs</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Shaft_Miner&amp;diff=24599</id>
		<title>Shaft Miner</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Shaft_Miner&amp;diff=24599"/>
		<updated>2022-05-07T08:28:52Z</updated>

		<summary type="html">&lt;p&gt;WickedCybs: puts the piloting guide in and adds a small piloting section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader|&lt;br /&gt;
|headerbgcolor= #c19a6b&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype=OPERATIONS&lt;br /&gt;
|imagebgcolor= #C19A4A&lt;br /&gt;
|img=Shaft_Miner.png&lt;br /&gt;
|jobtitle=Prospector&lt;br /&gt;
|access=Mining, that&#039;s all I know.&lt;br /&gt;
|difficulty=Very Easy&lt;br /&gt;
|qualifications=At least 18 years of age, have passed an SCC Certified Mining Accreditation course and have at least a recognised certificate in operating shuttle-craft&lt;br /&gt;
|employers = [[Orion Express]], [[Hephaestus Industries]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Shastar Technical University|Shastar Technical University]] - [[Tajaran Educational Institutions#Dymtris Polytechnic College|Dymtris Polytechnic College]]&lt;br /&gt;
|superior=[[Operations Manager]]&lt;br /&gt;
|duties=Ore extraction, processing and accounting&lt;br /&gt;
|guides=[[Guide to Mining]], [[Guide to Piloting]]}}&lt;br /&gt;
&lt;br /&gt;
The Prospector is in charge of all ore extraction and processing in the sector. Generally seen as a low-class assignment, there are minimal requirements to work in this field - however knowledge in piloting shuttle-craft is mandatory in order to arrive at the destinations and knowledge of heavy machinery is helpful in order to make the most of the stellar objects that you will be mining, by setting up the drills and being able to pilot a mining mech. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Simply put, the Prospector has three duties, as follows: &lt;br /&gt;
&lt;br /&gt;
*Extract ore from resource rich areas in the current sector&lt;br /&gt;
*Process ore at the Ship&#039;s smeltery&lt;br /&gt;
*Report the materials yield using a Yield Declaration from the smelter console. &lt;br /&gt;
===Obtaining Equipment===&lt;br /&gt;
You operate on a point-reward system while working with The SCC. You will have to mine to obtain points, to then exchange for equipment at the Mining Vendor.&lt;br /&gt;
For more information, please check the [[Guide_to_Mining#Mining_Points_And_The_Mining_Vendor|Guide to Mining]].&lt;br /&gt;
&lt;br /&gt;
=Duties=&lt;br /&gt;
==Piloting the Mining Pod==&lt;br /&gt;
&lt;br /&gt;
Once you have all of your equipment ready, you&#039;ll be making way to the mining pod on deck one. You&#039;ll definitely want to read the [[Guide to Piloting]] if you&#039;re new to this. It may seem daunting at first, but it&#039;s really quite easy. The pod is already set roundstart for you to leave right away but for some extra insurance you can ask for some additional carbon dioxide for your thrusters. Engineering can source it directly or the hanger technicians can order you some.&lt;br /&gt;
&lt;br /&gt;
You can also leverage the advantage of the Horizon&#039;s stronger sensors to have the bridge relay to you interesting locations and asteroids. Feel free to ask them to pilot the Horizon where you need them to be. but keep in mind the Horizon is a big ship and very slow compared to your pod. The fastest way to do things is to go to where you need to be yourself and ask the Horizon follow you if possible.&lt;br /&gt;
&lt;br /&gt;
==Ore extraction==&lt;br /&gt;
The process of breaking rock in order to obtain materials. Generally speaking, you will need the following equipment:&lt;br /&gt;
&lt;br /&gt;
*Hardsuit, recommended with a breathing mask (available at the airlock)&lt;br /&gt;
*Oxygen tank&lt;br /&gt;
*GPS device&lt;br /&gt;
*Active suit sensors&lt;br /&gt;
&lt;br /&gt;
As far as equipment go, there is a variety of tools available - the configuration you choose will depend on what you wish to extract, how, and what resources are already available. For a more detailed list consult [[Guide_to_Mining|this guide.]] Examples of tools that you may work with:&lt;br /&gt;
&lt;br /&gt;
*Pickaxe (for breaking rock)&lt;br /&gt;
*Shovel (to obtain impure silicas from the ground)&lt;br /&gt;
*Mining Drill (An upgrade to the Pickaxe)&lt;br /&gt;
*Sonic Jackhammer (An upgrade to the Heavy Drill)&lt;br /&gt;
*Plasma Cutter (A sidegrade to the Jackhammer - digs as fast, but is also capable of cutting through tougher materials if needed&lt;br /&gt;
*Wrench (for operating the Mining Drills)&lt;br /&gt;
*Ore Detector (for finding locations for the Heavy Drill)&lt;br /&gt;
*Flags (for noting the location of deposits)&lt;br /&gt;
*Ore Satchel (to quickly amass your ores)&lt;br /&gt;
&lt;br /&gt;
Of course, all of the handheld equipment serves only as a backup when piloting a mech. Do not forget - synthetic units need, instead of an oxygen tank and a breathing mask, a suit cooling unit (obtainable from any autolathe).&lt;br /&gt;
&lt;br /&gt;
===Preparation, Foot Mining===&lt;br /&gt;
To ensure your safety, you are provided with steps to ensure that once you step within the airlock, you are ready:&lt;br /&gt;
&lt;br /&gt;
*Attach the hardsuit helmet and magboots to the hardsuit&lt;br /&gt;
*Put an oxygen tank of your choice inside the hardsuit&lt;br /&gt;
*Put on the hardsuit (additional breathing mask recommended)&lt;br /&gt;
*Verify that breathing mask is properly adjusted (over your mouth, not hanging down)&lt;br /&gt;
*Gather all of your chosen gear in your backpack (Pickaxe is too large for operation - hold in hand or attach to belt)&lt;br /&gt;
*Put on a backpack &lt;br /&gt;
*(Optional)Obtain second air tank and stash it in a backpack&lt;br /&gt;
*Stash or satchel and GPS/tracking beacon in hardsuit&#039;s hip sockets, roughly at the pocket location&lt;br /&gt;
&lt;br /&gt;
===Preparation, Mech mining===&lt;br /&gt;
If you are experienced in mech piloting, there are a few extra steps required in making a mech EVA-safe.&lt;br /&gt;
&lt;br /&gt;
*(Optional, but recommended) Follow the first five steps of the &amp;quot;Preparation, Foot Mining&amp;quot; guide.&lt;br /&gt;
*Enter your mech&lt;br /&gt;
*Verify the structural integrity of your mech and charge of its power cell - charge and get repairs as needed.&lt;br /&gt;
*Verify the presence of all equipment - minimum drill and hydraulic clamp&lt;br /&gt;
*Switch the internals of the mech itself on&lt;br /&gt;
*Load an ore box&lt;br /&gt;
&lt;br /&gt;
Furthermore, as a general reminder: Mechs do not actively cool the air of their cabin - and thus, synthetic units also require a sealed suit and suit cooling unit to avoid overheating while operating one.&lt;br /&gt;
&lt;br /&gt;
===Setting up the Mining Drills===&lt;br /&gt;
Setting one up is a very simple process:&lt;br /&gt;
&lt;br /&gt;
*Using the Ore Detector, find an adequate location to place the drill, mark location with a flag&lt;br /&gt;
*Bring drill to flag&#039;s location, along with support anchors&lt;br /&gt;
*Place the anchors to the sides of the drill&lt;br /&gt;
*Secure the anchors using a wrench&lt;br /&gt;
*(Optional) Place an ore box north of the drill&lt;br /&gt;
*Activate drill&lt;br /&gt;
&lt;br /&gt;
And if you did not place an ore box, here is how to unload the drill once it reports being full:&lt;br /&gt;
&lt;br /&gt;
*Place ore box north of drill&lt;br /&gt;
*Using the panel, command the drill to unload.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
Once that is done, the actual mining process can begin. &lt;br /&gt;
&lt;br /&gt;
*Bring an ore box with you (or in a mech)&lt;br /&gt;
*Locate ores embedded in the rock of the asteroid&lt;br /&gt;
*Use the tool of choice to break rock/soil&lt;br /&gt;
*Use ore satchel to quickly grab all ores (automated with a mech drill)&lt;br /&gt;
*Put ores in ore box (also automated in a mech)&lt;br /&gt;
&lt;br /&gt;
Once you have a sufficient amount of ore, return to the Ship (do not forget to take the materials dug up by the heavy drills, if you have any)&lt;br /&gt;
&lt;br /&gt;
==Ore Processing==&lt;br /&gt;
Back at the Ship comes the step of processing. Place the ore box next to the crate unloader, it will not gather materials out of a box that is held by a mech so you might need to unload it from that, too. Once you pull the lever, the machine will automatically extract ore and funnel them into the Smelter. Unless specifically requested otherwise, the Smelter should be set according to [[Guide_to_Mining#Furnace_101|this guide.]]&lt;br /&gt;
&lt;br /&gt;
By default, the stacking machine will output stacks of 50 units of material, which makes it easy to count. However, you can configure the machine to produce smaller stacks, or force it to eject an incomplete stack. Put them in a crate and head up.&lt;br /&gt;
&lt;br /&gt;
==Yield Declaration==&lt;br /&gt;
The smelter console will allow you to print those reports. On it are the details of what you gathered. Don&#039;t forget to put your name on it and a signature at the bottom. Get it stamped by at least a [[Hangar Technician]] if not the [[Executive Officer]] while handing off the crate of resources to claim the title of best prospector or simply show that you have not been in the bar all shift.&lt;br /&gt;
&lt;br /&gt;
==Beyond the Job==&lt;br /&gt;
There is, honestly, very little to do in Mining beyond Mining. Though something you can do is, since you are on the asteroid with mining gear, assisting a Xenoarcheologist in their digs - avoiding strange-looking rocks and dig through everything else. Sometimes your GPS might pick up a strange signal from somewhere on the rock, leading to crashed shuttles or abandoned structures. Exploration can be fun and rewarding, or really dangerous. As a prospector, you will learn to bring the right tools for the job in no time. Teaming up with a buddy or two might also help.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
You are an EVA specialist with a lot of destructive tools at your disposal. Breach the bridge with seismic charges, perform magboot checks on security, test your kinetic accelerators in a vented hallway and figure out why exactly the diamond pickaxe is so feared in bar fights.&lt;br /&gt;
Creativity is your limit with this job, just make sure to have a reason for blowing up parts of the ship or fistfighting scientists in your own hardsuit. Connections help a lot with your tasks. Unsuspecting scientists will let you in if you bring them nice things and equip you with way to much weapons if you tell them there is carp outside, while your best friends in operations might ignore a sniper rifle you just ordered with the captain&#039;s spare.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]][[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>WickedCybs</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xenoarcheologist&amp;diff=24598</id>
		<title>Xenoarcheologist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xenoarcheologist&amp;diff=24598"/>
		<updated>2022-05-07T07:38:58Z</updated>

		<summary type="html">&lt;p&gt;WickedCybs: added a small section relating to joining mining or using the intrepid to go to an asteroid&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = lightblue&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img = Scientist.png&lt;br /&gt;
|jobtitle = Xenoarcheologist&lt;br /&gt;
|access = [[Job_Guides#Research|Research]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 30 years of age, PhD in Archaeology, Xenoarchaeology or Anomalous Materials.&lt;br /&gt;
|employers = [[Zeng-Hu Pharmaceuticals]], [[Nanotrasen]], [[Zavodskoi Interstellar]] &lt;br /&gt;
|education = [[Mars University]] - [[Solis Cognito University]] - [[The Gliutip’lyaz University]]&lt;br /&gt;
|superior = [[Research Director]]&lt;br /&gt;
|duties = Retrieve various artifacts from the asteroid, and figure out their effects and applications.&lt;br /&gt;
|guides = This is the guide.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Xenoarcheologist, Anomalist: The Difference ==&lt;br /&gt;
The first thing to know is that a Xenoarcheologist is not an Anomalist. While they tend to work together for obvious reasons, their field of study, method, and RP archetypes are quite different.&lt;br /&gt;
&lt;br /&gt;
A Xenoarcheologist looks for artifacts. Artifacts are those things most people think are useless, like fossils, alien spoons, bowls, those kinds of things. And, on a gameplay point, they are, indeed, mostly useless: Most of them do not have any function except decoration, and the few that do have a function are not very useful. Xenoarcheology is mainly an RP job, where you give story and sense to these objects. It also quite different from the other Scientist jobs: You do not work in a laboratory solely, you mostly work outside, digging through rocks in the cold hard environment of the asteroid. You may work in a Laboratory during analysis (Spectrometry, Anomaly testing). So Xenoarcheologists are a strange breed amongst the Research team, with a very different set of goals and line of work.&lt;br /&gt;
&lt;br /&gt;
An Anomalist studies the anomalies Xenoarcheologists bring to them. They are much more of a Lab worker than the Xenoarcheologist, do not spend much time outside, etc. This job is less of a pure Roleplay one, and much more closer to the rest of the station, with significant testing and gameplay to fiddle with. However, that does not mean you should not try to put some RP into it: How was your anomaly used by the people who made it? How does it relate to the artifacts the Xenoarcheologist found buried with it? You are not a Xenoarcheologist, but that does not mean you should totally ignore them and that your work does not relate.&lt;br /&gt;
&lt;br /&gt;
So, know the difference between the two roles, and roleplay accordingly. Anomalists are quite dependent on Xenoarcheologists in that they expect them to find Anomalies, however, there is an extra Suspension Field Generator in the Xenoarcheology department, so Anomalists could retrieve their own anomalies. This should only be done if there is nothing to analyse or the Xenoarcheologist is missing, not in the round or otherwise busy. Work with your Xenoarcheologists just as they should work with you.&lt;br /&gt;
&lt;br /&gt;
* A Xenoarcheologist/Anomalist can do both roles in the absence of a partner.&lt;br /&gt;
&lt;br /&gt;
This guide is not only a guide to basic Xenoarcheology and Anomalies, it is also a guide to playing an efficient and believable Xeno-researcher. So, if you feel some parts are too much for you, feel free to ignore them, but it is still appreciated to work with a believable coworker rather than someone who leaves all their stuff on the floor, doesn’t analyze their findings, and barely even does their job.&lt;br /&gt;
&lt;br /&gt;
As a final note you should always wear gloves while testing and transporting Anomalies. Moving an anomaly without gloves runs the risk of activating it and can be deadly for yourself and coworkers. &lt;br /&gt;
&lt;br /&gt;
=== Xenoarcheologist ===&lt;br /&gt;
&lt;br /&gt;
A Xenoarcheologist is a professional Scientist specialized in researching the remains of Alien Civilizations. Their gameplay is centered around unearthing Artifacts and Anomalies and linking them together to form coherent stories. They play more similar to Mining than a regular Scientist, in contrast to an Anomalist who plays much closer to the other roles in the Science department.&lt;br /&gt;
&lt;br /&gt;
==== Gearing Up ====&lt;br /&gt;
&lt;br /&gt;
You start in the Research department. You however work within the Research sublevel and will have to take a lift down. You should stock up on anything you believe you need in preparation for your work. However most essential tools and devices are present within the Sub-level so you will not need to gather anything. Be sure to put on your Mesons goggles, gloves, breath mask and your Magboots before you exit. There are some less crucial tools there that can be used, such as a Camera, Folder, and multiple Gas types.&lt;br /&gt;
&lt;br /&gt;
If you wish, you may still be creative: What do you think a Xenoarcheologist would use on an excavation? You will work in quite a large place, so do not worry about space, and impress your department with very complicated procedures and the like. A Universal Recorder and labeled Folder with Paper inside tends to create a believable atmosphere for a Scientist.&lt;br /&gt;
&lt;br /&gt;
Now, it is time to speak about the proper Xenoarcheology equipment. All of these things are available in the Xenoarcheology department, within the Anomaly and Xenoarcheology equipment rooms, so look in the lockers, on the tables, and the racks.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Measuring Tape&#039;&#039;&#039;: Tells you how deep you already dug into your site. Useful when you lose track of your excavation.&lt;br /&gt;
# &#039;&#039;&#039;GPS&#039;&#039;&#039;: Tells you your position on the asteroid. Not of major importance, but can be useful if you want to keep track of that too. You can get a callsign using this, and it increases your chance of being found when dead.&lt;br /&gt;
# &#039;&#039;&#039;Excavation Pick Set&#039;&#039;&#039;: Absolute necessity. Contains the small picks you need to excavate your artifacts, they all dig a different distance, detailed later in this guide.&lt;br /&gt;
# &#039;&#039;&#039;Tracking Beacon&#039;&#039;&#039;: When activated, allows locator devices to locate it by tuning on its frequency. Useful if you are in trouble, or if you simply lost your suspension field generator. Not a necessity at all and mostly a waste of space.&lt;br /&gt;
# &#039;&#039;&#039;Core Sampler&#039;&#039;&#039;: Absolute necessity. Needed to take the rock samples you need for spectrometer analysis.&lt;br /&gt;
# &#039;&#039;&#039;Wrench&#039;&#039;&#039;: Needed to set the suspension field generator, which is necessary to collect artifacts.&lt;br /&gt;
# &#039;&#039;&#039;Hand Pickaxe&#039;&#039;&#039;: The largest excavation pick, does not fit in the Excavation Pick Set. Digs 30cm.&lt;br /&gt;
# &#039;&#039;&#039;Locator Device&#039;&#039;&#039;: Locates Tracking Beacons by tuning to their frequency. As useless as the Beacon.&lt;br /&gt;
# &#039;&#039;&#039;Depth Analysis Scanner&#039;&#039;&#039;:  Absolute necessity. Tells you if the tile of rock in front of you, contains something, and gives you information about it if it is the case. Detailed later in this guide.&lt;br /&gt;
# &#039;&#039;&#039;Alden Saraspova Counter&#039;&#039;&#039;: Absolute necessity. You click this and it tells you how far the closest Anomaly is from you. Use this information to progressively move closer. Make sure to scan rocks using the Analysis Scanner when within 20m. The last thing you want is to destroy the anomaly and the artifacts along with it.&lt;br /&gt;
# &#039;&#039;&#039;Lantern&#039;&#039;&#039;:  A very useful light source. Helpful, but not necessary. Activate your excavation hood.&lt;br /&gt;
# &#039;&#039;&#039;Excavation Gear-Belt&#039;&#039;&#039;: The belt that will allow you to carry most of your equipment.&lt;br /&gt;
# &#039;&#039;&#039;Optical Meson Scanner&#039;&#039;&#039;: Absolute necessity. Allows you to see through the rock, and locate your precious dig sites.&lt;br /&gt;
# &#039;&#039;&#039;Excavation Suit Hood&#039;&#039;&#039; Comes with a built-in flashlight. Click in the top left.&lt;br /&gt;
# &#039;&#039;&#039;Excavation Suit&#039;&#039;&#039;: Both the suit and hood are absolute necessities. Needed to go EVA, protects you against radiations and partially against exotic particles, should you find an activated anomaly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Anomaly Suits are not vacuum proof. Excavation suits are the only non-space suits on the Station that allow you to go EVA.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now, you probably know the rest: An oxygen tank, available in the prep room, a breath mask also available there, and the gloves you were told to take earlier. You’ll notice we also have a camera, which is generally used to take photos of anomalies, and other rare things like skeletons (a combination of alien fossils) and the like. If you organize your equipment properly, you have enough space in your inventory to carry some equipment of your choice.&lt;br /&gt;
&lt;br /&gt;
I, however, advise you to leave free slots in your backpack, to carry the artifacts you find back to your camp or the Station. Once outside, you will need to use the Alden Saraspova Counter to locate a digsite.&lt;br /&gt;
&lt;br /&gt;
==== Going to your Destination ====&lt;br /&gt;
&lt;br /&gt;
Now that you have your gear, you will of course want to go to work. This usually means joining the miners as you&#039;ll both usually want to be going to the nearest asteroid, so be sure to ask them to wait for you before they launch or see if Command is able to call them and teleport you aboard if they&#039;re nearby. Alternatively, you can ask Command for transit via the Intrepid, in which case they might assign a bridge crewmember to fly you down.&lt;br /&gt;
&lt;br /&gt;
==== Clearing The Way ====&lt;br /&gt;
As for how you will mine, you will not have a mining drill unless Research prints you one from R&amp;amp;D. Instead, Xenoarcheology is outfitted with Mining pickaxes.&lt;br /&gt;
&lt;br /&gt;
To mine efficiently, you will need to wield your pickaxe in two hands. (Pictured below) &lt;br /&gt;
&lt;br /&gt;
[[File:Wielded_Pickaxe.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can achieve this by clicking the icon at the top left corner of your screen while holding a Pickaxe, the Pickaxe will have to be selected. When wielded, it will look like this. (Pictured above)&lt;br /&gt;
&lt;br /&gt;
Further, to avoid destroying the very artifacts you intend to excavate, you will want to carry a Depth Analysis Scanner along with you. When you are in range by 10, you should scan Rocks before you clear them. If you fail to do this, you will get a message that says &#039;Object shatters!&#039; where object is replaced with whatever item it was, which means you have destroyed an artifact. There is a small chance for it to survive this, however.&lt;br /&gt;
&lt;br /&gt;
==== Excavating ====&lt;br /&gt;
{{Hatnote|The lists for the different field types for the generator and the different excavation picks are at the end of this chapter.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch.png|A usual dig site.]]&lt;br /&gt;
&lt;br /&gt;
At last, you have found a dig site, or your Depth Analysis Scanner pinged while you were looking for one. It is time to be precise and thorough.&lt;br /&gt;
&lt;br /&gt;
If you click on your Depth Analysis Scanner, a screen similar to this one will appear.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_depth.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time:&#039;&#039;&#039; The time at which the scan was made. Only for paperwork purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coords:&#039;&#039;&#039; Coordinates of the dig site. Paperwork purposes too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anomaly depth:&#039;&#039;&#039; The depth at which your artifact resides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clearance above anomaly depth:&#039;&#039;&#039; The size of the cavity in which the artifact is. If you dig in it, you will get a strange rock, which I will talk about later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dissonance spread:&#039;&#039;&#039; Quite useless, a 1 means it is an artifact, other numbers indicate an anomaly, but in this case, the scan is different enough to render this information useless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anomaly material:&#039;&#039;&#039; Tells you roughly what your artifact is. Depending on this information, you will activate a specific field on your suspension field generator to collect the artifact.&lt;br /&gt;
&lt;br /&gt;
Now that you have this information, bring the Suspension Field Generator to the dig site. You need two free tiles around the site, so that you can put your generator on one, and be on the other one. Fix it to the ground, and do not activate it yet. For now, what we need is a rock sample.&lt;br /&gt;
&lt;br /&gt;
For that purpose, you will need to dig just before the cavity starts. It means you need to subtract the Clearance from the anomaly depth, and dig at this distance. In the case of the image above, the artifact is at &#039;&#039;&#039;30 cm&#039;&#039;&#039; and the clearance is &#039;&#039;&#039;6 cm&#039;&#039;&#039;, so I need to dig &#039;&#039;&#039;24 cm&#039;&#039;&#039;. Now that you have dug this distance, take your Core Sampler and click on the dig site. The red light will turn green, meaning that a sample was taken. Taking a core sample is optional.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;You should only take one sample per dig site.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now you can focus on the excavation. You will need to strike at the exact anomaly depth if you want to directly collect the artifact. Here, the Depth Analysis Scanner tells me the artifact contains traces of Organic Cells, so I activate a Diffracted Carbon Dioxide Laser, and I dig 6 cm to reach the anomaly. I turn the suspension field generator off, and...&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch2.png]]&lt;br /&gt;
&lt;br /&gt;
Here is your artifact, excavated in the most efficient way possible.&lt;br /&gt;
&lt;br /&gt;
Then, repeat the same procedure minus the sample until your Depth Analysis Scanner stops pinging on contact with the artifact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;This example is for a precise excavation. If you dig too far, the artifact breaks. But, if you dig too short, and you end up in the cavity of the artifact, you will get this.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_cavity.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is a strange rock. While not being a total failure, a strange rock is bad. First, because you need to open it with a welder, which is one unnecessary step in the process. But the most important point here is that opening strange rocks quite often breaks the artifact itself, so, try to dig at the exact anomaly depth to avoid these kinds of issues.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you are done with the excavation, bring your sample and findings back to the camp or to the Station.&lt;br /&gt;
&lt;br /&gt;
Now, here are the two lists for the various excavation picks and the different fields of the generator.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_picks.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_table.png]]&lt;br /&gt;
&lt;br /&gt;
You’ll notice some of the fields are missing: It is because they are useless. The last line, Unknown, is linked to anomalies, which means it&#039;s safe to clear with your handpick without breaking Artifacts.&lt;br /&gt;
&lt;br /&gt;
=== Anomalist ===&lt;br /&gt;
An Anomalist is a professional Scientist. They specialize in researching ancient alien technology and other abnormal Scientific subjects. They work in the Xeno-Science wing alongside the Xenobiologist and Xenoarcheologist. Their gameplay is more similar to the Phoron Researcher in that they mainly stay in their lab and experiment with what the Xenoarcheologist brings to the Station.&lt;br /&gt;
&lt;br /&gt;
A lot of the same rules apply to the Xenoarcheologist as to the Anomalist when it comes to roleplay. you should still be creative: What do you think an Anomalist would keep notes with? You will work in quite a large place, so do not worry about space, and impress your department with very complicated procedures and the like. A Universal Recorder and labeled Folder with Paper inside tends to create a believable atmosphere for a Scientist in general.&lt;br /&gt;
&lt;br /&gt;
==== Anomalies ====&lt;br /&gt;
An Anomaly is an ancient piece of technology unearthed on the Asteroid. No Station personnel knows their origin-- That&#039;s what you are meant to research and find out. There are multiple types of Anomalies, I&#039;ll classify them as; Static, Dynamic. Static Anomalies are always the same, they serve one purpose and have no random effects at all. Dynamic Anomalies have their effects determined by RNG. I will explain the Dynamic Anomalies, you will have to find the Static ones ingame and research them yourself.&lt;br /&gt;
&lt;br /&gt;
During your work researching Anomalies, you will have to activate the Anomaly to know what effect it has. These effects are numerous and vary from extremely dangerous to extremely helpful. Or both. This will be influential in deciding how to explain the Anomalies function in Alien society and its origin. These Triggers and Effects will be graphed below.&lt;br /&gt;
&lt;br /&gt;
As for equipment, you will use multiple objects for the below testing, but the most important is to wear Gloves and an Anomaly suit.&lt;br /&gt;
&lt;br /&gt;
===== Triggers =====&lt;br /&gt;
Here is a graph of the random Anomaly triggers.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Triggers   !! I suggest you keep a list and go through all of these. Trial and error is part of your job.&lt;br /&gt;
|-&lt;br /&gt;
| Touch:  || Touching the Anomaly with an ungloved hand. It&#039;s important to wear gloves when handling Anomalies.&lt;br /&gt;
|-&lt;br /&gt;
| Water: || Splash some water on it and see if it activates.&lt;br /&gt;
|-&lt;br /&gt;
| Acid:   || Splash some acid on it and see if it activates.&lt;br /&gt;
|-&lt;br /&gt;
| Volatile: || Try percussive experimentation, hit it with blunt objects. Maybe a crowbar?&lt;br /&gt;
|-&lt;br /&gt;
| Energy: || Try to hit it with an activated Stunbaton, and try to shoot it with an Emitter. See if it activates from either.&lt;br /&gt;
|-&lt;br /&gt;
| Heat: || Increase the temperature in one of the Anomaly Isolation Chambers.&lt;br /&gt;
|-&lt;br /&gt;
| Cold: || decrease the temperature in one of the Anomaly Isolation Chambers.&lt;br /&gt;
|-&lt;br /&gt;
| Plasma: || Put it in a room with Plasma in the air. Concentration level is unknown.&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen: || Put it in a room with Oxygen in the air. Concentration level is unknown.&lt;br /&gt;
|-&lt;br /&gt;
| Carbon Dioxide: || Put it in a room with CO2 in the air. Concentration level is unknown.&lt;br /&gt;
|-&lt;br /&gt;
| Nitrogen: || Put it in a room with Nitrogen in the air. Concentration level is unknown. Whether this is N2O or just N2 is uncertain.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Effects =====&lt;br /&gt;
Here is a graph of the random Anomaly effects.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effects   !! When you finally trigger an Anomaly then you receive at least one, maybe two effects from the Anomaly. If you are lucky it won&#039;t kill you immediately.&lt;br /&gt;
|-&lt;br /&gt;
| EMP:  || The Anomaly releases an Electromagnetic Pulse and is one of the worst (Or best) finds due to it&#039;s damaging nature. Bad for Synthetics and anyone with a mechanical organ.&lt;br /&gt;
|-&lt;br /&gt;
| Cold: || Makes the room colder.&lt;br /&gt;
|-&lt;br /&gt;
| Cell Charge: || Charges all Battery cells within range, very good for Synthetics.&lt;br /&gt;
|-&lt;br /&gt;
| Cell Drain: || Drains all Battery cells within range, very bad for Synthetics.&lt;br /&gt;
|-&lt;br /&gt;
| Radiation Emitter: || Emits large amounts of radiation which will irreversibly alter your DNA.&lt;br /&gt;
|-&lt;br /&gt;
| CO2: || Releases CO2 Gas in to the air.&lt;br /&gt;
|-&lt;br /&gt;
| Nitrogen: || Releases Nitrogen Gas in to the air.&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen: || Releases Oxygen in to the air.&lt;br /&gt;
|-&lt;br /&gt;
| Phoron: || Releases Plasma Gas in to the air.&lt;br /&gt;
|-&lt;br /&gt;
| Good Feelings: || Emits brain altering waves that make you happy.&lt;br /&gt;
|-&lt;br /&gt;
| Bad Feelings: || Emits brain altering waves that give you anxiety.&lt;br /&gt;
|-&lt;br /&gt;
| Heal: || Heals People.&lt;br /&gt;
|-&lt;br /&gt;
| Hurt: || Hurts People.&lt;br /&gt;
|-&lt;br /&gt;
| Robot Heal: || Heals Synths.&lt;br /&gt;
|-&lt;br /&gt;
| Robot Hurt: || Hurts Synths.&lt;br /&gt;
|-&lt;br /&gt;
| Sleepy: || Makes everyone Sleepy. May also release N2 sleepy time gas.&lt;br /&gt;
|-&lt;br /&gt;
| Stun: || Temporarily Stuns people.&lt;br /&gt;
|-&lt;br /&gt;
| Teleport || Randomly Teleports people within the vicinity of the Anomaly.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Harnessing An Anomaly =====&lt;br /&gt;
Anomalists are able to siphon effects from an Anomaly into an &#039;Anomaly Power Battery&#039;, when slotted into a device capable of utilizing this battery called an Anomaly Power Utilizer, it will discharge the effect. Creating these tools are where the trigger and effect comes into play beyond the roleplay elements. To begin charging an Anomaly Power Battery, you will have to activate the Anomaly and put it into the Exotic Particle Harvester pad, place the Battery into the Harvester as well, and then activate it. It will fill the Battery with the effect. However, many Anomaly effects will drain the Battery at an extremely quick rate, you may have to use them carefully, and they work best for demonstrating the Anomaly to your coworkers.&lt;br /&gt;
&lt;br /&gt;
== Study ==&lt;br /&gt;
Now that you have analyzed all your samples, it is time to bring all of this to the Station and stow it away. Put your Artifacts in labeled crates, put your valuables into a locked briefcase, etc, and drag it back there. Then, put them on their respective locations, so that you have all the information you need available.&lt;br /&gt;
&lt;br /&gt;
Now you have organized all your findings… think, look at the reports, be creative! Look at your 800 years old weapons of Dig Site 4. Maybe they belonged to the species depicted on this 850 year old bowl, in Dig Site 2? Basically, make logical links between the findings, invent stories around them, entire civilizations, wars, religions, the possibilities are massive. Maybe when you have enough data, you could write a book about it? Xeno-research may be a very lonely job, but it still gives you plenty of occasions to make great RP, so just go crazy.&lt;br /&gt;
&lt;br /&gt;
==== Analysis: Spectrometry ====&lt;br /&gt;
So! You have spent some time digging and excavating, and now, you have around 6 different dig sites, maybe more. That’s good. Hopefully you organized and labeled them all according to a memorable pattern. Now, take all the samples, put them in your crate, and head back to the Station, for the Spectrometer analysis.&lt;br /&gt;
&lt;br /&gt;
[[File:Spectrometry.png]]&lt;br /&gt;
&lt;br /&gt;
Here is the Spectrometry Laboratory. In the room, you see a coolant tank, a bucket, some nanopaste, and three spectrometers. In order to have an organized analysis, I suggest you only use one, most particularly, the upper one, since it avoids the usual back &amp;amp; forth to provide it with coolant. Once it is filled with coolant, take your first sample, take the rock sample from inside it, and put it in the spectrometer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Once again, use only one Spectrometer, and start with your Dig Site 1, then 2, etc. The results of the analysis are chronologically numerated, so, that way, you will have correspondence between your samples and your results.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_spectroconsole.png]]&lt;br /&gt;
&lt;br /&gt;
Now, you have opened the Spectrometer menu. Big scary screen at first, but simple to understand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scanner:&#039;&#039;&#039; Indicates the progress of the scan, and the &amp;quot;health&amp;quot; of the spectrometer. When it is too low, use nanopaste to fix it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MASER:&#039;&#039;&#039; The most important stuff. Try to match you Current Wavelength with the Optimal Wavelength best as you can, since it is what makes the scan progress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment / Internal:&#039;&#039;&#039; The speed at which the machine functions, and the heat it endures. The faster it goes, the hotter it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiation:&#039;&#039;&#039; Sometimes, radiation outbursts happen during the scan. You can enable the Radiation Shielding, but it stops the scan, so I rather suggest you keep your excavation suit on yourself, since it protects you against it. That way, you can totally ignore this factor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooling:&#039;&#039;&#039; Rather simple to understand. It is what keeps the Internal Temperature low. On this screen, you see I put the flow rate at 2 u/s : It is best to keep it that way, 2 u/s gives you plenty of time before emptying it, and avoids overheat in almost every case.&lt;br /&gt;
&lt;br /&gt;
If you followed these instructions, the only part you need to focus on is the MASER field, since it is the only one that will necessitate you to fiddle with during the scan.&lt;br /&gt;
&lt;br /&gt;
Now, you begin your scan, keep the Wavelength in check, and normally, the scan goes very well without any trouble. The machine pings, ejects your rock sample, and prints the result of the scan.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_specresults.png]]&lt;br /&gt;
&lt;br /&gt;
Now, you have some techno-babbling informations that will allow you to RP-study your artifacts later.&lt;br /&gt;
&lt;br /&gt;
==== Analysis: Chemistry ====&lt;br /&gt;
Of course, the coolant in the tank is not enough to last a particularly busy shift. It is generally empty after three spectrometer scans. You can still use water as a less efficient coolant, but the real stuff is a better solution.&lt;br /&gt;
&lt;br /&gt;
If you run out, you can ask for access to the Research Chemistry dispenser, they should have no reason to refuse. The formula is quite simple: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tungsten + Acetone + Water&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now, if you get afew beakers of that, you should have plenty of Coolant to keep your spectrometer working!&lt;br /&gt;
&lt;br /&gt;
The Anomalist will also have need of Sulfuric Acid for testing Anomalies, this is where you will get it.&lt;br /&gt;
&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Guides|Xenoarchaeology, Guide to]]&lt;br /&gt;
[[Category:Research]]&lt;/div&gt;</summary>
		<author><name>WickedCybs</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Piloting&amp;diff=24596</id>
		<title>Guide to Piloting</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Piloting&amp;diff=24596"/>
		<updated>2022-05-07T02:04:39Z</updated>

		<summary type="html">&lt;p&gt;WickedCybs: Completely changes the power section and adds in an extra sentence to the &amp;quot;how to get to the away site&amp;quot; area&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Purpose of this guide==&lt;br /&gt;
This guide should hopefully tide the server over while we adjust to the NBT, it&#039;ll explain the mechanics of piloting, shuttles, away sites and exploring them.&lt;br /&gt;
&lt;br /&gt;
==Overmap==&lt;br /&gt;
[[File:Overmap.png|frame|An example of what you might see on the overmap. Note the bright blue objects.]]&lt;br /&gt;
The overmap is functionally a z-level dedicated to portraying the sector of space surrounding the ship. You can see your own ship here and empty space at the least, as well as any nearby objects. The ship will start in a random area of the overmap, and the overmap will be randomized every round. Most overmap objects are comprised of the following:&lt;br /&gt;
#Dust clouds&lt;br /&gt;
#Asteroid fields&lt;br /&gt;
#Ion storms&lt;br /&gt;
#Electrical storms&lt;br /&gt;
#Carp shoals&lt;br /&gt;
#Points of interest&lt;br /&gt;
The last point is the most important, since exploring places you can [[#New Away Sites|actually visit]] is the goal of the vessel and its crew - the rest are mostly obstacles and hazards that serve to hinder your progress one way or another. Sometimes, however, you might even encounter other ships... like your own shuttles, [[Mercenary|probably]].&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
Piloting the vessel is done through the helm console. The helm provides a view of the overmap centered on your vessel, and allows you to control the vessel by selecting directions to fly in... assuming the engines are powered: you&#039;ll have to turn the thrusters on at the engine control console before the vessel is allowed to move. Once that&#039;s done, pressing any direction will begin moving the vessel in that direction at a certain speed - a speed that depends on how many thrusters you have and how high pressure the gas is -, which can be raised by pressing that direction more. Note that the only &amp;quot;brakes&amp;quot; on this vessel is retrothrusting or, simply put, pressing the opposite direction of where you&#039;re going until you stop... or pressing the &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; in the middle of the controls - the vessel will otherwise keep moving in the direction it was told, and it &#039;&#039;&#039;will not stop unless you tell it to&#039;&#039;&#039;, so if your thrusters are suddenly out of gas, depowered, or just missing, and the vessel is in motion, then &#039;&#039;&#039;you&#039;re in some serious trouble.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Autopilot===&lt;br /&gt;
&amp;lt;s&amp;gt;Unironically a death trap&amp;lt;/s&amp;gt; Autopilot is a function of the helm console of questionable usefulness. It is extremely basic in that it only cares about where it is and how far its destination is; hazards and obstacles are &#039;&#039;&#039;not&#039;&#039;&#039; a consideration. If there are absolutely no obstacles between you and your destination then feel free to use it, otherwise you are almost guaranteed to spur chaos in the form of hull breaches or worse: APC-depowering ion storms.&lt;br /&gt;
&lt;br /&gt;
====Sensors====&lt;br /&gt;
Surprisingly, you can&#039;t actually see a whole lot just by looking out the helm unless the object you&#039;re looking for is massive and you&#039;re within a stone&#039;s throw of it already. To make up for this shortcoming, the ship is supplied with a sensors array that will actively scan its surroundings, controlled by a sensor console in the helm. Mechanically this is just shining a flashlight at the overmap and seeing what lurks in the dark, but your range of vision is increased with the amount of power supplied to the sensors array. It is worth mentioning, though, that sensors &#039;&#039;will&#039;&#039; consume a lot of power if allowed to and can end up overheating if turned on for too long.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth mentioning that other vessels with an active sensor array will light up their surroundings on the overmap &amp;lt;s&amp;gt;because BYOND doesn&#039;t allow for anything more complex without a complete overhaul to the system and at that point this may as well be a completely different game&amp;lt;/s&amp;gt;, so you can turn on the sensors to a low power setting on one of your smaller shuttles and save the high energy sensor bursts for your main sensor suite as needed.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Maintenance==&lt;br /&gt;
Some shuttles are slightly different from their original implementation in that they can dock and depart from the main map &#039;&#039;and&#039;&#039; fly around the overmap independently. As far as the overmap is concerned they function exactly the same, requiring gas (usually hydrogen in canisters, but you can use any gas you like) to be supplied to the thrusters in order to move. However, shuttles also use a secondary fuel that allows them to dock and depart from wherever they are, namely phoron inside tanks placed inside an orange fuel port somewhere on the shuttle. Replacing the fuel tank is as simple as opening the hatch with a crowbar, yanking the old tank out with an open hand, and clicking the port with the new tank to slot it in, then shutting it closed with a crowbar to finish it up.&lt;br /&gt;
&lt;br /&gt;
Lastly, it&#039;s important to remember that shuttles do not have an infinite supply of power (If they do, that&#039;s temporary, this is all new after all!): the SMES and APCs will gradually drain while undocked, with a varying rate depending on how much equipment is turned on. This is usually not a huge concern, as shuttles tend to come with a large supply of power to last the entire round. It will mainly become an issue if you end up hitting an overmap hazard that affects your SMES, which usually means all power was drained or that the machine itself was totally destroyed. Sometimes, it might even be sabotaged if there&#039;s antagonists about. Luckily, you may have a generator on hand that can be fed with fuel (usually phoron or uranium sheets depending on the type) so that you&#039;re not totally stuck. It would be best to use the time it buys to phone home via your holopad if possible and either sit tight or head there yourself.&lt;br /&gt;
&lt;br /&gt;
=New Away Sites=&lt;br /&gt;
The primary purpose of the SCCV Horizon is to travel the spur in search of more Phoron deposits, as those in the Romanivich Cloud have dried up. Because you can&#039;t mine space, or look for artifacts in the void, miners and others will need to go to away sites in search of deposits to mine and claim for the SCC. The Horizon has two shuttles to accommodate this. One is a mining shuttle, very small and primarily used by miners to get to where they need to mine with all their equipment, and then &#039;&#039;&#039;the Intrepid&#039;&#039;&#039; a larger shuttle is used for crew away missions, which are primarily based around surveying and exploration. However, this doesn&#039;t mean a xeno-archeologist cannot go with the miners in their shuttle, and the miners can&#039;t go aboard the Intrepid, after all, if you&#039;re both headed to the same place, why waste the fuel?&lt;br /&gt;
===How to get to the Away Site===&lt;br /&gt;
As stated the only way to get away sites is to fly there, in one of the two shuttles. Shuttles can be flown independently by Prospectors, who have the required training, but with larger crew away missions it is advisable to take a more dedicated pilot, such as one of the Bridge Crew along to fly. As for the exact way to get there, it can either be done by parking the Horizon above the target asteroid or planet, and then taking the shuttle down much like how the current research shuttle works; or the shuttle can get the coordinates from the bridge and fly across the overmap to their target instead, without the main ship having to move. The most expedient way to go about this is having the faster Intrepid or mining pod head to their desired destination while the slower Horizon follows them.&#039;&#039;&#039;Command staff should not accompany expeditions to away sites unless they are necessary for it&#039;s success, instead a [[Bridge Crewman]] should be chosen and ordered to accompany the expedition in lieu of actual command staff.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Asteroids==&lt;br /&gt;
Due to the training taking place within the Romanivich Cloud, a majority of the new away sites will be asteroids, full of what was previously found on the NSS Aurora asteroid. So they will contain minerals, xeno-archology artifacts, as well as other new ruins, but may have hostile lifeforms such as dwellers and carp on them, or even people in ghost roles. It is important to remember that these asteroids will be much safer then places the Horizon may visit in the future, and are a good training ground for learning how to do away missions off of a ship.&lt;br /&gt;
==Derelicts==&lt;br /&gt;
Remains of ships and stations that have long been decommissioned, Derelicts are the other away site you may run into during testing within the Romanivich Cloud. Holding anything from old corporate equipment to [[Guide_to_Ghost_Roles#Zeng-Hu_Derelict_Survivors|experiments gone wrong]], nearly anything can be found. While these will not have the mineral wealth of asteroids, they may contain unknown artifacts or other interesting scraps for the crew to uncover.&lt;/div&gt;</summary>
		<author><name>WickedCybs</name></author>
	</entry>
</feed>