Jobs

Each crew member is assigned a different **job**. This job determines how well they excel at certain fields, in addition to giving them unique ID Cards and starting equipment. New crew members are able to be hired from the Crew Management at any Outpost. The price and availability of people in each field can vary.

Each job is given a range of how good they are certain skills. These can vary as well.

## Captain

The captain is responsible for commanding the rest of the crew and trying to keep everything running. The captain's ID card provides access to anywhere in the submarine, excluding the personal cabins of the crew. There can only be a maximum of one captain per-ship.

### Responsibilities

* Steering the ship
* Delegating

### Skills

* Helm: 40 - 50
* Weapons: 25 - 35
* Mechanical: 15 - 25
* Electrical Engineering: 15 - 25
* Medical: 5 - 10

#### Veteran

A veteran of Europan seas, this captain either inspires loyalty in their crew or keeps them in line by force.

* Captain's Cap
* Veteran's Jacket
* ID Card
* Revolver(Revolver Round x6)
* Headset(Battery Cell)
* Captain's Pipe

#### Renegade

Renegade captains are a thorn in the establishment's side. They use a combination of daring and aggressive maneuvers to keep the Coalition off balance.

* Renegade's Hat
* Renegade's Jacket
* ID Card
* Revolver(Revolver Round x6)
* Headset(Battery Cell)
* Anabolic Steroids

#### Admiral

Captains of the Coalition adhere to a strict set of rules. That doesn't stop them from coming up with new innovations to hunt down their enemies.

* Admiral's Hat
* Admiral's Uniform
* ID Card
* Stun Baton(Battery Cell)
* Headset(Battery Cell)
* Harmonica

## Engineer

Engineers have above-average construction and mechanic skills, but fixing complex mechanical devices is still usually out of their skill set. They are competent at fixing electrical devices however, and are the ones to turn to when the power grid starts failing.

### Responsibilities

* Electrical item maintenance
* Operating the reactor

### Skills

* Electrical Engineering: 40 - 50
* Mechanical: 25 - 35
* Weapons: 15 - 25
* Medical: 15 - 25
* Helm: 5 - 10

#### Nuclear engineer

Nuclear engineers are in charge of the sub's reactor. Occupational hazards require them to wear some protective gear against radiation.

* Headset(Battery Cell)
* Hazmat Suit
* ID Card
* Toolbelt
	+ Wrench
	+ Screwdriver
	+ Fuel Rod

#### Electrical engineer

The submarine's fickle electrical systems need constant maintenance. The dubious honor of replacing fuses, hooking up devices with power and taking numerous electric shocks falls to electrical engineers.

* Headset(Battery Cell)
* Engineer's Jumpsuit
* ID Card
* Toolbelt
	+ Screwdriver
	+ Red Wire
	+ Blue Wire
	+ Orange Wire
	+ Button
	+ FPGA Circuit
	+ Relay Component

## Mechanic

Mechanics have high construction and mechanic skills. They can use Welding Tools and Plasma Cutters safely, and are usually the only ones who can fix broken mechanical devices.

### Responsibilities

* Maintenance of machinery
* Repairing leaks

### Skills

* Mechanical: 40 - 50
* Electrical Engineering: 25 - 35
* Weapons: 15 - 25
* Medical: 15 - 25
* Helm: 5 - 10

#### Welder

A mechanic's primary job in Europa is to plug leaks wherever they appear. These guys are trained to keep the hull, devices and equipment in shape.

* Baseball Cap
* Headset(Battery Cell)
* Boiler Suit
* ID Card
* Toolbelt
	+ Wrench
	+ Screwdriver
	+ Welding Tool(Welding Fuel Tank)
	+ Plasma Cutter(Oxygen Tank)

#### Fabricator

A mechanic variant that specializes in making art (and supplies) out of crude materials.

* Baseball Cap
* Headset(Battery Cell)
* Mechanic's Jumpsuit
* ID Card
* Crowbar
* Toolbelt
	+ Wrench
	+ Screwdriver
	+ Welding Tool(Welding Fuel Tank)
	+ Plastic
	+ Steel
	+ Aluminium

## Security Officer

Security Officers are responsible for keeping the submarine safe from threats, both external and internal. They're adapted to their jobs with their Security Gear. There can only be a maximum of two officers per-ship.

### Responsibilities

* Keeping the order
* Repelling intruders

### Skills

* Weapons: 40 - 50
* Medical: 25 - 35
* Mechanical: 15 - 25
* Electrical Engineering: 15 - 25
* Helm: 5 - 10

### Starting Equipment

The Security Officer has 3 sub-job item sets:

#### Commando

Commandos are a special breed of security officer. They only have a single purpose: destroy the enemy, whether it's at range or mano a mano.

* Ballistic Helmet
* Headset(Battery Cell)
* Body Armor
* Commando's Fatigues
* ID Card
* Stun Baton(Battery Cell)
* SMG(SMG Magazine)
* Diving Knife
* Bandage
* Anabolic Steroids

#### Peacekeeper

These peacekeepers are dedicated to keeping the peace at any cost. Preferably but not necessarily using non-lethal force.

* Riot Helmet
* Headset(Battery Cell)
* Body Armor
* Security Officer's Uniform
* ID Card
* Stun Baton(Battery Cell)
* Stun Gun(Stun Gun Dart)
* Diving Knife
* Bandage
* Handcuffs
* Stun Gun Dart

#### Gunner

Submarine gunners are trained not only to shoot accurately with coil and railguns but also to keep them in working condition.

* Gunner's Helmet
* Headset(Battery Cell)
* Body Armor
* Gunner's Uniform
* ID Card
* Revolver(Revolver Round x6)
* Bandage
* Wrench

## Medical Doctor

Medical Doctors are capable of creating various drugs using the Medical Fabricator. In multiplayer, there can only be two doctors per-ship.

### Responsibilities

* First aid
* Poisons and antidotes

### Skills

* Medical: 40 - 50
* Weapons: 15 - 25
* Mechanical: 15 - 25
* Electrical Engineering: 15 - 25
* Helm: 5 - 10

### Starting Equipment

The Medical Doctor has 2 sub-job item sets:

#### First responder

Administering first aid often requires venturing into dangerous areas. These front-line medics have gear that offers them some protection against monsters and guns, while not compromising their mobility.

* Headset(Battery Cell)
* Health Scanner HUD
* Medic's Fatigues
	+ Blood Pack
* ID Card
* Syringe Gun
* Bandage
* Broad-spectrum Antibiotics
* Morphine

#### Pharmacologist

These doctors are prepared to treat most, if not all, injuries that threaten the crew on lengthy trips underwater.

* Headset(Battery Cell)
* Health Scanner HUD
* Doctor's Uniform
	+ Saline
	+ Blood Pack
* ID Card
* Syringe Gun
* Bandage
* Morphine
* Tonic Liquid
* Naloxone

## Assistant

Assistants don't have any specific responsibilities or areas of expertise. This job is intended for newcomers to the game, as it allows them to play the game without giving them an important field to work in. The veteran assistant however, may be expected to partake in away missions, experiment with drugs, or even do a bit of clowning.

### Skills

* Weapons: 15 - 25
* Mechanical: 15 - 25
* Electrical Engineering: 15 - 25
* Medical: 15 - 25
* Helm: 12.5 - 15

### Starting Equipment

* Headset(Battery Cell)
* Assistant Clothes
* ID Card
* Wrench
* Screwdriver