Roles

There are 8 crew member roles that are assigned at random to each player at the start of the game. Each role gives a player a different set of abilities and responsibilities aboard the space station. It is important that you stick to your assigned role as you and your crew mates will receive strong bonuses. These different roles are listed as:

1. **Captain (Cap)**
2. **Chief Intelligence Officer (CIO) (also referred to as "LT")**
3. **Chief Mechanical Officer (CMO) (usually referred to as "maj")**
4. **Chief Weapons Officer (CWO) (usually referred to as "sgt")**
5. **Chief Medical Officer (CMO) (usually referred to as "doc")**
6. **Chief Engineering Officer (CEO) (usually referred to as "engi")**
7. **Security Officer (Usually refered to as SG, but can be referred to as Offi)**
8. **Security Guards (SGs)**
9. **Deep Space Miners (DSMs) or sometimes just "miner"**

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1. Human: No special ability, can be turned into a Alien Spawn, or give Psion a Psi point if killed.
2. Alien Host: Can Infest any organic, and any kills on humans while in Alien form or while they are infested (headcrabbed) will turn them into an Alien Spawn (requires 70+ karma to be opted into)
3. Psion: Can be good, which will work with humans, or Evil, which means you're on your own. Can use different abilities depending on the alignment. Killing a Spawn, Host, or Human will give you a Psi point, and change your alignment to Evil if the killed person is a Human. Can't be spawned, but can be infested (headcrabbed). Aliens will not be able to see that you're psion until you reached good augmentation or evil augmentation. If you're evil, they will see you as a red ping, and if you're good, they will see you as a teal ping. You can be discovered by psi scanner, located on the 4th floor near blood test. Killing android does not grant you any psi points. (requires 80+ karma to be opted into)
4. Android: Can upgrade self in C.O.R.E with little things, or change completely into a new form. C.O.R.E gives the Android a directive to either protect humans, Eliminate all threats, or Protect the Aliens. (requires 80+ karma to be opted into)

Press F12 in-game to read up on the specific role you spawn as. In a full lobby there will be three SGs and three DSMs. All other roles are randomly assigned to one player. A more thorough explanation is provided on each role below.

### **Captain (Cap)**

The **Captain** is the commander of the station and its crew. They possess the Captain's keycard which allows them to activate key station's functions, command security targetting systems and lock doors. As such they have authority over the station unless they pass the keycard to another. Their role is to coordinate and direct the crew on exterminating the alien threat.

The **Captain** will typically stay on the Bridge alone where they have full view of the station's cameras. From here they have full control and pilot capabilities for the station. However some of the functions are disabled until a specific firmware level has been researched. Watch for any suspicious happenings and communicate to the crew. **Captain** can pick targets for auto-defense turrets to shoot with their keycard. **Captain** can move the station, heal it, and attack anything nearby in space. In addition they can activate various station functions depending on firmware level. The firmware 1 unlocks scanning for crew. Security upgrades allows station lock-down closing all doors. Firmware 2 permits scanning for aliens. Firmware 3 allows decontaminating the ventilation shafts. Firmware 4 allows activating drop-pods for quick transit to the moon. Firmware 5 allows station self-destruct in coordination with engineer, use with extreme caution.

The **Captain** can lock/unlock any doors with his keycard, however only black high-sec doors will remain locked. It is a good idea to barricade and lock the bridge to prevent the captain from being infested by aliens. An **Alien Captain** can turn the station's security on human crew members which will cripple the human crew. Make sure that the alien doesn't come through the vent on lvl 7 as a sneak attack on an unsuspecting **Captain**. Scan often and decontaminate the vents to kill anything growing inside. The **Captain** gets a credit bonus for remaining on the Bridge.

**Alien Effects:**

* Upgrading Firmware 2 will provide Aliens more bonus periodic income, crew scan has a minor chance to not show any crew members on scan.
* Upgrading Firmware 3 will cause Vent Gas to heal Aliens instead (Still damage Alien Minions)
* Upgrading Firmware 4 will silent infest anyone who uses Drop Pod and also has a minor chance to make a random place pinged via alien scan.
* Upgrading Firmware 5 will make Self Destruct to instantly be set to 2 minutes, making it unable to be cancelled.
* Can easily sabotage as Captain has access to all locked areas
* Able to trap and infest someone in a room by locking the doors via Captain Card
* Has the ability to target someone with turret easily when they are accused by others

### **Chief Intelligence Officer (CIO or lt)**

The **CIO** is the second in command on the ship and the Captain's chief lieutenant. While their foremost priority is to assist the captain in its duties by upgrading the firmware and watching the cameras on lvl 6, the CIO can assume any role on the ship.

**CIO** mainly watches cameras on level 6 at the security mainframe along with the Captain. They will coordinate strategies along with the captain. **CIO** also has access to all security doors that have an accessible panel. The **CIO** gives bonuses to upgrading any of the station's research, the same as it being upgraded by the specialised officer. Thus **CIO** may also assume any of the different roles, especially if that role is MIA/KIA. **CIO** should start by purchasing cheap upgrades such as weapon upgrade station and armory, as it gets personnal bonus income from any upgrade purchased.

**Alien Effects:**

* Has the ability to infest every upgrades
* Can gain a massive alien upgrade for a cheaper cost, by letting others to research until certain level and sneakily upgrade the higher level

### **Chief Mechanical Officer (CMO, Maj)**

The third in command on the ship, the **CMech's** job is to bring the armoury and mechs online. The **CMech** gets a bonus to piloting mechs with increased damage and less mech fuel use. These mechs can save a dire situation when used correctly. The most powerful legal mech, the Atlas, can hold off several aliens at once. In addition, the armoury can also be used to purchased upgrades that can make players very hard to kill. **CMech** should always keep a motion sensor with him, as he can use it while piloting a mech.

**CMech** upgrades the mech codes, mech upgrade station and armory on level 6. The armory allows the purchase of the SCV's, which are needed to mine solarite as well as to repair any damaged turrets or station systems and the Medic Suit, which is a suit with powerful supporting and healing capabilities. Purchase of the mech codes allows the construction of mechs from the Mech Factory on level 6. Mechs can either be constructed at level 6 or level 1. The **CMech** can also upgrade mechs for money at the mech upgrade station on 6 (the same place where mechs are constructed) to increase their stats up to 6 times each mech. A quick rundown on the different legal mechs are:

#### **Alpha Codes**

* OLYMPUS - A battlesuit that does good damage and penetrates armor.
* HADES - A mech with a flamethrower as weapon, which can enter vents.
* KRATOS - A fast mech capable of chasing enemies easily.

#### **Beta Codes**

* APOLLO - A speedy vehicle that fires rockets which penetrate armor and deal bonus dmg to armored.
* ORION - A tall mech with a railgun designed vs mechanical units.
* ZEUS - A mech with a strong attack, which is loading up over time and getting stronger if not used.

#### **Delta Codes**

* ATLAS - A powerful battlesuit with massive AoE damage guns and rockets.
* HERCULES - A beefy tank with a powerful armor-ignoring cannon and a top-mounted machine gun.

**Alpha**, **Beta** and **Delta Codes** will also fuel the mechs the respective mechs up for a certain amount if either researched by **CMech** or CIO.

The last upgrade that can be researched **(Omega codes)** gives a fuel boost to all mechs, it will give full fuel if researched by **CMech**.

**Alien Effects:**

* Upgrading Alpha will give 50 evo points whenever anyone power ups a mech
* Upgrading Beta will silently infest anyone using a mech.
* Upgrading Delta will turn OLYMPUS into the alien side when activated.
* Upgrading Omega will turn ATLAS into alien side when activated. Because it also fully powers the mechs, it allows you to activate them all very quickly.

**Syndicate Effects:**

* Upgrading Alpha unlocks Dark Hermes for the Syndicate Major/Lt, a fast illegal class mech capable of chasing down and killing weak enemies very fast.
* Upgrading Beta unlocks Dark Nemesis for the Syndicate Major/Lt, a illegal class mech. WIP
* Upgrading Delta unlocks Dark Moros for the Syndicate Major/Lt, a illegal class mech. WIP
* Upgrading Omega unlocks Dark Charon for the Syndicate Major/Lt, a illegal class mech. WIP

### **Chief Medical Officer (Doc)**

The **CMed** is in charge of all the medical research. It is one of the most crucial early game roles, being in charge of bringing important systems online before the alien infests them. An **Alien CMed**/CIO can buy those upgrades and cripple a human team. Once all the systems are researched the **CMed** is less important and can focus on purchasing weapons and armour or testing suspected players with portable blood testers.

**CMed** has four responsibilities. Open the high-sec door to level 3's zoo to exterminate the animals; thereby preventing an alien infestation, research the aliens in the pens on level 3, and research the autodoc and bloodtester on level 4. All give very beneficial effects.

Pens cannot be released until 3 mins and 30 seconds. Use this time to clear zoo as much as you can, then come back to pens and secure them. After pens were researched, if the alien hasn't shown any sign of aggression, you'd want to upgrade the blood tester, and test high importance roles. They are the least likely to be aggressive, but they can be extremely dangerous if they infest key upgrades so it's good to expose them as early as possible.

**Alien Effects:**

* Can easily release pens, infest the zoo, and destroy the blood tester because its job is to be there, this however will cast suspicion on the doctor as well since it is their job to make sure these things don't happen.
* Performing research on the pens reduces evo point needed for evolutions.
* Upgrading auto docs will silently infest anyone using a portable autodoc, it also makes portable auto doc not be able to cure radiation dosage.
* Upgrading the Blood Tester will reduce it's accuracy to 10%.
* Can easily Rig **Blood Tester** to do one or more of the following:
	+ **(Explode)** Explode when someone tests,
	+ **(False Positive)** ALWAYS show the person who tests as alien,
	+ **(Protect Aliens)** NEVER show aliens who test as alien,
	+ **(Silent Infest)** Silently infest the person testing with a viral larva,

Notes:
* Being infested with viral larva means being silent infested,
* To rig the **Blood Tester**, you have to be an evil role,
* Only alien can rig **Blood Tester** to protect aliens,
* ONLY **Alien Chief Medical Officer** or **Alien Chief Intellegance Officer** can rig **Blood Tester** to Silently infest the tester,
* I'm pretty sure (90%) that if **Blood Tester** is rigged with both: **False Positive** and **Protect Aliens** then False Positive takes priority.

### **Chief Weapons Officer (CWO, Sgt or Sergeant)**

CWO is responsible for upgrading station weapons and the weapon upgrade terminal, and gives a bonus for each, along with CIO. Each station weapons upgrade unlocks more purchasable options from weapon racks, and later upgrades improve station capability. CWO also brings the weapon upgrade station online, where weapon damage can be increased. It is very important to upgrade Station weapons as it unlocks powerful rifles that are required to fight higher tier aliens.

**Alien Effects:**

* Upgrading Weapons 2 will reward host evo points whenever someone buys a weapon
* Upgrading Weapons 3 will silently infest anyone who bought or picked up a gun; or anyone who placed a turret.
* Upgrading Weapons 4 will enable any player at station controls on 7 to bomb the planet/moon.
	+ If Bombarding Player is Alien, the planet-bombing shells will do 3x damage to humans.
	+ If Bombarding Player is Human, the shells will backfire into the station, causing random explosions on station.
* Upgrading Weapons 5: will cause a 30% Damage Debuff to all Weapons against aliens. All turrets (sentry guns, exterminator turrets, tesla turrets) will ignore aliens and rather target humans instead and If the nuke is launched the station will automatically go into self destruct.

### **Engineer (Engi or CEO)**

The CEO is responsible for upgrading and defending the station's core reactor and power generator on the reactor level 0. CEO has half the cooldown time with repair kits, starts with a quick-building SUV, starts with the gene of Dermal shields, have +25% DMG on plasma cutter and can repair the entire station with the quantum reconstruction ability from the reactor. The Engi should place turrets around the whole reactor level to defend as well as coordinate with other crew members to time the activation of abilities on the station.

**Alien Effects:**

* Upgrading Reactor 2 will cause alien eggs to give 1.5x the evo points when placed in the reactor.
* Upgrading Reactor 3 will cause a 33% chance to silent infest anyone who enters the reactor.
* Upgrading Reactor 4 will make the quantum ability, when used by an alien, to explode all turrets at stat instead of healing them
* Upgrading Reactor 5 will permanently destroy the power core transformer, causing a blackout for the rest of the game. This will also prevent targeting, de-targeting, reactor abilities, and turret power if the turrets need station power to function.
* Unlocking 2 out of 5 of the security droid's upgrades will make the AI go rouge. The droid then targets every human and turret
* Unlocking 5 out of 5 of the security droid's upgrades will make the AI self-aware, constantly upgrading itself to become more powerful over time as well as allying with the aliens.

Warning there is a typo with the In Game Help for CEO that tells you to go to level 6 for your upgrades. This needs to be fixed for newbies. (still exists as of 2/23/19)

### **Security Guard & Security Officer (SG/ Officer)**

The Security Guard's is one of the most active roles. Its job is very simple; to keep the crew safe and hunt down/respond to alien threats. This role should be guarding important crew members, upgrading security, and wandering between floors and vents actively seeking out the Alien. In addition, the Security Guards are stronger than other crew members and can beat them in a 1-on-1 fight.

**Bonuses:**

* The Stimpack ability has increased effectiveness on Security Guards and each Security Guard starts the game with one.
* Security guards gain double the reward for killing Alien Minions, as well as clearing infested Life Support Modules. They have extra base health and armor, and gain bonuses to their health as the Station Security is upgraded.
* They also gain bonus periodic income when they kill either the Alien Host or Alien Spawns.
* Along with the Chief Intelligence Officer, when upgrading Station Security, an extra bonus is provided.
* **Security Officer Only:**Starts with a Shotgun and a Medkit instead of a gauss/stim

**Alien Effects:**

If the Security Guard is an Alien, every Alien Minion it kills in Human Form will give Evolution points to the Alien Host. Upgrading security also make turrets to have reduced damage against aliens

* If 3rd, 4th and 5th security upgrades have been upgraded by the alien and all security modules are up, then the station turrets become infested. The captain loses control of them, they auto-target all humans, and won't target aliens. Cameras also provide vision for alien host and the spawns from that moment on.

### **Deep Space Miner (DSM)**

The Miner's job is to mine minerals for the crew to increase everyone's periodic income.

Mining is performed by getting a ship from Floor 1 - Cargo, undocking, and mining the minerals that float around the sector. Undocking clearance is granted at the 5 minute mark. To mine, just right click/interact with a mineral cluster.

Small Mineral Clusters are worth 2 for DSMs and 1 for other jobs, Large Mineral Clusters are worth 4 for DSMs and 2 for normal jobs, Rich Mineral Clusters are worth 8 for DSMs and 4 for other jobs. Every 60 Clusters mined will increase the crew's income. But watch out for the mines. Each mineral cluster mined will reward the DSM with 30 minerals.

Mining Solarite is much more efficient but is only found on the moon and planet catacombs. Solarite begins in a Crystal. Mine the crystal by powering an SCV exo-suit and gathering from it. Then take it to the ship. Leave for the Station (Preferably when you have multiple Solarite Shards, 4 will generally do). When docked, carry the Solarite Shards over to the Jorium Refinery Model. (It looks like its crushing a lot of Solarite already). This provides an instant crew income increase and gives the miner 500 minerals

**Bonuses:**

* A miner using thermite charge will have thermite charge deal more damage.
* All miners start with a proximity mine and a thermal shield.
* Miners gain double the reward for mining mineral clusters. They also gain double the progress towards increasing the crew income level when mining clusters.
* Miners gain bonus income for successfully refining Solarite, in addition to the normal income boost.
* Miner ships have additional speed and their energy drains slower.
* Deal +20% damage with plasma cutter and start with one.

**Alien Effects:**

If the Deep Space Miner is an Alien, every Mineral Cluster mined will give Evolution points to the Alien Host.

Note for roles:

All crew roles require specific amount of games as listed below:

1. DSM: >0
2. SG: >5
3. Security Officer>7
4. Chief Weapons Officer>10
5. Engineer/CMechO>15
6. CIO>20
7. Captain/doctor>30