Deck Technician

From Baystation
Deck Technician
Deck Technician
Difficulty: Easy
Supervisor: The Deck Chief and the Executive Officer
Branches: Expeditionary Corps, Sol Central Government Fleet, Civilian
- EC:
Explorer (E-3)
- Fleet:
Crewman Apprentice (E-2), Crewman (E-3), Petty Officer Third Class (E-4)
- Civilian:
Duties: Accept orders. Deliver crates. Send mail. Refuel Guppy.
Related Guides: Guide to Ships, Guide to Supply

The Deck Technician is the grunt worker of the Cargo Bay. They are responsible for sending mail, receiving cargo, and generally ensuring that all the deliveries to the Supply department get where they need to go.

As members of the Supply department, Deck Technicians answer to both the Deck Chief and the Executive Officer, though the Deck Chief is by far the more active of the two in this regard.


Your locker contains the following, as well as other non-essential items:

  • A tool belt, which will be vital for refueling and maintaining the shuttles.
  • A pair of rubber stamps, used in the returning of supply manifests.
  • Your stylish hazard vest, which is also a requirement to work in the hangar.
  • Package wrapper, which is used for wrapping crates before you haul them up to the mailroom.

If both lockers in the office are taken, there's a third one up the ladder from the mailroom, on Deck Two.

Roundstart Orders

The most common departments to receive orders from at the beginning of the round are Medical, Research & Development, and Robotics. Medical generally orders NanoBlood and carbon and acetone reagent refills. R&D and Robotics generally order gold, silver, and diamonds.

It is recommended you prioritize the orders from Medical, as you won't have time to wait for the drone if they need these supplies for a medical emergency. R&D/Robotics' orders will be more expensive – finding some valuable materials such as Phoron to export can help you get the credits you require quickly. Engineering and the Emergency Armory have a stack of Phoron crystals;, as does the Aquilla; Engineering will generally provide it to you, and the Emergency Armory can be accessed by the Deck Chief.

Supply Orders

The main part of your job is handling supply orders. This can be done from the Supply Management program on a computer. It also lets you send the Supply Drone to and from the Torch. Orders are loaded at the 'remote destination' and then returned to the Torch, so in order to place an order you'll need to have it go away and then come back. For these reasons, it's generally a good idea to keep the supply drone away until you get a few orders placed, to save time on getting them back.

Once the drone comes back with orders, you want to deliver them. If you have multiple orders to the same location – e.g multiple different expensive resources for science – you can save time by packing them all into one crate. You then want to stamp all the supply manifests with your cargo rubber stamp, and load them into empty crates or keep them for when you get the crates back. Returning crates and stamped manifests will give more credits, but there are a few important things to note about this.

  1. You will only get credits from exporting if the item is in a crate, so make sure to get all your crates back from wherever you sent them.
  2. You can only have one manifest per crate – however, you can have as much of anything else in as you want
  3. The only items you will gain credits for are manifests, raw materials (e.g gold ingots or Phoron sheets) and survey data disks from mining or exploration. Due to the low value of survey disks, most Explorers and Prospectors will probably completely forget about this.

You also slowly gain credits over time. Your best bet for getting more is either snatching some Phoron from the E-Arm or Engineering, or waiting for the Prospectors to bring in an enormous pile of ore.

Once you've gotten your orders loaded into as few crates as possible, you have to send them. Use your package wrapper on the crate you're sending to wrap it, and then click your destination tagger in hand to set the destination to wherever the orders need to go. You can then take them into the mailroom, place them on the conveyor, and hit the lever to send them up the pipes.

If something isn't tagged, it will go to the disposal outlet on Deck Two, which can be vented into space. For these reasons, it's best to turn the conveyor off when not in use, or else risk throwing a returned crate or someone who fell in a disposal unit out into the vacuum.

Shuttle Maintenance

One of a deck tech's other duties is refueling the Torch's two shuttles, the Charon and the General Utility Pod (GUP). It's generally a good idea to get this done at the start of every round, before angry Explorers with machetes kicking down your door because their ship can't move. Shuttles have two types of movement - short-range and long-range. For short-range fuel, hydrogen and only hydrogen is needed.

To refuel a shuttle's hydrogen supply, do the following:

  1. Locate the fuel port on the exterior of shuttle.
  2. Use a crowbar to open the fuel port.
  3. Click on the fuel port with an empty hand to remove the fuel tank.
  4. Put fuel tank into a Hydrogen canister. There's one in the Fuel Bay near the Hangar.
  5. Fill it to the max pressure, like an usual air tank.
  6. Click on the fuel port with the canister to put it back.
  7. Crowbar it closed.
  8. If you have access to the shuttle's helm, check the shuttle console for the hydrogen level. The Delta-V budget should be at 2912 if a full tank of hydrogen is loaded.

For long-range, most gases can be used, although the Charon and GUP both use Carbon Dioxide by default, meaning that's what you'll be filling them with.

To refuel a shuttle's CO2 supply, do the following:

  1. Ask engineering to maximise the CO2 output to the Hangar, as it'll make filling canisters a lot faster.
  2. Grab the CO2 canister from the shuttle you're fueling. For the GUP, it's in plain sight, whereas for the Charon it's in the room directly aft of the airlock
  3. Drag it down to the fuel bay, wrench it onto the connector port and max the output on the gas pump.
  4. Wait for the canister to fill to its maximum level - around 15000 kPa - and then take it back to the shuttle and wrench it back where it came from.
  5. Make sure any fuel valves are open, and wait for the CO2 to drain into the thrusters. On the Charon, it's also important to maximise the pressure on the gas pumps, to ensure that the shuttle fuels as fast as possible.
  6. If fueling the Charon, you may want to repeat the process one or two more times, as it takes more fuel than the GUP. For the GUP, one canister is normally enough, though you may want to give them a second one for any particularly long trips they have planned. It's also advisable to use the engine control console for the GUP to set the thrust limiters to 10%, as this will make the fuel last longer with a negligible impact on the shuttle's speed.
  7. You can tell if the thrusters are full from the engine control console - if they have 54.19kg or 15mPa of fuel, that means that they're completely full.

Tips for Antagonising

  • Your ability to approve your own orders and then delete them means that effectively, anything that supply can order is yours.
  • Using a cryptographic sequencer on a computer with the supply management program installed grants access to a number of useful items, such as weapons and illegal drugs.
  • As a Deck Technician, you have full access to the GUP helm. If you have sufficient piloting skill, this can be very useful for a quick escape, or as a way to mess with away teams.
  • There's an autolathe in the Supply Office, which can be hacked to produce ammunition, as well as a few other useful tools for antagonists.

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