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		<id>https://cm-ss13.com/w/index.php?title=Maintenance_Technician&amp;diff=22357</id>
		<title>Maintenance Technician</title>
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		<updated>2022-05-19T17:14:09Z</updated>

		<summary type="html">&lt;p&gt;Huskarl: Fixed so it says :n instead of :e for using engineering radio channel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img = MaintTech.png&lt;br /&gt;
|jobtitle = Maintenance Technician&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Private First Class&lt;br /&gt;
|unlock = None&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|duties = Keep the S-52 Fusion Reactors powered. Maintain and modify the Almayer and its dropships.&lt;br /&gt;
|guides = [[S-52 Fusion Reactor]], [[Guide to construction|Construction]], [[Guide to Engineering|Guide to Engineering]]&lt;br /&gt;
|description = Your job is to make sure the ship is clean and the powergrid is operational.&lt;br /&gt;
Start with the ship&#039;s engine, and don&#039;t forget radiation equipment.&lt;br /&gt;
&lt;br /&gt;
As the maintenance tech you answer to the chief engineer. Special circumstances may change this.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The intakes are clogged.  We overheated and burned out a whole cell... Christ, it&#039;s really breaking loose down here...&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
― Corporate Engineer Brett, &#039;&#039;Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Maintenance Technician&#039;&#039;&#039; (MT) is an enlisted USCM crewmember of the [[USS Almayer]]&#039;s engineering department. Trained in all types of engineering work and directly supervised by the commissioned [[Chief Engineer]], they are responsible for maintaining the vessel: repairing broken S-52 reactors with their toolbelt, reloading the dropships with powerloaders, cleaning the halls with a mop and bucket, and much more. With proper authorization, they can also help out with various construction projects, whether on the ship or at the FOB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
----&lt;br /&gt;
You begin the mission in the engineering department at the back of the ship. Reach out over the engineering radio (&#039;&#039;&#039;:n&#039;&#039;&#039;) to report to your department, composed of fellow Maintenance Technicians and the Chief Engineer, whose orders you must carry out. The lockers, crates, vendors, and tables strewn around your workplace should have everything you need for the mission. There are also many rooms maintenance rooms and engineering outposts strewn around the Almayer with supplies for emergency repair.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re geared up and ready to get going, you&#039;ll likely start by turning on the power.&lt;br /&gt;
&lt;br /&gt;
==Setting up Power==&lt;br /&gt;
----&lt;br /&gt;
The Almayer&#039;s S-52 Fusion Reactors, SMESs, and APCs are all connected to each other by the &#039;&#039;&#039;grid&#039;&#039;&#039; of underfloor cables.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Name&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Simple explanation&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crit Reactor.png|32px]]|| S-52 Fusion Reactor (&#039;&#039;&#039;&amp;quot;Generators&amp;quot;, &amp;quot;Gens&amp;quot;&#039;&#039;&#039;) || The generators that &#039;&#039;create&#039;&#039; power. When fueled and repaired, they output power into grid. The grid then carries that power to the SMES and APCs.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SMES.png|32px]]|| Superconducting Magnetic Energy Storage (&#039;&#039;&#039;SMES&#039;&#039;&#039;) || Huge batteries that &#039;&#039;store&#039;&#039; power. When the generators make too much power, the SMES charges itself by taking the excess from the grid. When the generators make too little power, the SMES uses up its charge by feeding power back into the grid.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:APC.png|32px]]|| Area Power Controller (&#039;&#039;&#039;APC&#039;&#039;&#039;) || Small batteries that &#039;&#039;use&#039;&#039; power. Every &amp;quot;room&amp;quot; has an APC with a power cell inside it. The APC&#039;s power cell charges itself by taking power from the grid, and then uses up its charge to wirelessly power the room&#039;s equipment, such as its vendors, lights, and airlocks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
At the beginning of the mission, you&#039;ll want to repair the S-52 reactors, set up the SMES, and check that the APCs are all charging. Remember that the upper and lower deck are &#039;&#039;&#039;separate&#039;&#039;&#039; power grids, and must both be set up independent of each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===S-52 Fusion Reactor===&lt;br /&gt;
----&lt;br /&gt;
You&#039;ll want to start by repairing, refuelling, and re-enabling the S-52 Fusion Reactors. &#039;&#039;&#039;Instructions on their maintenance and repair are on [http://cm-ss13.com/wiki/S-52_Fusion_Reactor their own page here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SMES===&lt;br /&gt;
----&lt;br /&gt;
Use your empty hand on the SMES to open up its console. The interface looks convoluted, but is fairly simple: you can set how much power it takes and toggle input, and set how much power it gives away and toggle output. A common recommendation is to set it to 250,000W input and 200,000W output: then each SMES only eats up 50,000W while charging, but gives away up to 200,000W to the APCs when the generators aren&#039;t working. Three SMES units are located in lower engineering, two in upper engineering and one outside CIC.&lt;br /&gt;
&lt;br /&gt;
===APC===&lt;br /&gt;
----&lt;br /&gt;
Like SMES, APCs are pretty content to chug along so long as they&#039;re getting power to distribute around the room. But they can often be the first sign of trouble in the grid, so it&#039;s important to be able to see that they are working correctly and diagnose any defects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Looking at the APC====&lt;br /&gt;
First, try gleaning information from just looking at the APC without interacting with it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Visual cue&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|What it means&lt;br /&gt;
|-&lt;br /&gt;
|Large, square glow on the left side of the APC. ||&lt;br /&gt;
* A &#039;&#039;&#039;red&#039;&#039;&#039; glow means the APC isn&#039;t charging.&lt;br /&gt;
* A &#039;&#039;&#039;green&#039;&#039;&#039; glow means the APC is charging.&lt;br /&gt;
* A &#039;&#039;&#039;blue&#039;&#039;&#039; glow means the APC is fully charged.&lt;br /&gt;
|-&lt;br /&gt;
|Three small glows in the bottom right of the APC. ||&lt;br /&gt;
* Each glow can be &#039;&#039;&#039;red&#039;&#039;&#039; for unpowered, or &#039;&#039;&#039;green&#039;&#039;&#039; for powered.&lt;br /&gt;
* The top glow corresponds to &#039;&#039;&#039;equipment&#039;&#039;&#039; (vendors, consoles, machines).&lt;br /&gt;
* The center glow corresponds to &#039;&#039;&#039;lighting&#039;&#039;&#039; (light tubes, light bulbs).&lt;br /&gt;
* The bottom glow corresponds to &#039;&#039;&#039;environment&#039;&#039;&#039; (airlocks, vents, heating).&lt;br /&gt;
|-&lt;br /&gt;
|Long, thin vertical glow on the right side of the APC. ||&lt;br /&gt;
* A &#039;&#039;&#039;red&#039;&#039;&#039; glow means the APC is locked.&lt;br /&gt;
* A &#039;&#039;&#039;green&#039;&#039;&#039; glow means the APC is unlocked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Using the APC====&lt;br /&gt;
Walk up to the APC and use it with an empty hand to open the interface. Most of it is fairly self-explanatory: you can see if it&#039;s charging, how much charge it has, and whether equipment, lighting, or environment power are on, etc.&lt;br /&gt;
&lt;br /&gt;
If you swipe on the APC with your ID, you will unlock it and be able to change some of the options in its interface.&lt;br /&gt;
* You can disable or enable charging.&lt;br /&gt;
* You can force disable, force enable, or set automatic the three power draws (equipment, lighting, environment) as needed. For example, you might want to force the equipment in the CIC enabled so that it stays powered even when the APC is very low on charge (normally, automatic mode would disable it at 15% charge), or you might choose to force the lighting in the conference room disabled to save on power.&lt;br /&gt;
* You can enable or disable the cover lock, which prevents the APC from being forced open with a crowbar.&lt;br /&gt;
&lt;br /&gt;
If you disable the cover lock, you can pry open the cover of the APC by using a crowbar on it, and then take out and replace the power cell inside it with another, freshly charged one. This is an easy way to quickly return power to an area without having to set up the generators and SMES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Repairing the APC====&lt;br /&gt;
On occasion, you might find that the APC&#039;s wires have been chewed off by rats or slashed by something sharp. You may notice this by either looking at the APC and noticing that the panel is open, exposing the wires on a black background, or that it refuses to charge even with adequate power input. To solve this, open the panel with your screwdriver if it isn&#039;t yet open, use your wirecutters on the APC and click on &#039;&#039;&#039;mend&#039;&#039;&#039; with the wirecutters in hand, then close the panel with your screwdriver again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternatively, if the APC has outright been destroyed: you&#039;ll see this when the APC itself looks like it&#039;s been smashed to bits. To &amp;quot;repair&amp;quot; the APC in this case, you&#039;ll need to follow the next few steps to get it in working order again. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# First you&#039;ll want to whack off the cover; to do this just hit  the APC with any sort of weapon, generally a boot knife is good for this. (Don&#039;t be disheartened if it takes a while, just keep whacking it, faster with high melee damage weapon)&lt;br /&gt;
# Take out the powercell in the APC once the cover is off with an empty hand.&lt;br /&gt;
# [[File:Screwdriver.png|32px]] Use a screwdriver on the APC.&lt;br /&gt;
#[[File:Crowbar.png|32px]] Use a Crowbar on the floor infront of the APC.&lt;br /&gt;
# [[File:Wirecutters.png|32px]] Use wirecutters on the APC.&lt;br /&gt;
# [[File:Crowbar.png|32px]] Use a crowbar on the APC.&lt;br /&gt;
# Build an APC frame from 2 metal sheets then click on the APC with the APC frame in hand.&lt;br /&gt;
# [[File:CableCoils.png|32px]] Use cable coil on the APC.&lt;br /&gt;
# [[File:Circuitboard.png|32px]] Use a power control module on the APC.&lt;br /&gt;
# [[File:Screwdriver.png|32px]] Use a screwdriver on the APC.&lt;br /&gt;
# [[File:Powercell.png|32px]] Put a new powercell in the APC.&lt;br /&gt;
# [[File:Screwdriver.png|32px]] Use a screwdriver on the APC.&lt;br /&gt;
# Open up the APC pop up window once you&#039;ve completed all previous steps and turn on the breaker.&lt;br /&gt;
* Alternatively, you can also [[Guide_to_construction#Wall_Mountings|construct a new APC]] in the area to achieve the same result.&lt;br /&gt;
&lt;br /&gt;
==Hacking==&lt;br /&gt;
----&lt;br /&gt;
In emergency situations, or when legally authorized by command, you might find it necessary to &#039;&#039;&#039;hack&#039;&#039;&#039; your way through obstacles. For most hacking jobs, you will want to be wearing insulated gloves to protect against shock, pry open a panel with the screwdriver, and then use a multitool and wirecutters as necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Airlocks===&lt;br /&gt;
----&lt;br /&gt;
Tampering with airlocks can have &#039;&#039;shocking&#039;&#039; results that might lead to a &#039;&#039;crushing&#039;&#039; defeat, make sure to warn others around you of the danger, whether verbally, over the radio, or with some engineering tape. Don&#039;t leave an airlock electrified or with its safety off without a good reason!&lt;br /&gt;
&lt;br /&gt;
Some common hacks you can perform are:&lt;br /&gt;
&lt;br /&gt;
* Dropping the bolts to force the door to stay closed. To do this, pulse each wire until you see &amp;quot;the bolts have dropped!&amp;quot; at the bottom of the hacking interface.&lt;br /&gt;
* Forcing the door open. To do this, pulse each wire until you see &amp;quot;the test light is off!&amp;quot; at the bottom of the hacking interface. Make sure that if you pulse the bolts wire, you pulse it back up right after, since you won&#039;t be able to open a bolted door. Then quickly use your crowbar on the door to pry it open before power comes back online. If you want to keep it open forever, just pulse the bolts down once it&#039;s open.&lt;br /&gt;
* Set the door to close immediately after it is opened, rather than wait the usual 15 seconds. To do this, pulse wires (and reset them when necessary, by either pulsing again or by cut-and-mending) until you reach the &amp;quot;check timing mechanism&amp;quot; wire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vendors===&lt;br /&gt;
----&lt;br /&gt;
The two hacks you&#039;ll want to perform are pulsing the contraband wire to release extra gear, or cutting the access wire to allow anyone to use the vendor. Don&#039;t leave a vendor electrified without a good reason!&lt;br /&gt;
&lt;br /&gt;
Screwdriver the vendor, then Pulse until the extra items show up (note that some vendors won&#039;t have any extra items even if you pulse the contraband wire.) in the vendor list. Keep the wire colours in mind, since they&#039;re all universal for that round. Sometimes when you pulse a wire a shock will come out. In this case, you&#039;ll want to cut the wire with wirecutters and then mend it, after which you can move onto the next wire. Problem solved. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Supply Console===&lt;br /&gt;
----&lt;br /&gt;
The [[Requisitions Officer]] might request for you to modify their Supply Console at the chip level to allow for the procurement of contraband goods. To do this, deconstruct the Supply Console by using the screwdriver, crowbar, wirecutters, screwdriver, crowbar in that order to get the Supply Console chip out. Pulse the access to BROAD on the chip with a multitool. Finally, place the chip back into the console, and then apply a screwdriver, cable coil, glass, and screwdriver again to complete the console.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maintaining the Dropships==&lt;br /&gt;
----&lt;br /&gt;
As a Maintenance Technician, your faster use of the powerloader and inferior rank to the [[Pilot Officer]] means &#039;&#039;&#039;you&#039;&#039;&#039; are expected to load their dropships up for them. Head to the hangar, grab a powerloader (click-drag yourself onto it, or right click -&amp;gt; enter powerloader), and ask them what needs loading and where. Pickup the desired modules and attach them onto the appropriate port on the dropship. Communicate with the Pilot Officer in person or over the engineering channel to print new equipment from the dropship fabricator in the future, and be ready to reload their ordinance (Use an empty ripley clamp to take out expended ammunition then use the other hand to load a fresh batch of ammo, for example: 30mm, mini rockets etc.) when they return from close air support missions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the dropships seats have been flattened you can re-build them by using a [[File:Welder.gif|32px]] welder and then a [[File:Wrench.png|32px]]wrench.&lt;br /&gt;
&lt;br /&gt;
==Maintaining the Vehicles==&lt;br /&gt;
----&lt;br /&gt;
As a maintenance technician you&#039;ll be able to repair and replace vehicle modules when needed. If the Vehicle Crewmen are currently unavailable to repair them, you&#039;ll be there to help.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Problem:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Repairing and Replacing:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Broken_tank.png|64.px|Broken M34A2 Longstreet light tank]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Broken M34A2 Longstreet light tank&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The broken tank. It&#039;s useless without any proper armament. It can&#039;t move at all when it&#039;s been this badly damaged. Although it can just barely move with broken or no treads. It&#039;ll take a lot of work just to fix it, and you&#039;ll need spare parts and properly trained people to do so. The replacement parts are costly, you better make sure they don&#039;t go to waste!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Broken_M577_APC.png|64.px|Broken M577 Armoured Personnel Carrier]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Broken M577 Armoured Personnel Carrier&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The broken APC. It&#039;s useless without any proper armament. It can&#039;t move at all when it&#039;s been this badly damaged. Although it can just barely move with broken or no wheels. It&#039;ll take a lot of work just to fix it, and you&#039;ll need spare parts and properly trained people to do so. The replacement parts are costly, you better make sure they don&#039;t go to waste!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Repairing the vehicle frame&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Repair the frame with a welder 3 times (depending on the damage) and use a wrench &#039;&#039;&#039;once&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Removing Modules from Hardpoints&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Use a Crowbar to uninstall any modules from the their hardpoints. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Removing/Replacing the Tank&#039;s Turret&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | To replace the tank&#039;s turret, you&#039;ll need a powerloader. Get in the powerloader and click on the tank. Remove the turret and pickup the replacement turret. Click on the tank once more with the turret in the powerloader&#039;s clamp. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Maintaining the Orbital Cannons==&lt;br /&gt;
----&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Orbital Cannon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:256px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Orbital_Cannon.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
Used for firing warheads at any currently orbited planets or nearby stations. It accelerates its payload with solid fuel for devastating results upon impact.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Loading/Reloading:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Load a warhead onto the Orbital Cannon Tray [[File:Orbital_Cannon_Tray.png]] &#039;&#039;&#039;(Powerloader required)&#039;&#039;&#039;.&lt;br /&gt;
*Load the required amount of solid fuel [[File:Orbital_Cannon_Fuel_Block.png|32px]] in the Orbital Cannon Tray &#039;&#039;&#039;(See Orbital Cannon Console)&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;Note that each round the fuel consumption of each warhead is randomized.&#039;&#039;&lt;br /&gt;
*Open the Orbital Cannon Console&#039;s interface. &lt;br /&gt;
*Load the Tray into the Cannon. &lt;br /&gt;
*Chamber the Tray&#039;s content into the cannon barrel. &#039;&#039;&#039;(can&#039;t be undone!)&#039;&#039;&#039; &lt;br /&gt;
*Staff Officers can now fire the Orbital Cannon from their console. &lt;br /&gt;
*After firing, unload the Tray from the Orbital Cannon. &lt;br /&gt;
*Examine the Tray to make sure it is empty and operational. &lt;br /&gt;
*Repeat the process from the start to reload.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|[[File:HE_Orbital_Warhead.png]]&lt;br /&gt;
| Causes a devastating explosion in a large radius upon impact with it&#039;s designated target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Incendiary_Orbital_Warhead.png]]&lt;br /&gt;
| Releases a fiery payload over the targetted area. Extremely large radius.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cluster_Orbital_Warhead.png]]&lt;br /&gt;
| Releases a cluster of explosives over the targetted area. To suppress any enemies advancing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Troubleshooting:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*If you&#039;ve loaded a tray with an incorrect payload, you can still unload the tray&#039;s payload as long as it hasn&#039;t been chambered. &lt;br /&gt;
*If an incorrect payload is chambered, it can only be removed by firing it. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==FOB duty==&lt;br /&gt;
----&lt;br /&gt;
Command may find it necessary to send a few MTs down to the FOB to keep it running, repaired, and ready for action. Keep in touch with your Chief Engineer as much as possible when deploying. The Squad Engineers will be subordinate to you, so should it be necessary, you can order them around on FOB related matters; try to have them do any dangerous frontline work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hey Wait, This Is Grunt Work==&lt;br /&gt;
----&lt;br /&gt;
Replacing lights, cleaning up stains, picking up trash, looking through the disposals room for anything valuable tossed away, and all types of crap work all falls under the realm of maintenance, and hence is &#039;&#039;&#039;your&#039;&#039;&#039; job. Pick up that mop and get sweeping.&lt;br /&gt;
&lt;br /&gt;
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==Almayer Projects==&lt;br /&gt;
----&lt;br /&gt;
If you&#039;ve had enough of picking up other people&#039;s trash, you can always ask for the proper legal authorization to construct or modify a part of the Almayer to occupy yourself with something bigger and more creative. If you can&#039;t think of what to create, ask for ideas from other folks or just explore the Almayer until an idea pops into your head.&lt;br /&gt;
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==Your Skillset==&lt;br /&gt;
[[File:Mt_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
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==Reading and Sources==&lt;br /&gt;
&#039;&#039;There are no current guides or discussions for Maintenance Technicians at the moment. Why don&#039;t you make one?&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Huskarl</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Ordnance_Technician&amp;diff=22356</id>
		<title>Ordnance Technician</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Ordnance_Technician&amp;diff=22356"/>
		<updated>2022-05-19T17:06:30Z</updated>

		<summary type="html">&lt;p&gt;Huskarl: Radio channel for engineering is :n&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img = OrdTech.png&lt;br /&gt;
|jobtitle = Ordnance Technician&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Corporal&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|unlock = One hour as any engineering role.&lt;br /&gt;
|duties = Make custom ordnance for the marines to use. Maintain the orbital cannon and the dropships.&lt;br /&gt;
|guides = [[Guide to construction|Construction]], [[Guide to Engineering|Guide to Engineering]], [[Chemistry|Chemistry]]&lt;br /&gt;
|description = Your job is to maintain the integrity of the USCM weapons, munitions and equipment, including the orbital cannon. You can use the ordnance workshop in the portside hangar to construct new custom armaments for the marines. However you remain one of the more flexible roles on the ship and as such may receive other menial tasks from your superiors such as ship maintenance.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;God is on the side with best artillery&#039;&#039;―Napoleon Bonaparte&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ordnance Technician&#039;&#039;&#039; (OT) is an enlisted USCM crewmember of the [[USS Almayer]]&#039;s engineering department. Trained in all types of engineering work and directly supervised by the commissioned [[Chief Engineer]]. They are primarily responsible for maintaining the integrity of the USCM ordnance such as tinkering with armaments and using powerloaders to reload the dropships and the orbital cannon. But as a flexible shipside technician with superior engineering skills, situations may arise where they are given orders by a superior to assist with various other duties such as ship maintenance, special construction projects or FOB duty.&lt;br /&gt;
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&lt;br /&gt;
==Overview==&lt;br /&gt;
----&lt;br /&gt;
You begin the mission in either the ordnance workshop in the hangar or the engineering department at the back of the ship. Reach out over the engineering radio (&#039;&#039;&#039;:n&#039;&#039;&#039;) to report to your department, composed of fellow Ordnance Technicians and the Chief Engineer, whose orders you must carry out. The workshop has everything you need in the storage room, and you may find some additional supplies in the engineering department. There are also many rooms maintenance rooms and engineering outposts strewn around the Almayer with supplies you can use for emergency repair should an accident happen.&lt;br /&gt;
&lt;br /&gt;
==The Ordnance Workshop==&lt;br /&gt;
----&lt;br /&gt;
The Almayer&#039;s Ordnance Workshop is located in the portside hangar. It consists of &#039;&#039;&#039;the storage room&#039;&#039;&#039;, &#039;&#039;&#039;the workshop&#039;&#039;&#039;, and &#039;&#039;&#039;the reception&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;the storage room&#039;&#039;&#039; you will find all the materials you will need throughout most of the mission. If you run out, you can request bulk supplies from Requisitions. If medbay isn&#039;t busy you can try to ask very nicely and they might dispense chemicals for you, &#039;&#039;&#039;but they are not obligated to do so&#039;&#039;&#039;. It is also possible that the ground troops brings up more materials for you. In &#039;&#039;&#039;the workshop&#039;&#039;&#039;, you have the machinery and space required to do your work. The vendors and closets contain various spare items. Keep an eye on &#039;&#039;&#039;the reception&#039;&#039;&#039; for marines and other ship personnel who come to request your service. As your job is working on the ship, you should be providing your custom ordnance to the ground troops for use. Using the labeler is recommended to leave helpful information for how to use them.&lt;br /&gt;
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&amp;lt;center&amp;gt;[[File:OrdnanceWorkshop.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Name&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Simple explanation&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Autolathe.png|64px]]|| Autolathe || The autolathe can be used to print a lot of useful things, such as &#039;&#039;&#039;assembly components&#039;&#039;&#039;, &#039;&#039;&#039;beakers&#039;&#039;&#039;, &#039;&#039;&#039;buckets&#039;&#039;&#039;. Other personnel who does not have access to an autolathe may also come to the reception to request something to be printed for them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Armylathe.png|64px]]|| Armylathe || The armylathe is a specialized USCM autolathe meant for printing parts to construct various ordnance, such as grenade casings and mortar shells. These parts are printed empty, and you must add a detonator assembly and chemical filling separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:DemolitionsSimulator.png|64px]]|| Demolition Simulator || So that &#039;&#039;&#039;you do not need to blow up the ship&#039;&#039;&#039;, this computer was designed to simulate the effects of demolitions in a safe virtual environment. Because the simulations take a lot of processing, the processors must cool down for 2 minutes between each simulation.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Demolitions_scanner.png|64px]]|| Demolition Scanner || Because visual information may not be enough, this hand-held reagent scanner has been specially designed for providing quantitative data of your bombs. It can report explosive and fire hazards from chemical containers and explosive casings, including explosive and fire intensity. If used on an explosive casing, &#039;&#039;&#039;it will take all chemical containers in the casing and  its capacities into account&#039;&#039;&#039;. However, it cannot predict effects such as shrapnel or fire burn duration nor predict hazards &#039;&#039;&#039;caused from immediate chemical reactions&#039;&#039;&#039;. Use the scanner in-hand to print the latest scan.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Industrygrinder.png|64px]]|| Industrial Grinder || The most powerful grinder on the ship. You will need this to grind down phoron and various metals from storage. You can also use this to dispose of specific unwanted reagents in your containers should you make an error.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ComponentStorage.png|64px]]|| Component Storage Machine || A large storage machine containing various components. &#039;&#039;&#039;Contains assembly components and containers for you to get started before you need to start printing new ones.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ElectronicsStorage.png|64px]]|| Electronics Vendor || A vendor containing various things for dealing with electronics. You won&#039;t need this much, but other personnel may come to request stuff from it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ToolStorage.png|64px]]|| Tool Storage Machine || Contains many spare tools, devices and equipment needed for engineering work. Should you somehow lose your essential equipment, you can find replacements here. Other personnel might also come around to request stuff from it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FreezerCloset.png|64px]]|| Industrial Freezer || A powerful fine tuned freezer used to polymerize chemicals in the cold. This one is set to the perfect temperature for paraformaldehyde polymerization. The freezer must be kept closed for polymerization. At the beginning of the mission you will find a large silver beaker inside, which can be used as a silver catalyst. If you lose this, you can make more from silver bars.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fueltank.png|64px]]|| Chemical Storage Tank || A large capacity chemical storage tank that can store up to 1000 units. In the storage room you have tanks for &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#289092&amp;quot;&amp;gt;oxygen&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#A3621D&amp;quot;&amp;gt;sulfuric acid&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#1D3fA3&amp;quot;&amp;gt;water&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#7F1DA3&amp;quot;&amp;gt;polytrinic acid&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#A1A31D&amp;quot;&amp;gt;ammonia&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#3A6B2D&amp;quot;&amp;gt;methane&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#4D4D4D&amp;quot;&amp;gt;hydrogen&amp;lt;/span&amp;gt;&#039;&#039;&#039;, and &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#8F1515&amp;quot;&amp;gt;fuel&amp;lt;/span&amp;gt;&#039;&#039;&#039;. Can be un-anchored for moving it around. Click with an empty hand to quickly change the transfer amount. If you need to refill it, you must &#039;&#039;change the transfer direction&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
==Crafting Demolitions==&lt;br /&gt;
----&lt;br /&gt;
As an Ordnance Technician you have the necessary skills for crafting custom demolitions (chembombs) to improve the USCM arsenal. The types of bombs you can make range from small / large grenades, mines, plastic explosives, and warheads for rockets / mortar shells. All of these follow a similar pattern of construction: printing the necessary casing from the armylathe, adding a detonator assembly, adding containers with chemicals up to the casing&#039;s volume, and locking the bomb to finish. With the right combination of chemicals, they can all be made significantly stronger than their standard issue counterparts.  Alt-clicking an explosive casing or a warhead toggles the blast dampening. Clicking on a reagent container or a assembly with a casing or warhead will insert it.&lt;br /&gt;
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&lt;br /&gt;
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Chemical explosives all have a minimum falloff of 25.&lt;br /&gt;
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===Bomb Casings===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:orange;width:70px;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
! style=&amp;quot;background-color:orange;width:120px;&amp;quot;|Printing Cost&lt;br /&gt;
! style=&amp;quot;background-color:orange;width:70px;&amp;quot;|Casing Volume&lt;br /&gt;
! style=&amp;quot;background-color:orange;width:120px;&amp;quot;|Explosive Capacity&lt;br /&gt;
! style=&amp;quot;background-color:orange;width:120px;&amp;quot;|Combustive Capacity&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomClaymore.png|64px]]|| &#039;&#039;&#039;Claymore (M20)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Useful for setting up traps.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Use a double igniter assembly for tripwire trigger (Work exactly like the req claymore).&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Tripwire trigger will make the explosion and shrapnel directional. This does not apply to fire.&amp;lt;br /&amp;gt;     &#039;&#039;&#039;-&#039;&#039;&#039; Detonator assembly may contain proximity sensor for increased trigger range.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Tripwire and proximity sensor has IFF.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Must be planted on the ground to detonate.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Can be disarmed with a multitool. || 4687 metal&amp;lt;br /&amp;gt;&#039;&#039;(1.2 sheets)&#039;&#039; || 120 || Power: 105&amp;lt;br /&amp;gt;Base Falloff: 60&amp;lt;br /&amp;gt;Shards: 32 || Intensity: 3-12&amp;lt;br /&amp;gt;Radius: 2-5&amp;lt;br /&amp;gt;Duration: 3-18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomGrenade.png|64px]]|| &#039;&#039;&#039;Grenade (M40)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039;  Smaller capacity and explosive potential than the M15.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Fits in underslung grenade launchers.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Detonator assembly can use timers. || 4687 metal&amp;lt;br /&amp;gt;&#039;&#039;(1.2 sheets)&#039;&#039; || 90 || Power: 175&amp;lt;br /&amp;gt;Base Falloff: 75&amp;lt;br /&amp;gt;Shards: 32 || Intensity: 3-20&amp;lt;br /&amp;gt;Radius: 1-5&amp;lt;br /&amp;gt;Duration: 3-24&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomLargeGrenade.png|64px]]|| &#039;&#039;&#039;Grenade (M15)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Higher capacity and explosive potential than the M40.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Fits in M81 and M92 grenade launchers.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Detonator assembly can use timers. || 8750  metal&amp;lt;br /&amp;gt;&#039;&#039;(2.3 sheets)&#039;&#039; || 180 || Power: 215&amp;lt;br /&amp;gt;Base Falloff: 90&amp;lt;br /&amp;gt;Shards: 32 || Intensity: 3-20&amp;lt;br /&amp;gt;Radius: 1-5&amp;lt;br /&amp;gt;Duration: 3-24&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomPlasticExplosive.png|64px]]|| &#039;&#039;&#039;Plastic Explosive (C4)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; An improvised explosive with a plastic casing. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Useful for setting up traps. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Detonator assembly can contain timer, proximity sensor or remote signaler.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Proximity sensor has IFF.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Small guaranteed explosion even without chemicals. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Must be planted on an object to detonate.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Can be disarmed with a multitool. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Does increased damage to structures (not walls) and mobs when planted on such, but this halves the power of the explosive wave. || 9375 metal&amp;lt;br /&amp;gt;&#039;&#039;(2.5 sheets)&#039;&#039;&amp;lt;br /&amp;gt;2500 plastic&amp;lt;br /&amp;gt;&#039;&#039;(1 sheet)&#039;&#039; || 180 || Power: 260&amp;lt;br /&amp;gt;Base Falloff: 90&amp;lt;br /&amp;gt;Shards: 64 || Intensity: 4-26&amp;lt;br /&amp;gt;Radius: 2-6&amp;lt;br /&amp;gt;Duration: 5-30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomRocket.png|64px]]|| &#039;&#039;&#039;Rocket (84mm)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Must be launched with the M5 RPG. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Assembled with an 84mm rocket warhead and rocket tube. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Warhead must contain assembly of two igniters. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Rocket tube must contain 60 units of methane fuel. || &#039;&#039;&#039;Warhead&#039;&#039;&#039;&amp;lt;br /&amp;gt;14062 metal&amp;lt;br /&amp;gt;&#039;&#039;(3.7 sheets)&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tube&#039;&#039;&#039;&amp;lt;br /&amp;gt;9375 metal&amp;lt;br /&amp;gt;&#039;&#039;(2.5 sheets)&#039;&#039; || 180 || Power: 300&amp;lt;br /&amp;gt;Base Falloff: 120&amp;lt;br /&amp;gt;Shards: 64 || Intensity: 4-30&amp;lt;br /&amp;gt;Radius: 2-7&amp;lt;br /&amp;gt;Duration: 5-36&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomMortar.png|64px]]|| &#039;&#039;&#039;Mortar Shell (80mm)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Must be launched with the M402 Mortar. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Assembled with an 80mm mortar shell and mortar warhead.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Warhead must contain assembly of two igniters.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Mortar shell must contain 60 units of hydrogen fuel. || &#039;&#039;&#039;Warhead&#039;&#039;&#039;&amp;lt;br /&amp;gt;14062 metal&amp;lt;br /&amp;gt;&#039;&#039;(3.7 sheets)&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Shell&#039;&#039;&#039;&amp;lt;br /&amp;gt;23437 metal&amp;lt;br /&amp;gt;&#039;&#039;(6.2 sheets)&#039;&#039; || 240 || Power: 360&amp;lt;br /&amp;gt;Base Falloff: 90&amp;lt;br /&amp;gt;Shards: 128 || Intensity: 5-40&amp;lt;br /&amp;gt;Radius: 3-8&amp;lt;br /&amp;gt;Duration: 5-48&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomMortar.png|64px]]|| &#039;&#039;&#039;Mortar Camera Shell (80mm)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Must be launched with the M402 Mortar. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Assembled with an 80mm mortar camera shell and a camera mortar warhead.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Warhead must contain assembly of two igniters.&amp;lt;br /&amp;gt;     &#039;&#039;&#039;-&#039;&#039;&#039; Mortar shell must contain 60 units of hydrogen fuel.  &amp;lt;br /&amp;gt;    &#039;&#039;&#039;-&#039;&#039;&#039; Meant to be used with [[Chemistry#flashpowder|Flash Powder]]. || &#039;&#039;&#039;Warhead&#039;&#039;&#039;&amp;lt;br /&amp;gt;15000 metal&amp;lt;br /&amp;gt;&#039;&#039;(4 sheets)&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Shell&#039;&#039;&#039;&amp;lt;br /&amp;gt;23437 metal&amp;lt;br /&amp;gt;&#039;&#039;(6.2 sheets)&#039;&#039; || 180 || Power: 360&amp;lt;br /&amp;gt;Base Falloff: 90&amp;lt;br /&amp;gt;Shards: 128 || Intensity: 5-40&amp;lt;br /&amp;gt;Radius: 3-8&amp;lt;br /&amp;gt;Duration: 5-48&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Detonation Assemblies===&lt;br /&gt;
Detonation assemblies can be made by mixing the components below in various ways. The components has two possible states: locked or ready for attachment. Use a screwdriver to switch between the states. When locked, you can use the assembly to change the settings of any sensors inside. The assembly must be locked to attach it to a bomb.&lt;br /&gt;
&lt;br /&gt;
Most assemblies have a &#039;&#039;&#039;blast dampening&#039;&#039;&#039; feature which, when activated causes the explosion&#039;s falloff to become exponentially higher the further away it is from the explosion. This is used for example, When you have a rocket with high explosive power, You would want the explosion to be devastating but don&#039;t want it to kill the user, So enabling wave dampening will cause the explosion to completely disappear or be negligible if fired from even a relatively close distance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#4D4D4D; color: white;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:#4D4D4D; color: white;&amp;quot;|Name&lt;br /&gt;
! style=&amp;quot;background-color:#4D4D4D; color: white;&amp;quot;|Explanation&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Igniter.png|64px]]|| Igniter || At least one igniter is required in all detonation assemblies. Two igniters can be combined for instant detonation when primed. When primed, the igniter will ignite the contents of the bomb, causing an explosion or combustion (or both), depending on the chemical contents of the bomb.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProxSensor.png|64px]]|| Proximity Sensor || When activated, the proximity sensor will detect movement within the defined radius. When a non IFF target is detected, it will trigger after the defined delay, priming the igniter. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Signaller.png|64px]]|| Remote Signaler || When activated, all other signalers using the same frequency will trigger. Signaler bombs should thus be provided with a separate signaler. Signalers on plastic explosives explode after a 3 second delay.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Timer.png|64px]]|| Timer || When activated, the timer will trigger after the specified time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Explosions and Fire===&lt;br /&gt;
Ordnance Technicians are not chemists and can not make medicine. But they are familiar enough with chemistry to know how to make things go bang. Beware that some chemicals can be sensitive, spontaneously igniting when more than a certain amount is mixed at the same time (&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;!&amp;lt;/span&amp;gt; = 60u, &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;!!&amp;lt;/span&amp;gt; = 5u, &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt; 0u). If research has been making custom explosive chemicals for you, then they will always have some sensitivity. Make sure they tell you about this. Below is a chart for all the chemical reactions you need to know. And a list of all chemicals that can be used in explosions and fire, and how they modify said explosions and fire. Additionally, iron can be used to make shrapnel and phoron can be used to make incendiary shrapnel.&lt;br /&gt;
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&amp;lt;center&amp;gt;[[File:ChembombChart.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
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{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|EXP}}[[#EXP|EXP]]&lt;br /&gt;
|Explosive&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
{{Explosive Effects}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|FLW}}[[#FLW|FLW]]&lt;br /&gt;
|Flowing&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
{{Flowing Effects}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|FUL}}[[#FUL|FUL]]&lt;br /&gt;
|Fueling&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
{{Fueling Effects}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OXI}}[[#OXI|OXI]]&lt;br /&gt;
|Oxidizing&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
{{Oxidizing Effects}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!  class=&amp;quot;headerSort headerSortUp&amp;quot; style=&amp;quot;background-color:dimgray; color:white;&amp;quot;|Name&lt;br /&gt;
!  style=&amp;quot;background-color:darkorange; color:white;&amp;quot;|Power Mod&lt;br /&gt;
!  style=&amp;quot;background-color:darkorange; color:white;&amp;quot;|Falloff Mod&lt;br /&gt;
!  style=&amp;quot;background-color:darkred; color:white;&amp;quot;|Intensity Mod&lt;br /&gt;
!  style=&amp;quot;background-color:darkred; color:white;&amp;quot;|Radius Mod&lt;br /&gt;
!  style=&amp;quot;background-color:darkred; color:white;&amp;quot;|Duration Mod&lt;br /&gt;
!  class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:darkred; color:white;&amp;quot;|Burn Color Mod&lt;br /&gt;
|-&lt;br /&gt;
| Ammonium Nitrate || 0.4 || 1.5 || 0.5 || 0 || -0.2 || Orange&lt;br /&gt;
|-&lt;br /&gt;
| ANFO || 1 || -0.6 || 0 || 0 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| Carbon || 0 || 0 || 0 || 0 || 1 || Gold&lt;br /&gt;
|-&lt;br /&gt;
| Chlorine Trifluoride || 0 || 0 || 1.6 || -0.08 || -0.8 || Dark Orange &lt;br /&gt;
|-&lt;br /&gt;
| Copper || 0 || 0 || 0 || 0 || 0 || Green &lt;br /&gt;
|-&lt;br /&gt;
| Cyclonite || 1.5 || -0.4 || 0 || 0 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| Ethanol || 0 || 0 || 0.2 || 0.1 || 0.2 || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Hexamine || 0 || 0 || 0 || 0 || 0.5 || Orange &lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen || 0.15 || 0 || -0.5 || 0.2 || -0.5 || Light cyan&lt;br /&gt;
|-&lt;br /&gt;
| Lithium || 0 || 0 || 0.15 || 0 || 0 || Deep pink &lt;br /&gt;
|-&lt;br /&gt;
| Methane || 0.15 || 0 || -0.35 || 0.1 || 0.25 || Dark blue &lt;br /&gt;
|-&lt;br /&gt;
| Napalm || 0 || 0 || 0.45 || 0.06 || 0.75 || Light orange &lt;br /&gt;
|-&lt;br /&gt;
| Nitroglycerin || 1 || -0.5 || 0 || 0 || 0 || None &lt;br /&gt;
|-&lt;br /&gt;
| Octogen || 2 || -0.2|| 0.4 || -0.02 || -0.2 || Orange &lt;br /&gt;
|-&lt;br /&gt;
| Oxygen || 0 || 0 || 0.75 || -0.08 || 0 || Light Blue &lt;br /&gt;
|-&lt;br /&gt;
| Phoron || 0 || 0 || 0.4 || 0.05 || -0.75 || Dark red &lt;br /&gt;
|-&lt;br /&gt;
| Phosphorus || 0 || 0 || 1 || -0.12 || 0.1 || Peach &lt;br /&gt;
|-&lt;br /&gt;
| Potassium-chloride || 0 || 0 || 0.1 || 0 || 0 || Purple &lt;br /&gt;
|-&lt;br /&gt;
| Potassium-hydroxide || 0.5 || 0 || 0 || 0 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| Sodium-chloride || 0 || 0 || 0.1 || 0 || 0 || Yellow &lt;br /&gt;
|-&lt;br /&gt;
| Thermite || 0.5 || 1 || 0.3 || -0.08 || 0.9 || Light orange &lt;br /&gt;
|-&lt;br /&gt;
| Water || 0 || 0 || -3 || 0 || 0 || None &lt;br /&gt;
|-&lt;br /&gt;
| Welding Fuel || 0.12 || -0.1 || 0.1 || -0.08 || 0.7 || Orange &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Maintaining the Orbital Cannons==&lt;br /&gt;
----&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Orbital Cannon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:256px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Orbital_Cannon.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
Used for firing warheads at any currently orbited planets or nearby stations. It accelerates its payload with solid fuel for devastating results upon impact.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Loading/Reloading:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Load a warhead onto the Orbital Cannon Tray [[File:Orbital_Cannon_Tray.png]] &#039;&#039;&#039;(Powerloader required)&#039;&#039;&#039;.&lt;br /&gt;
*Load the required amount of solid fuel [[File:Orbital_Cannon_Fuel_Block.png|32px]] in the Orbital Cannon Tray &#039;&#039;&#039;(See Orbital Cannon Console)&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;Note that each round the fuel consumption of each warhead is randomized.&#039;&#039;&lt;br /&gt;
*Open the Orbital Cannon Console&#039;s interface. &lt;br /&gt;
*Load the Tray into the Cannon. &lt;br /&gt;
*Chamber the Tray&#039;s content into the cannon barrel. &#039;&#039;&#039;(can&#039;t be undone!)&#039;&#039;&#039; &lt;br /&gt;
*Staff Officers can now fire the Orbital Cannon from their console. &lt;br /&gt;
*After firing, unload the Tray from the Orbital Cannon. &lt;br /&gt;
*Examine the Tray to make sure it is empty and operational. &lt;br /&gt;
*Repeat the process from the start to reload.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|[[File:HE_Orbital_Warhead.png]]&lt;br /&gt;
| Causes a devastating explosion in a large radius upon impact with it&#039;s designated target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Incendiary_Orbital_Warhead.png]]&lt;br /&gt;
| Releases a fiery payload over the targeted area. Extremely large radius.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cluster_Orbital_Warhead.png]]&lt;br /&gt;
| Releases a cluster of explosives over the targeted area. To suppress any enemies advancing as well as pulverising and terrorising anything within range .&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Troubleshooting:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*If you&#039;ve loaded a tray with an incorrect payload, you can still unload the tray&#039;s payload as long as it hasn&#039;t been chambered. &lt;br /&gt;
*If an incorrect payload is chambered, it can only be removed by firing it. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using the AA Cannon ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;AA Cannon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:256px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:AA_Cannon.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
The IX-50 is a state-of-the-art Micro-Gravity and Air Defense system capable of independently tracking and neutralizing threats with rockets strapped onto them.&lt;br /&gt;
&lt;br /&gt;
In order to utilise the defensive capabilities, you simply select the area you want to defend.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; You must set the area to be defended before any incoming object is en-route to the ship.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Defendable Areas:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Upper Foreship (CIC Area)&lt;br /&gt;
*Upper Midship (Upper medbay/research)&lt;br /&gt;
*Upper Aftship (Upper Engineering/Self Destruct)&lt;br /&gt;
&lt;br /&gt;
*Lower Foreship (Vehicle Bay, Hangar)&lt;br /&gt;
*Lower Midship (Medbay, Brig, Briefing Room)&lt;br /&gt;
*Lower Aftship (Requisitions, Cryo-stasis, Engine) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Maintaining the Dropships==&lt;br /&gt;
----&lt;br /&gt;
As an Ordnance Technician, your faster use of the powerloader and inferior rank to the [[Pilot Officer]] means &#039;&#039;&#039;you&#039;&#039;&#039; are expected to load their dropships up for them. Head to the hangar, grab a powerloader (click-drag yourself onto it, or right click -&amp;gt; enter powerloader), and ask them what needs loading and where. Pickup the desired modules and attach them onto the appropriate port on the dropship. Communicate with the Pilot Officer in person or over the engineering channel to print new equipment from the dropship fabricator in the future, and be ready to reload their ordinance (Use an empty ripley clamp to take out expended ammunition then use the other hand to load a fresh batch of ammo, for example: 30mm, mini rockets etc.) when they return from close air support missions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the dropships seats have been flattened you can re-build them by using a [[File:Welder.gif|32px]] welder and then a [[File:Wrench.png|32px]]wrench.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Duties==&lt;br /&gt;
----&lt;br /&gt;
Because of your engineering skills, you may occasionally be tasked to perform other duties such as ship maintenance, vehicle maintenance, or FOB duty. You will find the [https://cm-ss13.com/wiki/Guide_to_Engineering guide to engineering] and [https://cm-ss13.com/wiki/Guide_to_construction guide to construction] useful for this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Vehicles===&lt;br /&gt;
As an ordnance technician you are capable of repairing and replacing vehicle modules. [https://cm-ss13.com/wiki/Vehicle_Crewman The Vehicle Crewmen] will usually take care of this themselves, but special circumstances may require you to assist. Remember to check with the vehicle crewman about which modules they&#039;d like attached. &lt;br /&gt;
&lt;br /&gt;
===FOB duty===&lt;br /&gt;
Command may find it necessary to send a few OTs down to the FOB to keep it running, repaired, and ready for action. Keep in touch with your Chief Engineer as much as possible when deploying. The Squad Engineers will be subordinate to you, so should it be necessary, you can order them around on FOB related matters; try to have them do any dangerous frontline work.&lt;br /&gt;
&lt;br /&gt;
===Grunt Work===&lt;br /&gt;
You may get ordered to replace lights, do cleaning, or look through the disposals room for anything valuable tossed away, because of your maintenance access and often not being particularly busy. Don&#039;t whine about it.&lt;br /&gt;
&lt;br /&gt;
===Almayer Projects===&lt;br /&gt;
If you&#039;ve gotten chamber sick from the workshop, you can always ask for the proper legal authorization to construct or modify a part of the Almayer to occupy yourself with something creative. If you can&#039;t think of what to create, ask for ideas from other folks or just explore the Almayer until an idea pops into your head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Your Skillset==&lt;br /&gt;
[[File:OT skill set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
==Reading and Sources==&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?5511-Kryth-s-Guide-for-blowing-up-marines-OT-Guide Kryth&#039;s Guide for blowing up marines] - By Kryth&lt;/div&gt;</summary>
		<author><name>Huskarl</name></author>
	</entry>
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