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 shop at each checkpoint. 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
“ | Naval visionary, seafarer, a genius. Possibly. | „ |
The captain is responsible for commanding the rest of the crew and trying to keep everything running smoothly. 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%
- Initiative: 50-100%
Starting Equipment
The Captain has 3 sub-job item sets:
Veteran
A veteran of Europan seas, this captain either inspires loyalty in their crew or keeps them in line by force.
- File:Captain's Cap.png Captain's Cap
- File:Captain's Jacket.png Captain'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.
Engineer
“ | The one who harnesses the power of nature. | „ |
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%
- Initiative: 50-100%
Starting Equipment
The Engineer has 2 sub-job item sets:
Nuclear engineer
Nuclear engineers are in charge of the sub's reactor. Occupational hazards require them to wear some protective gear against radiation.
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.
Mechanic
“ | Glue, duct tape and your nerve are the only things keeping the crew alive. | „ |
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%
- Initiative: 50-100%
Starting Equipment
The Mechanic has 2 sub-job item sets:
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.
Fabricator
A mechanic variant that specializes in making art (and supplies) out of crude materials.
Security Officer
“ | The backbone of violence. | „ |
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%
- Initiative: 50-100%
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.
- File:Peacekeeper Helmet.png Ballistic 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.
- File:Gunner Helmet.png Ballistic Helmet
- Headset( Battery Cell)
- Body Armor
- Gunner's Uniform
- ID Card
- Revolver( Revolver Round x6)
- Bandage
- Wrench
Medical Doctor
“ | Maintaining the key resource: the people | „ |
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%
- Initiative: 50-100%
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
- 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
- File:Pharmacologist's Uniform.png Medic's Fatigues
- 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.
Skills
- Weapons: 15-25%
- Mechanical: 15-25%
- Electrical Engineering: 15-25%
- Medical: 15-25%
- Helm: 12.5-15%
- Initiative: 65-100%