Jobs
Data is potentially outdated | |
Last updated for version 0.15.12.0 Last mentioned in changelog 1.2.6.0 The current game version is 1.4.6.0 |
Each crew member is assigned a different job. This job determines how well they excel at certain fields, in addition to giving them unique ID Cards and starting equipment. New crew members are able to be hired from the Crew Management at any Outpost. The price and availability of people in each field can vary.
Each job is given a range of how good they are certain skills. These can vary as well.
Captain
“ | 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
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:Veteran's Jacket icon.png Veteran's Jacket
- ID Card
- Revolver( Revolver Round x6)
- Headset( Battery Cell)
- Captain's Pipe
Renegade
"Renegade captains are a thorn in the establishment's side. They use a combination of daring and aggressive maneuvers to keep the Coalition off balance."
- Renegade's Hat
- File:Renegade's Jacket icon.png Renegade's Jacket
- ID Card
- Revolver( Revolver Round x6)
- Headset( Battery Cell)
- Anabolic Steroids
Admiral
"Captains of the Coalition adhere to a strict set of rules. That doesn't stop them from coming up with new innovations to hunt down their enemies."
- Admiral's Hat
- File:Admiral's Uniform icon.png Admiral's Uniform
- ID Card
- Stun Baton( Battery Cell)
- Headset( Battery Cell)
- Harmonica
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
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
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."
- Baseball Cap
- Headset( Battery Cell)
- File:Mechanic's Jumpsuit icon.png Mechanic's Jumpsuit
- ID Card
- Error creating thumbnail: File missing Crowbar
- Toolbelt
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
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
- File:Commando's Fatigues icon.png Commando's Fatigues
- ID Card
- Stun Baton( Battery Cell)
- SMG( SMG Magazine)
- Diving Knife
- File:Bandage icon.png Bandage
- Anabolic Steroids
Peacekeeper
"These peacekeepers are dedicated to keeping the peace at any cost. Preferably but not necessarily using non-lethal force."
- Riot Helmet
- Headset( Battery Cell)
- Body Armor
- File:Security Officer's Uniform icon.png Security Officer's Uniform
- ID Card
- Stun Baton( Battery Cell)
- Stun Gun( Stun Gun Dart x2)
- Diving Knife
- File:Bandage icon.png Bandage
- Handcuffs
- Stun Gun Dart
Gunner
"Submarine gunners are trained not only to shoot accurately with coil and railguns but also to keep them in working condition."
- Gunner's Helmet
- Headset( Battery Cell)
- Body Armor
- File:Gunner's Uniform icon.png Gunner's Uniform
- ID Card
- Revolver( Revolver Round x6)
- File:Bandage icon.png Bandage
- Wrench
Medical Doctor
“ | Maintaining the key resource: the people. | „ |
Medical Doctors are capable of creating various drugs using the Medical Fabricator, as well as diagnosing and treating the myriad afflictions that hinder the crew. In multiplayer, there can only be two doctors per-ship.
Responsibilities
- First aid
- Poisons and antidotes
Skills
- Medical: 40 - 50
- Weapons: 15 - 25
- Mechanical: 15 - 25
- Electrical Engineering: 15 - 25
- Helm: 5 - 10
Starting Equipment
The Medical Doctor has 2 sub-job item sets:
First responder
"Administering first aid often requires venturing into dangerous areas. These front-line medics have gear that offers them some protection against monsters and guns, while not compromising their mobility."
- Headset( Battery Cell)
- Health Scanner HUD
- File:Medic's Fatigues icon.png Medic's Fatigues
- ID Card
- Syringe Gun
- File:Bandage icon.png 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:Doctor's Uniform icon.png Doctor's Uniform
- ID Card
- Syringe Gun
- File:Bandage icon.png Bandage
- Morphine
- Tonic Liquid
- Naloxone
Assistant
Assistants don't have any specific responsibilities or areas of expertise, but gain experience 25% faster for all skills.
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: 20 - 30
- Mechanical: 20 - 30
- Electrical Engineering: 20 - 30
- Medical: 20 - 30
- Helm: 17.5 - 20