Salvager

From Sojourn
Revision as of 05:26, 1 March 2023 by Cdb (talk | contribs)
This article is outdated and needs to be updated to the recent version of the code
Reason:
Out of date references to incorrect version of longarm law

If you want to make changes, please contact the Wiki Maintainer: User:LillyTrilby or CodeCat: User:LillyTrilby for typo corrections and other quick changes.

Salvager

"Take everything not nailed to the floor!"

Department:

Prospectors

Access:

Prospector prep area, prospector locker room

Supervisors:

Expedition Foreman

Difficulty:

Medium

Salvagers are the brains of the expedition team and focus primarily on keeping the team alive and providing technical support. Unlike the prospectors who specialize in combat the salvager specializes in construction, medical skills, and looting. While still capable of combat a salvagers primary focus should always be on support rather than direct confrontation.

Setup

Unlike other members of the expedition team your kit will differ vastly. A salvager fulfills the position of both engineer and medic and should have a keen understanding of both to some degree.

A salvager is expected to know and perform the following:

  • How to construct and deconstruct walls, tables, lockers, crates, and airlocks.
  • How to hack airlocks with and without power.
  • How to diagnose and treat common injuries such as bullet wounds, burns, and toxin damage. This includes knowing the best preventive measures.
  • How to perform field surgery to remove shrapnel, mend damaged organs, and fix broken bones.
  • How to make use of the minimum amount of supplies for the maximum amount of benefit.

Your Equipment

A salvager should carry a fully equipped tool belt, preferably with augmented tools for speed and precision, a medical belt loaded with their preferred chemicals. In addition to their basic belts they should also carry whatever medkits they believe they'll need and additional pills. A salvager should prioritize his medical and engineering equipment over ammo and weapons, leave the violence for the foreman and his prospectors. Your load out should focus on support, not direct combat.

Weaponry and You

Unlike the rest of the crew, who are not permitted to have rifles/experimental weapons, you are permitted to carry weapons to further your job as necessary, this include legal carry for long arms not a grenade launcher. In general however, you should only carry a weapon if you plan to use it, there is no reason to have a slung shotgun while sitting at the bar or being off duty. Note that this only applies if you're on active duty in the prospector department, being off duty or another secondary job is not a valid reason to carry a rifle.

Jobs on Sojourn

Command Premier, Steward, Blackshield Commander, Warrant Officer, Guild Master, Chief Research Overseer, Chief Biolab Overseer, Prime, Surface Operations Manager, Expedition Foreman
The Marshals Warrant Officer, Officer, Supply Specialist, Ranger
Blackshield Blackshield Commander, Sergeant, Corpsman, Trooper
The Guild Guild Master, Guild Adept
Soteria Medical Chief Biolab Overseer, Medical Doctor, Psychologist, Lifeline Technician
Soteria Science Chief Research Overseer, Scientist, Roboticist
Prospectors Expedition Foreman, Prospector, Salvager
The Church Prime, Vector
Lonestar & Civilian Surface Operations Manager, Bartender, Botanist, Chef, Janitor, Cargo Technician, Lonestar Miner, Colonist
Colony-Bound AI, Cyborg, Maintenance Drone, Personal AI, Ghost, Mouse
The Lodge Huntmaster, Hunter