General Background: Crew numbers have been adjusted for the new map in order to make things feel more interdependent and tight, some jobs have been combined or done away with entirely. Currently the total number of crew slots is capped at 80 counting assistants and synthetics, with room for expansion if needed. Most departments have a head, 3 general laborers, and two specialists. Research has twice as many slots as most departments. People rotate as needed out of cryostorage. The Crew/Passenger Split has been made clear, available ranks for Crew have been listed, with the spawning default bolded, along with position in the Chain of Command. If position in the Chain is not listed, rank matters. To avoid any confusion, ranks will be listed in order at the end of the roster. This is currently not implemented fully on the map, spawns, access, and job equipment still need to be set up.





Command : Obey Sol Central Government Law and pursue the Mission. Lead the Crew and Passengers. Keep the Expedition alive. Organized by position in the Chain of Command. While the RD, Corporate Liaison, and Sol Central Government Representative don't have official ranks as part of the Expeditionary Corps, they are still part of Command. 10 personnel.





1x Commanding Officer: Rename of the Captain. Head Honcho. Big cheese. You wear the pants. You know how this goes, you've been captaining vessels like this for years. You're in charge of the Torch, both crew and passengers, you have the final say on everything, but should delegate more than do. Coordinate through your heads. Go down with the ship. Command Crew . First in Command. Can ONLY be Expeditionary Corps (Captain (Expeditionary Corps) )





1x Executive Officer: Rename of the Head of Personnel. Back up the CO, in charge of personnel management, responsible for managing access and IDs, directly in charge of the Service Department and anyone not directly under a department head. Help the CO execute his will. Oversee discipline for the Crew. Command Crew . Second in Command. (Commander, Lieutenant Colonel, Lieutenant Commander, Major)





1x Research Director: Direct supervisor of research and mining, as well as any away missions. Works for NanoTrasen. Tasked with discovering new and valuable things. Command Passenger . Third in Command. Unranked, but unless overruled by the CO or XO, has authority over the Crew. Also has penultimate control over all NanoTrasen employees.





1x Chief Medical Officer: Lead the people trying to keep everyone alive. Keep the crew healthy, physically and mentally, and most importantly alive. Advise the CO in matters of health. Command Crew . (Lieutenant Commander, Lieutenant (Fleet) , Lieutenant Junior Grade) Outranks even the CO in medical matters. Can remove any member of the Crew from their position for medical reasons, cannot do so for passengers.





1x Chief Engineer: Lead the engineering crew. Keep the lights on and the engine purring. Make sure everyone can breathe. Advise the CO in the matters of vessel integrity and status. Maintain the lawed synthetics. Command Crew . (Lieutenant (Fleet) , Captain, Lieutenant Junior Grade, 1st Lieutenant, Ensign, 2nd Lieutenant)





1x Chief of Security: Lead the security team to victory or death. More likely death. Advise the CO in matters of ship security and safety. Ensure the crew follows Shipboard Regulations and SCG Law. Command Crew . (Lieutenant (Fleet) , Captain, Lieutenant Junior Grade, 1st Lieutenant, Ensign, 2nd Lieutenant)





1x NanoTrasen Corporate Liaison: Represent the interests of the Company. Keep the mission focused on the opportunities for research and business. Advise the CO and RD on matters of company policy. Report back to NanoTrasen with progress. Investigate breaches of Corporate Regulations. Command Passenger . Not directly in the Chain of Command. Answers directly to NanoTrasen. Cannot give orders to anyone.





1x SolGov Representative: Represent the interests of SolGov. Keep the mission focused on the opportunities for diplomacy and discovery. Advise the CO on the SolGov Charter and the Mission. Report back to SolGov with progress. Investigate breaches of the Solgov Charter. Command Crew . (No rank, civilian) Not directly in the Chain of Command. Answers directly to SolGov. Cannot give orders to anyone.



1x Senior Enlisted Advisor: Advise the Commanding Officer and Executive Officer, and support the decisions they make with 110% of your being. Maintain good order and discipline, especially uniform and courtesy standards. Act as a link between the officers of the crew and the enlisted members of the crew. Command Crew . (Master Chief Petty Officer, Sergeant Major, Senior Chief Petty Officer, First Sergeant) The most senior enlisted member of the crew. Not an officer so outranked by anyone wearing gold.



2x Bridge Officers: Assist command staff as needed. Pray that one day you can fly the ship. Help manage the chaos that is a starship. Pout when the SEA doesn't salute you. Essentially a command assistant. Command Crew . (Ensign, 2nd Lieutenant) Below heads of staff in the chain of command.



Crew : Obey the Chain of Command, Rank, and Shipboard Regulations. Keep the ship running and safe, and the crew and passengers alive and well. Wear the Uniform and Rank of the Expeditionary Corps or their original SolGov organization. Crew do NOT outrank Passengers, but also don't not have to follow their orders unless instructed to do so by someone higher in rank. During an emergency, on Red Alert, can give Passengers commands. Has access to maintenance and the foyers of all crew departments. Due to the duration of the mission, the Crew is permitted to wear civilian clothes when off duty. Limited to Humans, but any human can join the Expeditionary Corps if they swear they've severed corporate and colonial ties. (All crew will spawn with an Expeditionary Corps Uniform and Rank, but can wear others if selected from setup. Accessories for Rank, badges and other identifying marks for SolGov organizations will be made available. If you want special cits for off-duty, you'll have to get them from the loadout, but don't let your superior catch you wearing them while working.) 20 personnel.





1x Senior Engineer: Put out the dead engineer on fire at the bottom of a Z level transfer. Manage the engineering crew. Ensure proper operation of the engine and atmospherics. Train junior engineers. Assist the Chief Engineer in any way necessary. Crew . (Senior Chief Petty Officer, Master Sergeant, Chief Petty Officer, Gunnery Sergeant, Petty Officer First Class, Staff Sergeant, Petty Officer Second Class, Sergeant)





4x Engineers: Make sure nothing is on fire. Fall down Z level transfers. Keep the Torch running and moving. Keep the crew breathing. Crew . (Petty Officer Second Class, Sergeant, Petty Officer Third Class, Corporal, Crewman, Lance Corporal)

3x Masters at Arms: Sit at the bar and whiskeyboard your own liver. Ensure the crew follows Shipboard Regulations and that the passengers don't get out of hand. Protect the Torch and its crew from any and all hostile space nonsense. Probably just protect the Torch from mice in maintenance. Crew . (Petty Officer Third Class, Corporal, Crewman, Lance Corporal, Crewman Apprentice, Private First Class)





1x Brig Officer: Wish you could whiskeyboard your own liver while you sit in the Brig watching over any detained passengers or crew and the Brig Armory. Manage the security team. Drill new masters at arms in security protocol. Act as a second in command to the Chief of Security. Crew . (Senior Chief Petty Officer, Master Sergeant, Chief Petty Officer, Gunnery Sergeant, Petty Officer First Class, Staff Sergeant, Petty Officer Second Class, Sergeant)





1x Forensic Technician: Investigate any violations of Shipboard Regulations with all the forensic technology available to you. Wish you had a cool antique gun. Complain that the MAs see all the action. Crew . (Petty Officer Second Class, Sergeant, Petty Officer Third Class, Corporal, Crewman, Lance Corporal)





2x Senior Physicians: Manage the medical team, perform surgery, guide trainees and rookies. Assist the Chief Medical Officer in any capacity required. Crew . (Lieutenant Junior Grade, Ensign, Senior Chief Petty Officer, Chief Petty Officer) The middle step between CMO and the rest of medical. This is the role for official surgeons as well.





3x Physicians: Keep the crew alive and well. Provide routine and emergency medical care. Perform surgery when required. Yell at people when they refer to you by your rank instead of Dr. or Corpsman, or vice versa. Crew . (Petty Officer First Class, Petty Officer Second Class, Petty Officer Third Class, Crewman) Includes more junior roles like Nurse or Orderly.



1x Deck Officer: Manage your two minions and the hangar deck. Make sure the crew and passengers have all the supplies they need. Cooperate with mining so that you can requisition more party crates. Crew . (Ensign, 2nd Lieutenant, Chief Petty Officer, Gunnery Sergeant, Petty Officer First Class, Staff Sergeant, Petty Officer Second Class, Sergeant)





2x Deck Technicians: Watch the hangar deck and supply office, move boxes around at the command of the Deck Officer. Operate shuttles for away missions until the Torch gets some real goddamn pilots. Crew . (Crewman, Lance Corporal, Crewman Apprentice, Private First Class)





2x Janitor: Have even more maintenance to not clean. Wonder what glorious messes lurk inside research. Complain about how you didn't sign up for this shit, literally. Crew . (Crewman, Lance Corporal, Crewman Apprentice, Private First Class)





1x Cook: Feed the crew and grow fresh food to eat. Make sure the Galley doesn't go unused. Probably kill everyone with uncooked seafood. Argue with the bartender about who the crew loves more. Crew . (Crewman, Lance Corporal, Crewman Apprentice, Private First Class)



1x SolGov Pilot: Argue with the corporate pilot over who gets the Calypso. Lord your bomber jacket and aviators over the other officers. Play volleyball. Crew . (Lieutenant Junior Grade, 1st Lieutenant, Ensign, 2nd Lieutenant)



Passengers : Obey the RD, and the CO. Do the research and exploration for the Expedition. Go on away missions and make contact with new and amazing alien life. Find a way to turn a profit on all this. Mine resources and salvage equipment to help Research, and then the Torch if any is left over. Work for NanoTrasen, but it's a bad idea to let the Crew see you breaking SolGov Law or Shipboard Regulations. Does NOT outrank Crew, but doesn't have to obey their orders on Green or Blue Alert. Passengers have access to almost all Research areas. 14 personnel.



1x Senior Researcher: Coordinate research efforts. Assist the Research Director in managing NanoTrasen personnel. Lead Away Teams, try to get everyone home alive. Fail. Passenger .



1x NanoTrasen Pilot: Drive the bus full of researchers wherever they need to go. Get yelled at by the deck crew when you bring the shuttle back painted in bodily fluids. Passenger .



6x Scientists: Work in the various labs or go on exploration/xenoarch/salvage missions. Probably blow up the ship. Laugh at the MAs when they try to boss you around. Abuse alien life for fun and profit. Passenger .

4x Prospectors: Go on wacky space adventures, and don’t let anyone else join in on the fun. Pick through the ruins of ancient civilizations. Remember you need resources for a mech, frantically go mining. Part of any good away mission. Passenger .





2x Security Guard: Obey the RD and the Research Team, they're the entire reason you're here. Protect the scientists from their own creations. Protect the scientists' creations from the Crew. Keep the Away Teams safe. Covet your Hazard Hardsuit. Make sure your fellow NanoTrasen employees are obeying Corporate Regs, unless the RD says otherwise. Passenger . This position could be interesting, might stay or go depending on how testing goes. Obeys all members of the Research Team, while you should be keeping Shipboard Regulations in mind, they aren't what you are enforcing, you enforce the will of the RD and protect your team. If you feel charitable, you could help the Liaison or RD enforce Corporate Regs.





Synthetics : Obey passengers and crew alike, but your laws above all. Perform whatever tasks your masters deem necessary, assuming they don't break your laws. 4 personnel.





1x Artificial Intelligence: Monitor your masters and anticipate their every need. Obey your laws. Synthetic .





3x Cyborgs/Robots/Androids: Assume whatever role your masters need most. Obey your laws, and your master AI. Synthetic .





Mixed/ Contractors : The various assistant and contractor roles. Separate from the main categories for various reasons. 26 personnel.





1x Bartender: Serve the crew and passengers with a wide variety of tasty beverages. Act as an unlicensed Psychiatrist to drunk people. Mourn the loss of the shotgun. Passenger. Contractor . Service Department, answers to the XO.





1x Supply Assistant : Assist the Deck Crew with anything they need. Man the Supply desk. Wish you could go in maintenance with the cool kids. Passenger . Contractor . Supply Department, answers to the Deck Officer.





1x Virologist

: Research a variety of horrifying illnesses. Treat sickness in the rare

occasions

it crops up. Passenger . Contractor . Medical Department, answers to the CMO.





1x Medical Assistant

: Assist the Infirmary staff with anything they need. Act as an orderly or nurse.

Passenger

.

Contractor

. Medical Department, answers to the CMO.





1x Chemist:

Prepare medications for medical, and for anyone with a prescription. Still not research, poor guy.

Passenger

.

Contractor

. Medical Department, answers to the CMO.





1x Counselor: Keep the crew mentally and spiritually healthy. Has access to the chapel and medbay. Provide funeral services, including burials in space if requested. Probably get killed in your office by a cultist or something. Passenger . Contractor . Medical Department, answers to the CMO.

1x Roboticst

: Assist in the resleeving of dead personnel. Provide medical care to augmented and synthetic personnel. Build, Repair, and Maintain the Synthetics aboard the Torch. Build, Repair, and Maintain Exosuits, Hardsuits, and Voidsuits. Have access to the R&D lab so you can get some general research done when the scientists are slime food.

Passenger

.

Contractor

. Engineering Department, answers to the CE.



2x Maintenance Assistant

: Assist engineers with anything they need. Perform basic repairs on malfunctioning equipment, broken lights, and cracked windows.

Passenger

.

Contractor

. Engineering Department, answers to the CE.





8x Passengers: Relax, enjoy the ride. Document the expedition. Work in Hydroponics. Provide some kind of special function. Passenger . May or may not be NanoTrasen sponsored. Basically the default assistant/RP role. Has no special access or authority. Do what you'd like with it, it'll include a few alt-titles and loadouts including: Historian(Librarian), Gardener, Journalist, and Private Investigator.





4x Research Assistants: Obey the RD and Research Team. Help the RD and the Research Team with whatever they need. Run and get supplies, clean, be a test subject, and anything else they require. Passenger . NanoTrasen employee. Has access to General Research, R&D, Misc Research, Storage, and nothing else. Basically a gofer or secretary for Research.





4x Crewmen: Be an assistant for the crew. Be assigned to a department by the XO. Try to learn the job you've been assigned to. Obey your superiors, which is pretty much everyone. Crew . (Crewman Apprentice, Private First Class) Has basic crew access, but not much further. Good way for new players to get into the SolGov thing.



4x Off-Duty Personnel: Take a load off. Watch as the ship descends into chaos and ignore the cries for help. Complain when everyone ignores your orders Off-Duty. Both NanoTrasen and SolGov personnel in an off-duty capacity, can wear any clothes, but spawns with no rank or authority. If you join as Off-Duty just to get around a slot restriction, you're going to have a bad time.





Ranks of the Sol Central Government Expeditionary Corps, Fleet, and Marine Corps. ​

Higher rank numbers are higher in rank.

Fleet/Expeditionary Corps

Officers : Addressed as Sir/Ma'am by subordinates, rate a salute if outdoors. Mr./Ms. or Name and Rank to superiors.

O-6: Captain

O-5: Commander

O-4: Lieutenant Commander

O-3: Lieutenant

O-2: Lieutenant Junior Grade (JG)

O-1: Ensign



Enlisted: Addressed with Name and Rank by subordinates and superiors, no salute.

E-9: Master Chief Petty Officer

E-8: Senior Chief Petty Officer

E-7: Chief Petty Officer

E-6: Petty Officer 1st Class

E-5: Petty Officer 2nd Class

E-4: Petty Officer 3rd Class

E-3: Crewman

E-2: Crewman Apprentice

E-1: Crewman Recruit





Marine Corps

Officers: Addressed as Sir/Ma'am by subordinates, rate a salute if outdoors. Mr./Ms. or Name and Rank to superiors.

O-6: Colonel

O-5: Lieutenant Colonel

O-4: Major

O-3: Captain

O-2: 1st Lieutenant

O-1: 2nd Lieutenant



Enlisted: Addressed with Name and Rank by subordinates and superiors, no salute.

E-9: Sergeant Major/Master Gunnery Sergeant

E-8: First Sergeant/Master Sergeant

E-7: Gunnery Sergeant

E-6: Staff Sergeant

E-5: Sergeant

E-4: Corporal

E-3: Lance Corporal

E-2: Private First Class

E-1: Private

