Table of Contents

Quartermaster

You're a Quartermaster! Let's make money!

Your 'official' job capacity is to take orders from the crew for such things as medicines, bots, and weapons. In practice, you often get a few orders early on from people looking for materials and then are mostly free to do what you want.

An active quartermaster will typically account for well over 90% of the crew's final score at the end of the round. They are also one of the few offices on the ship that actually turn a profit on a regular basis, so if the ship ends up in the black, it's often creditable to the QMs. While relatively meaningless in the long run, it's still kind of satisfying to see that while the rest of the crew was preoccupied with such important things as passing out in a pool of vomit, wearing their own ass as a hat, or trying and failing to strangle a chimpanzee, you've made the entire ship worth it.

Do not play this without some experience as a Cargo Technician first, or you'll ruin the round.

As a Quartermaster, your primary job is to order equipment to help keep the ship running. Make sure points aren't wasted, kick the clown out, and make sure your Cargo Techs aren't getting into trouble - and pull their arses out of the fire when they do get into trouble. You have up to three helpers to help you redistribute things throughout the ship. You also have authority over mining, and should try and coordinate the Miners to meet the needs of the ship – primarily, this means passing on requests from Robotics, Research, and Engineering.

You have sunglasses, a unique jumpsuit, mining access, and your own office. This is all that distinguishes you from a Cargo Technician. The Head of Personnel can waltz in at any time and order or take whatever they want.

Buy! Sell!

See that orange console, the Quartermaster's Console? Time to get acquainted with it. You're going to be spending a large amount of time glued to it. Go ahead, click on it! You'll get some options:

Your orders will usually arrive on Supply Shuttles, which must be manually unloaded, but some orders come flying through space, landing on the lower east conveyor belt in the supply dock. Turn on the conveyor belts to roll them into the QM office proper. The blast doors should automatically open for crates to come in, but they close after a while. If a crate hits the blast door while it is closed, further crates may pile up on the belt and cause a jam. Get a spacesuit and jetpack or a space pod to clear the jam and let crates keep coming in.

To sell items, just load them (in a crate) on the upper east conveyor belt and turn it on. It will be catapulted into space and sold for sweet cash. Somehow. Don't forget to tag the crate if you're responding to a specific trade offer, or its contents will just be sold on the public market instead.

The Cargo Bay and your office is filled with paper, paper and more paper. Most importantly, there is a console to order items. Everything that people will expect you to order that cannot be procured from the autolathe will show up on the Supply Shuttle once it arrives at CorpComm. Each order will produce a requisition form, which is usually best just shoved in the adjacent filing cabinet and forgotten until Security kicks down your door demanding to know who flooded the ship with shotguns and clown outfits. In general, try and make sure that you know who ordered what. Don't worry about point-jackers, either: Your console and the one in the Cargo Office are locked, requiring Cargo Bay access to function, meaning that only your subordinates (Cargo Technicians) and Superiors (Captain and Head of Personnel) can order stuff.

Playing the Stock Market

You can also earn more credits by playing the stock market. The Stock Exchange consoles have logs; be sure to check them periodically to make sure your cargo techs aren't putting all your points into shitty penny stocks.

What's in Those Crates?

See the list of Supply crates.

First Things First

You start with quite a few credits in the supply budget, so here are some good first choices for the prepared Quartermaster:

How To Order Crates

“Robotics is bugging me for a Ripley Crate - Everyone point and laugh.”

Crates are the lifeblood of your department. Ideally, you'll be ordering quite a few of them. There are very few jobs who will require a crate early into the round, so until something special happens or their progress gates are met, you'll have the pool of credits to play with all to yourself. This includes the Autolathe. While you start with no materials, Auxiliary Tool Storage is just a ten-second walk away and will keep the lathe running for quite some time if you get all the metal and glass.

Eventually, you'll get a feel for what different people want. The Roboticist will almost always want metal and glass, while the Virologist will perhaps want a Virus crate. The Bartender might want to borrow a circular saw for his shotgun, and the Botanist might want seeds. One of the marks of a good Quartermaster is the ability to anticipate someone's order and have it ready for them. This often means keeping a stock of insulated gloves and welding masks (if you're the type to hand those out to certain people) and checking out who walks in. If you just hand out everything to everyone, you are a security risk. Use your own judgment - an Assistant should not have an RCD, but an Engineer definitely should. Likewise, the clown should not have a combat shotgun, but Security can have one if they want it.

Shipping and Receiving

If you get an order from a crew member who isn't at your office ready to take the crate then you'll have to mail it to them. You have a couple of ways to send things around the ship, each with their upsides and downsides. On all maps, you have a cargo transporter, and you can also use a MULEBot or Belt Hell. And of course, you can always just pull stuff to its destination yourself. Play around with them, and select the best one based on the situation.

Cargo Transporter

Compatible with closets/lockers, crates, alien artifacts, and a few other random things. There aren't too many cargo pads around, but teleportation works almost instantly. Generally, it's used by Salvagers and Explorers to send things back to the ship and by scientists to send artifacts to you to sell.

Available Destinations

Artifact Lab Robotics Mineral Magnet Electronics/Mechanics Cargo Bay Main Pod Bay (The one near Engineering.) Hydroponics (In the backroom.) Mining Outpost (Adjacent to the fabricators.)

The MULE

The MULEbot is one of the few ways to quickly transport large amounts of goods across the station. Not every map has one, and while it is possible to order one if your workplace lacks one, there is no guarantee the map's system of navigational beacons (which are also used by other robots) was designed for MULE use. Most maps in rotation at this point have MULE beacons. If cargo starts with a MULE, it has beacons for it.

The MULE can carry any kind of cargo. Simply click-drag the sprite of the object of interest onto the MULEbot's sprite. To actually send it somewhere, go onto your PDA and find the “MULE Bot Control” app. Choose the correct MULE if there are multiple, select a destination (you may need to Rescan to get a valid list), and send it away!

Hovering your mouse cursor over the MULEbot brings up an interface to turn the machine on and off, and it is possible to click on the device with a screwdriver, opening the panel up for some hacking. Through hacking, it is possible to tune the motor to make the MULEbot go faster, and a devious QM can remove the MULE's traffic safety routines for nefarious purposes.

The MULEbot has historically been somewhat finicky, and its pathfinding artificial intelligence tends towards artificial stupidity at times. Judicious Rescan-ing of locations and turning the thing on and off sometimes helps get it going along.

Available Destinations

There are a number of named locations for the MULE to go:

Arrivals (Outside the Security Checkpoint) Cafeteria (Near the cigarette machine) Bridge (Actually Customs) Catering (In kitchen maintenance, accessible by both the chef and bartender.) Chapel (In the main hallway outside the chapel.) Crew Quarters A Engineering (Outside the control room.) Escape Hallway Hydroponics (In the foyer.) Medbay (The pharmacy room with the floor health scanners) Pod Bay (In the lower main hangar) QM #1 (Default home beacon for the starting MULE.) QM #2 (Right next to QM#1) Research (Near Chemistry) Security (Next to Beepsky's House, near the Solitary Cells) Tool Storage

In addition to the named locations are numerous mysteriously unlabeled areas.

buddytime-Bar 1-Fore Primary Hallway, close to the Teleporter Room 2-Arrivals, outside Crew Quarters A 3-Arrivals, where the Space Station 13 sign is 4-Outside Chapel 6-Outside Arcade and Barbershop 7-Upper Aft Primary Hallway, above the main hangar and Engineering 8-Lower Aft Primary Hallway, near Emergency Storage A 9-Outside Telescience 10-Outside Chemistry 11-Science Pod Bay 12-Inside Medbay 13-Medbay Lobby 14-Outside the Robot Depot and The Cloner 15-Right Public Market, outside the bathroom 16-Left Public Market 17-Escape Arm 18-Lower Escape Arm, where the Belt Hell station is 19-Upper Escape Arm, near the Security Checkpoint 20-Lower Fore Primary Hallway, near the Brig Visitor Entrance

Belt Hell

Belt Hell is an affectionate name for the system of conveyor belts which can distribute items around the station. This isn't limited to the quartermaster, and can in fact be used as a personal transport system by daring crew members.

It is employed by using the barcode computer that's standing around at all conveyor belt stations. This will let you pick from several destinations, and print a barcode sticker. Put that sticker on whatever you wish to send (manually or by using drag & drop), and push it onto the conveyor belt to send it on a bumpy ride.

Available Destinations

Arrivals: North of the arrivals shuttle. Catering: North of the kitchen. Disposals: Stuff sent here will be ground to scrap. You were warned. Engine: Inside engineering proper. Escape: South of the escape shuttle. Export: This will sell items in a crate at the current market rate. Med-Sci: South of Research. Security: At the room left of the interrogation room. QM: Properly inside the QM's haunts.

Requisition Me a Beat(ing)

“Fun is Contraband. And we're all about contraband.”

Many members of the crew know that the QM can make things they aren't supposed to, and most security officers will overlook a little recreational hacking. Hack the Autolathe to make nifty toys like RCDs and Flamethrowers. You don't even need a multitool for this. Just snip and fix till you find the one that turns off the blue light - remember your rubber gloves, because the green light makes it shock you. As long as you don't try to wall off Cargonia with an RCD, most people will forgive you for wasting resources on it to be prepared.

It's common for the Quartermaster to, at the very least, enable the MULEbots' nonstandard cargo and speed the motor up, though you can also upgrade the power cell if you have spares. The MULE is one of your best tools as a Quartermaster, and can make your life (and subsequently the lives of the rest of the crew) so much better.

See here how to use a MULEbot.

Contraband

Contraband gear contains inappropriate themes that the company has deemed too vulgar or items that are a danger to a spaceship and are subsequently banned from possession by crewmembers. Here's how to enable it on your supply console.

How to obtain:

There's also a certain way to open crates you shouldn't, if you can get your hands on it. Security will often panic about a Quartermaster that is better equipped than they are, so keep your ill-gotten gains hidden and secure until they are needed.

Making Money

When you're more comfortable in your station, consider asking people to get things for you that are doing well on the market. If they aren't willing to work for free, have them put a barcode with their ID tag on the crates of goods to split the profits 50/50 between the shipping budget and their own bank account. Miners, for example, rarely have a use for certain rare minerals like syreline, cobryl, and gold. These ores tend to fetch high prices on the market, so ask the miners to set up the Rockbox to sell so that you can buy ores from them to resell on the open market. Botanists will also sometimes grow way too much weed and you can shore up your bank account by becoming an intergalactic dank dealer.

If there aren't any botanists, don't fret. You can start your own grow-op! Just order yourself a few Hydroponics Starter crates and procure yourself some seeds. The Jazz Lounge usually has a few cannabis seeds hidden under some scrubs, and you can occasionally find seed dispensers on abandoned satellites, ships, and stations. If there's an AI online, you can also simply ask it to let you into Hydroponics for seeds.

Occasionally, something will be doing well on the market that you can get from buying a crate. In this case, you can buy crates of goods and immediately sell them for more than you bought them for. When this happens, your profits are only limited by how fast you can move crates. Mechanics may be able to set up a mechanism for you to sell the inbound crates much faster than you could manually.

Other sources of money

NPC traders will occasionally offer you trades. Most of these are useless, but occasionally you will get offers that will pay for material at much more than market price. These can occasionally make you 100,000 credits less than 10 minutes into the round.

While you can reach some traders with the console, NPC traders don't purely exist online. Contact the Bridge and ask them if any traders are in comm range!

Also, the AI, Captain, and Head of Personnel have access to the ship's bankrolls and can shore up the Shipping budget if things go wrong for whatever reason. Assuming, of course, a treacherous captain hasn't spent the entire budget making himself into a green death-commando with an entire armory on his back, or some Traitor isn't demanding the whole budget as ransom money.

Particularly ingenious engineers may be kind enough to divert unused power to the Power Transmission Laser, creating a gigantic laser beam to some strange place in space willing to pay to have a massive laser beam pointed at them. If this happens, rejoice, but not right away. Part of the money earned by the PTL goes to the Chief Engineer's and their Engineer underlings' bank accounts, while the rest goes to the ship's payroll. If the Head of Personnel/Captain are around, you can ask them to transfer the money to the shipping budget.

In addition, philanthropic crew members (including yourself) can donate to the shipping budget when they access a Supply Request Console and pick Request Supply Points, at a rate of one supply point per credit donated. Not too useful considering how it's rarely used, but, hey, it's the thought that counts.

Other ways to waste money

NPC traders will also occasionally offer to sell you things. These trades are usually overpriced garbage, but certain ones can be useful. Check in on the randomly-generated traders each market shift, as they may be selling something rare and valuable.

Funding gimmicks or insanity is also an acceptable way to use your fat stacks of cash, particularly if doing so in spite. If the Head of Security orders you to buy a million guns to outfit his personal army, consider ordering a shuttle full of liquor instead and telling the Head of Security that his team will still be loaded.

The Price is Right

In the Contact Traders tab on the QM console, you can buy and sell from various space traders in range of the ship. There are five consistent traders that have profile pictures and similar sales each shift, and a variety of procedurally generated traders that have a generic profile picture and random name and trades. The consistent traders often will not be perfectly clear about what they are selling. To further complicate matters, some trades may represent multiple possible outcomes, and what you will get cannot be determined until you purchase their item.

Traders can be haggled with in order to get better prices for buying or selling. Each trader has a preset amount of deviation from the current price that they're willing to tolerate before rejecting your offer, and a range of possible patience values that represent how many haggle attempts they will tolerate before getting frustrated and refusing to trade with you. Traders will haggle you back, so the actual value of the offer after haggling will be somewhere in the middle of the original price and your offer, favoring them. All traders have a “final offer” line that they will say when they are out of patience, but they may try to fake you out by using this line when they are still willing to haggle more. Each trader has a chance of arriving and leaving every time the market changes, and a maximum number of item types that they can buy and sell. All traders will buy and sell at least one item every market shift.

Generic Trader

These are random space merchants that can have a variety of stuff. They are always honest and often have helpful or profitable trades.

Generic traders have a price change tolerance of 20% and a patience between 4 and 20. They have a 45% chance of arriving each market shift and a 66% chance of leaving each market shift. They buy a maximum of 5 items at once and sell a maximum of 4 items at once. Their final offer line is “This is my final offer. Can't do better than this.”

Buys

Item Initial Offer
Ore 60 - 230
Food 50 - 150
Medical Herbs 75 - 200
Electrical Components 20 - 100
Ship/Pod Components 400 - 700
Jumpsuits 135 - 210
Furniture Parts 100 - 350
Writing Utensils 80 - 150

Sells

Offer Name Initial Offer Item Alternate Items Number in Stock
Sheet Metal 5 - 10 Steel Sheet N/A
RCD Charges 200 - 700 Compressed Matter Cartridge N/A 25
Cloth Fabric 60 - 70 Cotton Fabric N/A
Telecrystals 900 - 1200 Telecrystal N/A 20
Glowsticks 8 - 20 Emergency Glowstick N/A 100
Emergency Gas Masks 200 - 500 Gas Mask N/A 25
Monkeys 250 - 1000 Monkey N/A 4
Wolf Pack Ringtone Cartridge 700000 - 900000 WOLF PACK ULTIMATE PRO ringtone cartridge N/A 1

Gragg

Gragg is a rockworm who is willing to buy tasty ores to eat and sell ores that he doesn't like to eat.

Gragg has a price change tolerance of 15% and a patience between 4 and 8. He has a 33% chance of arriving each market shift and a 10% chance of leaving each market shift. He buys a maximum of 3 items at once and sells a maximum of 3 items at once. His final offer line is “FINE. BUT ENOUGH TALK. TRADE NOW OR FORGET IT.”

Buys

Item Initial Offer

Rock 30 - 60 Mauxite 60 - 120 Bohrum 250 - 400 Cobryl 200 - 600 Syreline 800 - 5000 Starstone 300000 - 450000

Sells

Offer Name Initial Offer Item Alternate Items Number in Stock

Char 20 - 40 Char N/A ∞ Strange Red Rock 300 - 500 Erebite N/A 5 Toxic Blue Rock 200 - 400 Cerenkite N/A 5 Volatile Purple Rock 400 - 700 Plasmastone N/A 5 Rock Worm Poop 500 - 600 Uqill (10% chance) Gemstone 5 Unknown Item 1000 - 50000 Artifact (5% chance) Miracle Matter 1

Vurdulak The Shrouded

Vurdulak is a mysterious merchant in a black cloak that buys various suspicious things and sells alien artifacts.

Vurdulak has a price change tolerance of 10% and a patience between 2 and 12. He has a 10% chance of arriving each market shift and a 10% chance of leaving each market shift. He buys a maximum of 3 items at once and sells a maximum of 1 item at once. His final offer line is “We will afford you no further leniency. Make the transaction now.”

Buys

Item Initial Offer

Meat 30 - 150 Brains 1000 - 3500 Deathweed 75 - 400 Toxic Venne 50 - 500 Amanita Mushroom 180 - 520 Roburger 125 - 550 Obsidian Crown* 20000 - 100000 Black Armor* 20000 - 100000 Strange Relic* 15000 - 75000 * These offers are considered on a separate list from the others, and they do not count towards the maximum number of buy offers.

Sells

Offer Name Initial Offer Item Alternate Items Number in Stock

Alien Artifact 4000 - 6000 Artifact N/A 4

Josh

Josh is an archetypical “dudebro” character, complete with hip Californian slang and a truly stunning number of variations on the word “bro.”

He has a price change tolerance of 15% and a patience between 8 and 18. He has a 35% chance of arriving each market shift and an 8% chance of leaving each market shift. He buys a maximum of 3 items at once and sells a maximum of 4 items at once. His final offer line is “That sounds fine enough. You sure you don't want to buy any more broriffic goods?”

Buys

Item Initial Offer

Syringe 10 - 40 Radio 30 - 60 VR Goggles 200 - 400 Security Belts 400 - 800 HoS Uniform* 700 - 7000 Injector Belt* 4000 - 9000 Vape-O-Matic* 8000 - 11000 * These offers are considered on a separate list from the others, and they do not count towards the maximum number of buy offers.

Sells

Offer Name Initial Offer Item Alternate Items Number in Stock

Slickin' Skateboards 400 - 800 Skateboard N/A ∞ Jet Boots 50 - 100 Rocket Shoes N/A ∞ Rippin' Tacos 10 - 30 Taco N/A 2 Stylish Black Gloves 20 - 100 Fingerless Gloves N/A ∞ Brotein Shake 700 - 1400 Brotein Shake N/A 2 Gnarly Hoodie 30 - 200 Hoodie N/A ∞ Radical Electrical Device 500 - 1000 Flyswatter N/A ∞ Totally Cool Foam Flingin' Tool 600 - 1200 Foam Dart Gun N/A ∞

Buford

Buford is a frog man and a perpetual stoner.

He has a price change tolerance of 30% and a patience between 10 and 15. He has a 100% chance of arriving each market shift and a 66% chance of leaving each market shift. He buys a maximum of 4 items at once and sells a maximum of 6 items at once. His final offer line is “Aight man, but you're really pushing it. Let's make the trade now, yeah?”

Occasionally, Buford will be extremely high (moreso than he usually is), which will make him extremely susceptible to scamming. While stoned off his ass, he has a has a price change tolerance of 95% and patience between 50 and 200. His final offer line while extremely high is “Uh.. shit.. sure! I think? ..fuck. I'm getting a headache.”

Buys Item Initial Offer Curative Venne 40 - 250 Rainbow Weed 50 - 500 White Weed 50 - 400 Omega Weed 50 - 1500 Psilocybin 100 - 650 Pizza 10 - 42

Sells

Offer Name Initial Offer Item Alternate Items Number in Stock

Strange Seeds 200 - 400 Strange Seeds N/A 5 Cannabis Seeds 3 - 5 Cannabis Seeds N/A ∞ Saltpetre Plant Formula 50 - 100 Powerplant Plant Formula N/A 20 Mutagenic Plant Formula 50 - 100 Mutriant Plant Formula N/A 20 Potash Plant Formula 50 - 100 Topcrop Plant Formula N/A 20 Amonia Plant Formula 50 - 100 Groboost Plant Formula N/A 20 Mutadone Plant Formula 50 - 100 Fruitful Plant Formula N/A 20 Weedkiller 20 - 60 Weedkiller Plant Formula N/A 20

Pianzi Hundan Pianzi.png

Pianzi is a lizard man who is known for being a scammer and all-around total asshole. He is the only trader who will accept your offer instead of correcting you if you haggle in his favor, though that's really on you for not paying attention. Most of the items that he's willing to sell have multiple possible outcomes, meaning that you can't really know what he'll send you until you've already spent your money.

Pianzi has a price change tolerance of 33% and a patience between 12 and 20. He has a 25% chance of arriving each market shift and a 25% chance of leaving each market shift. He buys a maximum of two items at once and sells a maximum of five items at once. His final offer line is “Well, my good friend. This is my final offer, I'd have to be insane to cut you a better bargain than this!”

Buys Item Initial Offer Herbs 30 - 250 Plasma Glass Sheets 400 - 600 Telecrystal 500 - 2500 Handheld Artifacts 1000 - 4000 Cigarettes 60 - 500

Sells

Offer Name Initial Offer Item Alternate Items Number in Stock

Sheets of Construction Supplies 5 - 9 Steel Sheets (80% chance) Paper ∞ Live Insects 75 - 120 Space Bee (50% chance) Roach 10 Camera Viewing Devices 300 - 500 Camera Viewer (50% chance) Flashlight 3 Scanning Devices 100 - 500 E-Meter (40% chance) Geological Scanner OR Plant Analyzer OR Health Analyzer 10 Mining Gloves 1000 - 2500 Concussive Gauntlets (70% chance) Unsulated Gloves 2 Medicine 250 - 1000 Styptic Powder Beaker (25% chance) Epinephrine Beaker OR Dusty First Aid Kit 5 Vintage Drink 25 - 75 Wine Bottle (50% chance) 2010 Vintage 8 Addiction Aid Patches 15 - 150 Nicotine Patch (33% chance) LSD Patch 50 Unusual Plant Seeds 90 - 150 Strange Seed (75% chance) Creeper Seed ∞

You're Gonna Need to Sign For That

As a quartermaster, you will sometimes get people asking you to order things for them. Some people will be very polite about this, coming down to the cargo bay in person, using the appropriate computer, and leaving clear instructions on delivery. Others will be very rude, simply barking an order over the radio and not responding when you ask them for details.

Generally speaking, you should be generous with people who are kind to you, and ignore people who are rude. This is not just for your ego - rude people will often forget to pick up orders, and you will then have a clutter crate that you don't want and don't need lying around. If the need is urgent or coincides with an emergency on the station, though, you should obviously make exceptions. The Chief Engineer is not going to come down and ask nicely for you to order tools, Floorbots, and metal when a bomb just went off in the escape hallway. In fact, they're your boss and have cargo access, so they'll probably just walk in and buy what they need for themselves.

When someone comes down to the cargo bay and asks you for something verbally, ask them to use the requests computer outside your office. They will order exactly what they want, and you can later just approve the order on your terminal. This limits mistakes and overbuying.

Beyond that, there are a few things you can buy that will never be unappreciated.

Emergency supply crates have lots of emergency internals - gas masks and air tanks instantly become worth their weight in gold when the station starts depressurizing. They also carry floorbots, which will handle the hardest and most dangerous step to repairing a hole in the station - putting the floor back down so people can work.

Medical supply crates are also much appreciated, and will be opportunistically picked clean if you leave a few outside your office. This is not a bad thing. These crates are cheap and it's a good thing for people to keep medicine on them.

Radioactive emergency crates have radiation suits and anti-rad medicine, which is an enormous help in a radiation storm. Consider putting on a suit yourself and then delivering boxes of them to the masses hiding away in the maintenance tunnels.

Utility belt crates are very cheap and have two belts and some tools to put in them. You will probably want one for yourself, and other people probably will too.

Beyond that, try doing something nice for a department that hasn't asked for it.

Hydroponics loves getting a few hydroponic crates since it is the one of the only for them to get more pots to grow with, and they will never complain about bee crates either.

Robotics will appreciate getting metal, glass, and cables since they consume huge amounts of the materials they break down to.

The chef loves getting food crates, since his kitchen can run out fairly quickly.

Medbay can always use more medicine, especially the rarer types like pentetic acid and omnizine.

Gragg the rockworm trader will sell various ores, which can be useful. Engineers might appreciate extra plasmastone and the miners may want uqill if its early in the shift or their luck has been bad.

Vurdulak The Shrouded is a mysterious merchant that sells alien artifacts. If the miners have had bad artifact luck or are absent, the scientists may appreciate some extra artifacts.

Crew Objectives

As a loyal crew member, you can sometimes be assigned some strictly optional objectives to keep yourself busy while you wait for something to happen. If you complete your objectives by the end of the round, you'll get some bonus Spacebux and might even earn some Medals too. As a quartermaster, you can expect to see the following: Have 50,000 credits in the shipping budget at the end of the round Pretty trivial to accomplish if you just do your job. You will, however, have to hope that you don't get any meddling from the AI, a greedy head, or a traitor with a financial goal.

Completing this objective for the first time gives you the Tax Haven medal. Aside from the pleasure of seeing a number go up, this medal unfortunately has no reward associated with it.

Tips

Tips for traitoring

War is a Business

A traitor quartermaster is as good or as bad as his plan. Quartermasters can essentially produce things out of thin air, and most of the things they can produce have frightening potential. However, all of these options can ironically be the traitor's downfall, as he flounders around trying to get everything, often ending up tipping his hand and doing nothing at all. When starting your round as a traitor QM, use the first few minutes while waiting for metal and glass to arrive to consider exactly what you want to do that round. If you want to cause a drone revolution, focus on robotics crates. If you want to gut the station, get emergency supplies crates (so you can emag the floorbots). If you want to go on a psychopathic rampage, order lots and lots of phasers and be sure to murder your co-workers the instant you're able.

Your cargo bay is pretty isolated, which makes a good base of operations, but also makes you very suspicious. Security is used to getting calls that the QM is doing something shady, and they don't often need much of an excuse to demand a search. Always have a backup plan to keep yourself as inconspicuous as possible. A stealth storage in the corner of your office makes a great place to hide your incriminating toys until you're ready to go, and the outbound cargo belt and, if applicable, pod bay provide a quick place to get rid of murder victims. Any chutes are easy places to hide emergency supplies. You also may consider just holding off on spawning your gear at all until the second you need it. If the AI announces you're killing someone in the cargo bay, get rid of the evidence and insist the AI is lying. As little as people trust you, they're way more used to the AI being corrupted.

As a traitor QM, an emag is basically required. It allows you to break the cardlocks on all of the crates you can order & interacts with many of the items you get (like robots). It also lets you order the Spec-Ops Crate by emagging the QM console, which contains various other traitor items including an agent card and sleepy pen. Exactly how you spend the other points is purely up to your plan. If you are going to get violent, you might consider a buying security weapons crates and emagging them to get at the contents. If you need people distracted while you do a few things, consider the voice changer and agent card combo. If drone revolutions sound like your style, consider some EMP grenades to send the bots insane en masse.