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Crew Jobs & Roles

JobsExtended

Expands the crew roster from 5 vanilla jobs to 14 distinct roles — each with 3 sub-roles — built for multiplayer roleplay and large crews. Adds department heads with mentor talents, karma-gated role access, and job uniforms with wear-only pockets.

Total conversion MP / roleplay focused Modded bots only via DynamicEuropa
What it is
A jobs overhaul by Draconis (with MasonMachineGuns). Languages: EN, CN, PTBR, PL, RU.
Designed for
Multiplayer / roleplay and crews of 8+. Explicitly not built for single-player — in SP/editor all jobs spawn at once and you remove unwanted ones in the crew manager.
Skills
Based on vanilla; "lower skills are no longer a thing" except for the deliberate low-skill assistant types (Custodian/Janitor, Passenger, Prisoner).
Bots
You can only buy the vanilla 5 as bots — unless DynamicEuropa is installed, which enables buying modded-job bots.
No published talent list. The mod doesn't document each job's talent tree; you inspect talents in-game by selecting the job. The "based on" mappings below combine the author's description with vanilla talent-tree names; specifics not stated by the author are marked unverified.

👤Uniforms, pockets & karma

Job uniforms

  • Deconstructable, with job-specific pockets and protection (the Pockets For All system).
  • Items inside are only accessible while the uniform is worn — anti-hoarding.
  • 2025 change: uniform pockets drop their contents if the uniform is moved to a hotbar slot or removed. You can't use a loaded uniform as a portable container.

Karma gating

Admins can use the Karma system to limit who picks high roles. Minimums: CO 95, XO 85, COB 85, HoS 75, CMO 75, NAV 65, QM 55, SO 55, DR 50, ENG 45, MEC 25, Custodian/"JAN" 15, PAS 5, PRIS 0.

Structure note: "Janitor" is not a standalone job — it's the middle sub-role of Custodian (the karma code "JAN" gates the Custodian family). "Convict" = the Prisoner job. The old "Diver" job is deprecated ("just Security++"; replaced by the in-development Aquatic Arsenal). That leaves 14 active jobs, each with 3 sub-roles. New job ID cards use vanilla ID tags, so vanilla-keyed doors/cabinets work.

The roster — jobs & sub-roles

Department heads (CO, XO, COB, HoS, CMO, QM) have Captain talents woven into their trees to speed their department's skill growth and act as mentors.

Command

Commanding Officer (Captain) — max 1, Helm focus

Head of the vessel; only one allowed. Spawns with a revolver. Sub-roles: Veteran (battle-hardened risk-taker, combat-leaning loadout), Admiral (by-the-book Coalition officer; experience aids risky maneuvers), Pirate Lord (Renegade tree; bloodlust; unique shotgun).

Executive Officer (XO) — max 1, Weapons focus

Second-in-command; Captain base with the Warlord tree instead of Politics; tankier than the CO. Sub-roles: Lieutenant (carries the biggest guns, leads security; shotgun loadout), Overseer (logistics/operations oversight; revolver), Warden (discipline/enforcement; carries extra handcuffs).

Navigator — Helm 50–55 (highest in the mod)

Drives the boat; Captain base with the Frogman tree. Sub-roles: Helmsman (pure pilot), Dive Coordinator (directs EVA/dive teams; master of sonar contacts), Shuttle Captain (captains an onboard shuttle for away missions).

Engineering & mechanical

Chief of the Boat (COB) — max 1, Electrical lead

Supervises electrical systems and technical staff; Engineer base with Bosun leadership; advanced wiring/logic. Sub-roles: Chief Engineer (advanced installs/automation), Technical Supervisor (oversees all tech/custodial staff), Shipwright (sub designer; can repair any system).

Quartermaster (QM) — max 1, Mechanical focus

Head Mechanic + materials/ammo supply. Sub-roles: Scrapper (deconstruct/recycle salvage in bulk), Fabricator (one-man factory; keeps every department stocked), Chemist (dangerous/explosive chemical reactions in a sealed room).

Engineer — Electrical focus

Vanilla-equivalent. Sub-roles: Technical Watchman (first responder to electrical failures), Electrician (basic installs/fuses), Nuclear Engineer (runs the reactor in protective gear; manages voltage).

Mechanic — Mechanical focus

Vanilla-equivalent. Sub-roles: Technical Handyman (the deliberate low-skill entry role — "perfect for new crewmates"), Steelworker (hull patching in/out under pressure), Mechanical Engineer (reactor/engines/airlocks specialist).

Medical

Chief Medical Officer (CMO) — max 1, medical lead

Runs the infirmary, stocks supplies, performs skilled procedures, commands medical staff. Sub-roles: Chief Physician (orders staff, monitors vitals, mostly stays inside), Pharmacologist (high medical skill; mass-produces medicine), Surgeon (the dangerous life-saving procedures).

Medical Doctor — vanilla-equivalent

Sub-roles: General Practitioner (general care, keeps kits stocked, assists CMO), Paramedic (primary emergency responder; rapid lifesaving aid), Corpsman (combat medic; travels with dive ops; "never leaves crew behind").

Security

Head of Security (HoS) — max 1, Weapons focus

Runs security ops and the armoury; Security base with Captain-style Gunslinger pistol focus. Uniquely also has Medical, Engineering & Mechanical access (tox cabinet + custom department cabinets). Sub-roles: Detective (surveillance/investigation, checkpoints), Defense Director (defensive planning, stations gunners/enforcers), Sergeant at Arms (manages the armoury, contraband searches, issues weapons).

Security Officer (SO) — vanilla-equivalent

Sub-roles: Gunner (coil/railgun accuracy + maintenance), Guard (patrols, arrests, can convert a room into a brig; non-lethal unless authorized), Enforcer (combat specialist; ranged/melee; enforces chain of command).

Civilian / assistant types

Custodian — Assistant + maintenance trees (low skill)

Cleans and stocks the sub; assists the QM. Sub-roles: Porter (trash/scrap removal), Janitor (cleans blood/ethanol/corpse messes), Supply Clerk (the QM's right hand; restocks supply lines).

Passenger — low-skill civilian (buff support)

A guest aboard for a price/experience; supports the crew with buffs while growing into a role. Sub-roles: Musician (morale; can't go in water), Scientist (xenology/data gathering), Clown (the vanilla joke role).

Prisoner — melee/pistol assistant

Assistant-like, geared for melee + pistol with Captain-like pistol talents; can't be a Clown ("failed the background check"). No longer spawns cuffed; reframed as a trustee/work-release inmate. Sub-roles: Bandit, Terrorist, Cultist (themed mechanics; e.g. the Cultist reportedly gets husk eggs each mission — unverified).

Gotchas

Sources

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