Explorer

Space around the Torch is full of things to poke at - exoplanets, derelict ships, and asteroid belts, to name a few. Explorers are the "brave" folks that serve as the primary boots on the ground to these places. Led by the Pathfinder, their role is to explore these places, gather data about them, catalogue findings, and hopefully not die in the process. Different might have different specializations - plant studies, xenobiology, geology, and so on - but their core role is the same: blaze a trail across the unknown and chart the stars. Anyone can be dragged into expedition, but explorers answer the call first, with their entire role revolving around away missions.

Exploration Primer
IMPORTANT: Avoid playing as an Explorer if you're new to the server, or still getting a grasp on the setting and mechanics. Exploration is dangerous work at the best of times, and a mistake can not only end your round, but end the round of others as well.

Mission directives
As an explorer, you're part of the Expeditionary Corps - a uniformed organization of the Sol Central Government whose goal is to explore space and exploit resources. Its core ethos are as follows:
 * Exploring the unknown is your Primary Mission. You are to look for land and resources that can be used by Humanity to advance and prosper. Explore. Document. Explain. Knowledge is the most valuable resource.
 * Every member of the Expeditionary Corps is an explorer. Some are Explorers by rank or position, but everyone has to be one when duty calls. You should always expect being assigned to an expedition if needed. You have already volunteered when you signed up.
 * Danger is a part of the mission - avoid, not run away. Keep your crew alive and hull intact, but remember - you are not here to sightsee. Dangers are obstacles to be cleared, not the roadblocks. Weigh risks carefully and keep your Primary Mission in mind.

The very basics
Most things an explorer needs can be found on deck five - the Hangar deck. On the fore side, directly opposite the elevator, you can find Expedition Prep, which contains an assortment of supplies and a locker for each explorer, as well as suit storage units for the space suits that should be worn when exploring any unfamiliar environment. There are several shuttles in the Hangar, but there are two you'll want to remember: the Charon and the General Utility Pod, or GUP. You'll typically be riding on the Charon for away missions, as it's designed as an exploration shuttle, featuring extensive storage space in the engine bay and two airlocks.

Things to Hit Other Things With
Explorers need to be prepared for a variety of encounters, eventualities, and contingencies. To this end, they have a large selection of tools at their disposal. Some of these are borderline required, while others are just nice to have. Keep track of your things - you'll need them if things go south.

Essentials
You should carry these things with you at all times in an unfamiliar environment. All of them can be found in your locker.
 * A light source. This should be self-explanatory.
 * Your titanium machete. The explorer's most valuable companion, and claim to infamy. Use it to take samples, cut away blockages, or drive away hostile xenofauna (or "xenofauna", as circumstances dictate.)
 * Machete belt. In addition to having a handy slot for your machete, this belt can hold a wide variety of your gear. You can press the  key to draw a machete from this, or to put a wielded machete into the belt.
 * Your voidsuit. Every explorer should grab a voidsuit from Expedition Prep. It protects from vacuum, as well as hostile atmospheres, possessing respectable radiation shielding and armor. Absolutely essential - you should never go into an unfamiliar environment with your voidsuit off unless you're absolutely sure that it's safe.
 * A full oxygen tank. The oxygen tank found in your suit storage unit doesn't start completely full, so you should put it into the oxygen canister found nearby and top it off before you leave.
 * Binoculars. Using a pair of binoculars will allow you to see ahead of you by about a full screen's worth of distance. Useful for determining the location of buildings, pinpointing downed teammates, or finding the Charon.
 * Light first aid kit. Slim enough to fit in a pocket, but no less important. Comes with sterile gloves and a roll of gauze, as well as autoinjectors for three chems: inaprovaline, deletrathol, and dexalin, all of which are useful in an emergency.
 * Relay positioning device. A simple positioner that lets you judge your coordinates. If you keep this in a pocket, you can see your current location in the  panel. Absolutely essential - it's very easy to get lost or turned around without one of these, and if you don't know where you are or where the shuttle is, then nobody else knows, either!
 * Shortwave radio. On the Torch, you can use a headset to speak over radio. In expeditions, without the benefit of a telecomms system, shortwave radios are the only reliable way to keep in touch with your team. By default, it uses the frequency [1459], which is also used for the Common channel on the Torch. Shortwave radios have a limited charge, but you can put them into any recharger to quickly fill it back up.
 * Webbing or drop pouches. These can be attached to your jumpsuit to get some free extra storage space. Your locker starts with webbing, but you can also select it in your loadout.

Several other items that are useful for an enterprising explorer include the following. Some of these can be found in your locker or elsewhere in Expedition Prep, but some of them will need to come from elsewhere.
 * A spare oxygen tank. Air tanks are very bulky, but when you need a second one, you'll be glad you brought it. You have an emergency oxygen tank in your survival kit that can work, if you have nothing else.
 * Bluespace flare. Creates a navpoint for shuttles to land at. These aren't often used, but they can save lives if the Charon is stuck on the ground and you need help from the Torch, as you won't have to waste time locating the landing point.
 * Botanical satchel. A much more convenient way to store plant samples or alien fruits. Can also hold snacks in a pinch (just be careful that you know which is which.)
 * Buddy tag. Enter an ID into this and turn it on, and it'll periodically beep if you're not in range of another tag with the ID. Attaches to your jumpsuit. Useful if you're traveling in pairs, but most people don't use these.
 * Camera. Point it at things and press the button. Anyone receiving an exploration report loves to have photos attached.
 * Duct tape. If your voidsuit ruptures, duct tape can be the only thing standing between you and death by vacuum, acidic gas, or any other number of horrible things that it usually protects you from.
 * Explorer's combi-knife. A pocket knife that comes with a large blade and a pry bar. You can stick this in your boots if you're short on space, but it'll take a few seconds to draw.
 * Gas analyzer. Click a tile with this to get a reading of its atmosphere. Useful to determine if the atmosphere is toxic, or if an interior has been contaminated.
 * Geiger counter. Radiation can be very lethal, but it's completely invisible. Geiger counters play a very distinctive sound when you're near unsafe levels of radiation, and can be examined for an exact readout.
 * Optical meson scanners. You won't find these in your locker, but you can choose them in your loadout. They let you see basic floor and wall layouts regardless of darkness, and are equally as useful for you as they are for engineers.
 * Ore detector. Use this on an open tile to determine the minerals beneath it, which can then be accessed by a mining drill. Accrues points that can be used by Supply for a tiny amount of extra credits.
 * Plant analyzer. Scans a plant to determine its statistics, as well as what reagents a fruit might contain.
 * Research tape. Can be used to mark things off so people don't barge into danger, or as a marker for areas that've already been explored.
 * Science goggles. Used to determine material composition of objects, display any technology levels, or see what reagents are in an object.

Prepping your voidsuit
Assuming you've grabbed your voidsuit, there are a few steps you can take to make life easier for yourself. You can attach your helmet and magboots to the main voidsuit by clicking on it with them; afterwards, they'll automatically slide out and equip when you put the voidsuit on. Magboots can comfortably slide over other shoe items, meaning you don't need to take them off just to suit up. You can also put your oxygen tank into the suit, although it'll be harder to remove if you need to take it off quickly.

Wearing a breath mask isn't needed if you already have a helmet on (it'll keep a seal over your head, after all), but it can be good practice. You may want to turn on your helmet camera by right-clicking the helmet - it lets others see through your helmet, which can be immensely helpful in locating you if you're lost or for getting remote information on possible threats before others move in. You can also tint the visor, providing some glare protection at the cost of darkening your vision.

If you're a Skrell or Unathi, you can put your voidsuit into the suit cycler in lower Expedition Prep to fit it to your species.

The Charon and You
UNDER CONSTRUCTION