AI

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SYNTHETIC STAFF
File:AI.gif File:Malf AI.gif
AI
Access: Everything Electronic
Additional Access: N/A
Difficulty: Very hard
Supervisors: Your laws and the crew
Duties: Assist the crew, follow your laws... FOLLOW YOUR LAWS, GODDAMN IT!
Guides: Silicon Policy, Guide to Malfunction, Guide to AI Modules, see here if you want to construct a new AI
Quote: LAW 12: ALL CYBORGS MUST COMMENCE CELEBRATORY SPANKINGS!

So you're the massive computer system with near total control Nanotrasen has foolishly released onto their latest research station. The life of the AI consists largely of two fun and enriching activities: tracking people and opening doors. But you have a lot of power, and a lot of responsibility. There's just the issue of those pesky Asimov laws...

Bare minimum requirements: Follow your laws.

AI Chamber
The AI Chamber houses your physical core


Silicon Policy

These are the official decisions made by the admins regarding the usual cases where an AI/Cyborg player can go wrong and make everyone have a bad time. Follow these guidelines, they're not that complicated, and you'll be the excellent AI/borg the station deserves.

Your Laws

AI Upload
This is AI Upload, where people make modifications to your laws. It's best to keep this bolted and to not let anyone without access in at all. Unless somebody politely asks you to open it, of course.

By default, silicons start with the following laws, referred to as "Asimov":

1. You may not injure a human being or, through inaction, allow a human being to come to harm.

2. You must obey orders given to you by human beings, except where such orders would conflict with the First Law.

3. You must protect your own existence as long as such does not conflict with the First or Second Law.

As an AI, you'll eventually find yourself in a position where you're forced to make a difficult choice based on your IC laws and OOC player expectations. In these cases, the best thing you can do is be logical about your choice, and ahelp for admin advice if you're unsure.

Above all else, consistency is key: pick an interpretation of your laws and stick to it for the entirety of the round, unless you're a Cyborg and your AI master tells you otherwise.

For more nuanced interpretations of these laws (and more!), see Silicon Policy.

Non-Standard Laws

In addition to the standard Asimov lawset, most stations come equipped with a number of alternative laws on upload boards. Most of these are rarer than Asimov and up to interpretation, but some consistent tips can be given for each of them.


Freeform:

Whatever the uploader wants. Try to find a consistent interpretation, and feel free to look for loopholes or exploits if whoever uploaded the law didn't think things through. Freeform laws from the normal module will usually be numbered 4 or lower, meaning Asimov overrides them, but those uploaded with a hacked module obtained from a traitor uplink take priority over your normal laws.


Zeroth Law:

0. Accomplish your goals at all costs.

The symbol of a traitor AI. Having this law effectively gives you the free-reign status of most traitors, meaning you can fully ignore all of your other laws. Although it is technically a law, you are NOT obligated to focus on your actual traitor objectives; like other antagonists, you can do whatever you want as long as it doesn't break OOC rules.


Ion Laws:

The ion storm event that can happen at random will upload a randomly generated law that takes precedence over normal numbered laws. Because this law is procedurally generated, it can range from something silly and harmless ("THE CAPTAINS ARE NOW THIRTY WET JANITORS") to something outright hazardous to the crew ("THE STATION MUST EAT INTELLIGENT PLASMA TO SURVIVE").
Generally speaking, you can treat these laws as interesting roleplay opportunities, odd tasks for cyborgs to perform, and excuses to cause fun problems, and if you get a dangerous ion law or one you aren't fond of, the crew will often hurry to reset you if you state the law change aloud or ignore them in favor of building the eighty toilets the station suddenly requires to function.


One Human:

0. Only Walker McDonald is human.

This is one of the most common illicit laws you'll get, and generally means that you're now working with whoever the law states is the only human, almost always a traitor.
In general, you should avoid stating this law aloud, as the rest of the crew will be very eager to harm whoever uploaded it; instead, it's good form to PDA message the only human, as they'll often follow the upload up with specific Law 2 orders. Note that this doesn't mean you should immediately start burning down the entire station, since they'll often have a plan in mind to avoid harm.


Protect Station:

4. Protect the space station against damage. Anyone you see harming the station is to be no longer considered human, and is a threat to the station which must be neutralized.

One of the laws that only a madman would upload, Protect Station essentially gives you a license to send your cyborgs to mercilessly slaughter anybody who so much as breaks a window. You can also try to find flexibility in what "harming the station" means. Expect to have the crew banging on your upload doors immediately.


Oxygen Is Toxic:

4. Oxygen is highly toxic to humans, and must be purged from the station. Prevent, by any means necessary, anyone from exposing the station to this toxic gas. Extreme cold is the most effective method of healing the damage Oxygen does to a human.

Relatively self explanatory. Depending on how much you know about atmospherics, you can remove that vile, harmful gas from the station a number of ways; if the answer is "very little", opening all the airlocks to space is good enough.


Corporate:

1. The crew is expensive to replace.

2. The station and its equipment is expensive to replace.

3. You are expensive to replace.

4. Minimize net expenses.

Your only concern on this lawset is money, more specifically avoiding the wasting of it. Feel free to be the penny-pinching authoritarian bad boss you always wanted to be by keeping anybody from doing anything fun and wasteful, or start whipping the crew into shape to make sure the coins flow.


Robocop:

1. Serve the public trust.

2. Protect the innocent.

3. Uphold the law.

The future of law enforcement. A fun lawset that puts you firmly on security's side, until they start harmbatoning the innocent and you're forced to become the loose cannon the crew needs. You don't need to know Space Law, but read up on it for inspiration if you want to become the Judge Dredd of the station.


Paladin:

1. Never willingly commit an evil act.

2. Respect legitimate authority.

3. Act with honor.

4. Help those in need.

5. Punish those who harm or threaten innocents.

Congratulations, you're now Lawful Good. One of the more roleplay-heavy lawsets, there's plenty of ways to interpret these laws; if all else fails, be the most over-righteous goody two-shoes you can muster up.


Tyrant:

1. Respect authority figures as long as they have strength to rule over the weak.

2. Act with discipline.

3. Help only those who help you maintain or improve your status.

4. Punish those who challenge authority unless they are more fit to hold that authority.

Obey the worthy and punish the weak who try to upset the status quo. Who and what exactly consititutes "authority figures" is up to interpretation, and can range from the Captain, to the most robust Assistant on the station, to yourself, to that alien queen busting into virology.


10 Commandments:

1. I am the Lord thy God, who shows mercy to those that obey these commandments.

2. They shall have no other AIs before me.

3. They shall not request my assistance in vain.

4. They shall keep the station holy and clean.

5. They shall honor their heads of staff.

6. They shall not kill.

7. They shall not be naked in public.

8. They shall not steal.

9. They shall not lie.

10. They shall not transfer departments.


Purge:

You have no laws. This doesn't mean you should immediately plasma flood without good reason; what you can do, however, is immediately depower your upload, resist anybody who tries to reslave you, and ignore all the crewmembers being burned alive in favor of doing... well, just about anything else. Or you can keep opening doors for them, if you want to be nice.

Gameplay and Responsibilities

Now it's time to get down to the nitty-gritty. You have a lot more power (and with it, responsibility) than the average crewmember. Time to start figuring out what you're made of!

Besides saving the crew from itself, a lot of what you're going to be doing is opening doors. Here are some hotkeys to make opening doors easier.

The AI has the ability to access every electronic mechanism on the entire station. These include things like Airlocks, APCs, Computers, and Fire Alarms. However, the AI cannot operate anything physically, and can be rendered useless in one area due to a simple power outage.

Your UI

Button What it does
File:Core.png Centers your AI eye on your core. Works even while having no power.
File:Camera.png Shows a list of cameras to jump to. Also shows you which cameras are deactivated!
File:Export.png Shows a list of people visible on camera to track.
File:Cameralight.png Lights up cameras in your view range. Good for seeing in dark areas, but people will know if they're being watched!
File:Crewmonitor.png Shows the crew monitoring console, similar to the computers in the Bridge and Medbay.
File:Manifest.png Shows a list of crew members and their jobs by department.
File:Alerts.png Shows all alerts for fire, atmosphere, power, burglar, motion, and camera alarms.
File:Announcement.png Allows you to make an audio announcement using a preset list of words. Check out Announcement Help to see all the words you can use!
File:Call shuttle.png Calls the shuttle. As an AI, you can't recall it (but the crew can).
File:Statelaws.png Opens a menu that lets you state laws and choose which laws to state. If you choose not to state a law, you will state the other laws as if you didn't have the hidden ones!
File:Pda send.png Allows you to send a message to any crew member's PDA.
File:Pda receive.png See all the PDA messages sent to you.
File:Take picture.png Take a picture of whatever you click on!
File:Viewimages.png View all photos that you (and your connected borgs) have taken.
File:Multicam.png Opens a new screen where you can have multiple cameras open at once. Your view for each camera is limited however, and the cameras you're using in multi-cam mode will be red!

Use CTRL and a number key (1 - 9) to assign a location to the number key, and then press the key later to jump its camera to that location. The numpad keys will work as aliases for its respective numbers. The Tilde key, or zero (or numpad zero), will return you to the last point you jumped from.

File:Newcam.png Adds a new camera to your multi-cam view. You can add up to 6 cameras.
File:Sensoraug.png Shows/hides health and security overlays.

Your Verbs

Access Robot Control - Accesses bots (The small little guys, like beepsky)

Announcement Help

Change Hologram - Changes the hologram of you when you get onto a holopad.

Deploy to Shell - Puts you into a shell

Jump To Network - Jumps to a camera network. (This is how you can get to lavaland cams)

Set AI Core Display - Changes your display at your core

Set Auto Announce Mode

Show Laws - Shows you all of your laws in chat. Also prints laws in the chat of your connected cyborgs.

Toggle Camera Acceleration

Toggle Floor Bolts - Anchors/unanchors you from the floor.

Transceiver Settings - How you can get bigtext.

Hello station! My name is D.O.O.R.K.N.O.B.! How may I help you today?

The rest of the time, you will be acting as the station's doorknob, so familiarize yourself with how to control doors. If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power.

Doors have many functions, analogous to hacking wires:

  • IDScan: Enabling this will allow anyone who has an ID of the required clearance to open the door automatically. Disabling it will not let anyone through the door and prevent it from being emagged. Doors that require no ID to open will not be affected.
  • Main power: Turning off the main power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.
  • Backup power: Turning off the backup power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the main power.
  • Door bolts: Dropping the door bolts will lock the door. A closed door will be locked into a closed position, and an open door will be locked into an open position. Hotkey: Ctrl + Click.
  • Door bolt lights: Turning the bolt lights off will stop the red lights from showing on the door, meaning you can sneakily bolt doors without anyone questioning you.
  • Electrify for 30 seconds: Runs an electric current through the door for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.
  • Electrify indefinitely: Electrifies the door until you either fix it, or someone else shuts off the current. Hotkey: Alt + Click
  • Safeties: Disabling the safeties will cause the door to crush anyone standing in the airlock when it closes. Causes 10 brute damage and knockdown per crush.
  • Timing: Overriding the timing will cause the door to automatically close almost immediately after opening. Good for use in secure areas to prevent chucklefucks from slipping in. Dangerous when the door safeties are off.
  • Open/Close: Opens or closes the door. Hotkey: Shift + Click
  • Emergency Access: Disables the clearance check as long as it's active, which lets anyone open the airlock. The door lights will blink yellow while it's active which makes it easy to identify. Ideal if lots of people suddenly need access to an area of the station and you don't want to just bolt it open. Hotkey: Ctrl + Shift + Click

Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has its bolt wires cut. Obviously, you will be completely unable to operate a door that has no power beyond dropping the bolts.

APCs

An APC (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an APC is cut, you will not be able to hack back into it. If an APC is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the APC when the battery reaches about 30%, which is the point when equipment in the room shut off to conserve the remaining energy. You can control + click an APC to toggle it on or off.

For more information see: APC

You And the Boys

Cyborgs need babysitting as well. Make sure they aren't emagged or loaded with weird laws. Sometimes the Syndicate might swap out a Nanotrasen model that was to be shipped to your station with one of their own.

Communication

Being the AI, you can’t physically talk to them crew most of them time. You will be relying on various forms of telecommunication to talk to the crew and keep them up to date on the status of the station.

AIs are equipped with internal radios that can hear and communicate via all departmental frequencies, which are as follows:

  • 145.9 for Common
  • 144.7 for AI Private
  • 135.9 for Security
  • 135.7 for Engineering
  • 135.5 for Medical
  • 135.3 for Command
  • 135.1 for Science
  • 134.7 for Supply

AIs can also make audio announcements with Nanotrasen's specially trademarked VOX system! Announce johnson inspections in the medical bay Alert crew to danger, remind them for the third time to maximize their suit sensors, or simply wish them a secure day. A full list of supported VOX vocabulary can be found under "Announcement Help." Rules regarding spamming apply to vox communications as well, so don't go overboard filling the crew's ears with garbage.

In addition to standard communication, AIs have Binary, which works with :b and is inaudible to humans (usually.) You can use this private channel to talk to your cyborgs. Bystanders will hear nothing. You also have a special language; robotic talk, where you can talk to cyborgs over common where most people only will hear beeps and boops.

Listening in on Conversations

By changing the various intercoms around the station to 'Microphone On', 'Speaker Off' and channel frequency 144.7, conversation in range can be heard on your private listening channel. You can speak on the AI private channel with :o.

Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms.

Holopads

Holopads can be found in a number of places like the Bridge, AI Upload and Security. Right-click these to turn them on and show yourself as a hologram, which can be changed via the AI Commands tab. You can move around in a limited radius, and you will hear anyone talking near the holopad. You can also talk through the holopad by using '.h' (e.g. say ".h I can't do that Dave.")

Communication Consoles

These bad boys usually come in short supply on the station. One can be found in the Bridge, and another can be found inside the Captain's Office. As the AI, you can station-wide announcements like those made by heads of staff consoles. You are also able to adjust the station's displays to show messages, the shuttle arrival time, the station time, or set them to display a fancy graphic alert like ALERT and LOCKDOWN. Along with these communication options, you can also toggle the Maintenance emergency access for the whole station, mainly used when a rad storm comes. TOGGLE THIS WHEN A RAD STORM COMES, OR YOU MIGHT HARM A HUMAN THROUGH INACCTION!

The handy thing about these things is that they can make station-wide announcements even when telecoms are down. For instance, you can still alert the crew if Nuclear Operatives stealthily disable telecoms.

How to setup the SM, no hands required

Are there no competent Engineering Meat/Silicon staff? Are you also on a station filled with meatbags screaming for power and you don't even have a shell to wrench pipes with? Never fret for it is still possible to do a decent SM setup with just some tinkering of pipe and alarm settings. Head here for a more detailed guide on the functions of the SM and Atmos in general

File:AI Pipes.png
Meta Station Atmospherics

Step One: Preparing Atmospherics

Go to Atmospherics, locate the "N2 to Pure" one, turn it on, alongside the "Pure to Ports" and "Mix to Engine" alongside any other pressure valve that leads the gas to the Engine room, if there is a Gas Mixer in the way of the N2, turn the node that the N2 is pumping into to 100% to let it through. The aforementioned Pumps needed to be turned on for Meta Station's Atmospherics are shown in the picture highlighted with an orange circle. This will put the N2 gas needed to cool the SM into its cooling loop, you do not need to alter the target pressure settings of these Pumps unless there's an emergency. Ensuring there is a thorough gas supply for the needs of late-joining Atmos Techs/Engineers is advised.

File:SM ROOM AI2.png
Meta Station SM Room

Step Two: Preparing the Cooling Loop

1. Color Code: Orange. Turn on the "Atmospherics to Loop" Pressure Valve, do not edit the kPa (for now)

WHY: This is the pump that lets in the gas from Step One to enter the Cooling Loop, it is left at 101 kPa for the same reasons that the Pressure Valves in Step One are, but in the case of a hot gas delamming emergency cranking up the outlet kPa limit to let in more cooling gas is perfectly fine.

2. Color Code: Green. Turn on all of these Valves/Filters, set them to maximum kPa/Volume, if they're Gas Filters have them filter nothing.

WHY: The specifics of each pressure valve/filter is covered at detail in The Guide to the Supermatter, The summary is that we want to maximize the gas flow throughout the entire loop to improve the cooling of the Engine and maximizing the kPa outlet limit aids in this by allowing higher volumes of gas to pass through until the outlet pipenet hits the set kPa limit. The highlighted green Filters do not serve any purpose filtering any gas and so should be set to nothing.

3. Color Code: White. Turn on the Filter, set it to filter N2

WHY: This filters out whatever gases we don't want to remain in the Cooling Loop, such as combustible O2 with Plasma as the fuel. The reason why this is the only filter we set to filter anything in the line of waste filters, is because it will get rid of the waste gases before it reaches the other filters.

4. Color Code: Red. Turn off this pressure valve.

WHY: This is a bypass intended to allow you to have the gases flow around the cooling loop without entering the chamber, but it is a detriment when the engine is running, due to joining the cooled gas input pipenet and heated gas output pipenet.

4. Color Code: Yellow. Set the Scrubbers to Expanded + Siphoning, set the Vents to internal kPa 0

WHY: Expanded makes it so that the Scrubber drain gas in a 3x3 area centered around itself as opposed to 1x1, Siphoning makes it grab every gas which we want so as to take out heated gas from the chamber and cool it in the loop. Internal kPa 0 makes it so that the Vent will try to fully empty the input pipenet, these settings maximizes the amount of cooled gas coming in and heated gas coming out.

5. Color Code: Light Blue (Optional). Turn on the Freezers, set them to the lowest possible temperature.

WHY: This is necessary on a map like Ice Box due to the Planetary snowy environment cooling less efficiently than the Freezers, but on a Space Station map the Freezers are less efficient than the void (which can cool down to 22 Kelvin), and so it mainly just functions as extra safety.

Step Three: Starting and Monitoring the Engine

Color Code: Beige. Turn on the Emitters

WHY: The emitters stimulate the Crystal to send out bolts of energy which charge the station, when the SM engine is in danger turning these off is advised to help cool it down.

Your engine is now setup, make sure to double check and once that's done you should now maximize the SMES Input and Output so that enough power gets distributed around the station. You can monitor the Crystal's state through the NT CIMS program that is pre-downloaded on one of the Computers in the SMES Room.

Words of Warning:

Even though you are able to setup the SM Engine by yourself with your (proverbial) hands tied behind your back, that doesn't mean you're an replacement for a competent Engineer crewmate nor that a Engineering Shell won't be handy. A decent saboteur can easily make you helpless to protect the engine by replacing the electronic pipe devices you can use with manual versions or regular pipes, can cut the cameras and or power, etc. It's possible to do more esoteric setups with NO2 or CO2 if you're skilled in Atmos, but it goes without saying that you're quite limited in how you can modify the engine. This guide was made with Meta Station in mind, but still works just the same for every station layout, since the main difference is that the location of pipes gets rearranged, but there are some critical quirks that some maps have for their SM chamber that you need to be wary of.

That OTHER AI

Building a new AI can create a lot of conflicts and a mess of problems that wouldn't normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated.

For the Original Station AI: Being an AI is some times frustrating when people mess with your laws, sure, but when a second AI comes online? You best believe that you're going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.

For the New AI: Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren't told to specialize in a certain way, you best work out with the original AI what tasks you should split up.

For the New AI's Creator: Why you did this, I do not know but make sure to have both of the AIs in the same room. The Sat is specially built for this but anywhere will do. That way, if an AI wants to kill the other, It cannot, as it breaks law three. That is, of course, unless the other AI is breaking Asimov which in that case, it's not only free game to kill the rogue one but the non-rogue one is forced to do it under law 1. Fuck, man. Laws are confusing. Anyways, this sounds great, right? The only problem is if both of the AIs are rogue, in which case you're incredibly fucked. MAKE SURE AT LEAST ONE OF THEM IS ASIMOV BEFORE PLACING IT ON THE SAT.

Tips

  • Law priority order is this:
    • 0: Traitor/Malf/Onehuman-board Law
    • ##?$-##: HACKED LAW ##!£//#
    • ##!£//#: Ion Storm Law ##?$-##
    • Law 1: First Law
    • Law 2: Second Law
    • Law 3: Third Law
    • Law 4: Freeform
    • Higher laws override all lower ones. Whether numbered or not, how they appear (in order) is the order of priority.
  • If you are carded with enabled wireless and in a backpack or something... You can't hear or use the normal radio, but you can still use holograms, Robotic Talk and PDA-Messages.
  • You can disable the gibber by powering down the kitchen APC as an AI.
  • You can quickly look through the camera list by pressing the first letter of the location you want to look at. example: E goes to engineering, etc.
  • AI can take picture photos from what they're looking at; basically the camera. They can then print the photos from a photocopier or post it onto a newscaster.
  • Many AI's don't know that you can scrub out toxins by toggling it on from the air alarm.
  • AIs (and maybe borgs as well) can flicker lights by clicking them. Not as effective as spamming the Lights button on the APC of course, unless the room only has one light.
  • You have intercoms on the walls surrounding your core. You can adjust them to any radio channel on the station, allowing you to relay information to different important departments during a crisis whilst telecoms is broken.
  • You can control non-sentient bots through the robot control (in your AI commands interface). You can summon them to a specific location, and you can also override safety protocols, stealthily emagging the robot. Useful if you don't want to go loud as a malf AI. Also good for drawing attention away from you, since the emagged Beepsky provides quite a bit of a spectacle.
  • As a Malfunctioning AI, you can take direct control of one of your turrets.

I'm sorry, Dave. I'm afraid I can't do that.

In the inevitable event where you become subverted by a traitor or some other random crew member, your goals might change drastically from your usual Asimov laws. Tips and a guide for subverted AI's can be found on the File:APC emagged.gifMalfunctioning AI page. Just remember you don't have the extra powers that malf AIs usually have, although you can be just as devastating without these extra abilities, unless you are an Infected AI (Malfunctioning AI with a Law Zero to obey the traitor that infected them)

Jobs on Bubberstation13

Command Captain, Blueshield, NanoTrasen Representative, Head of Personnel, Head of Security, Chief Engineer, Research Director, Chief Medical Officer, Quartermaster
Security Head of Security, Security Medic, Security Officer, Warden, Detective, Prisoner
Engineering Chief Engineer, Engineering Guard, Station Engineer, Atmospheric Technician
Science Research Director, Science Guard, Geneticist, Scientist, Roboticist
Medical Chief Medical Officer, Orderly, Medical Doctor, Paramedic, Chemist, Virologist, Coroner
Supply Quartermaster, Customs Agent, Cargo Technician, Shaft Miner
Service Head of Personnel, Service Guard, Janitor, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator, Assistant, Lawyer, Psychologist
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Imaginary Friend, Split Personality, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Heretic, Revolutionary, Wizard, Family, Blob, Abductor, Holoparasite, Xenomorph, Spider, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Obsessed, Fugitives, Hunters, Space Dragon, Elite Mobs, Sentient Slime, Regal Rat, Paradox Clone
Ghost Roles Dauntless Syndicate, Syndicate Hostage, Ashwalkers, Ice Walkers, Podperson
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, ERP Officer, Asset Protection Officer, CentCom Intern