Station & Duty
Going on duty
Clock in at the duty lockers or by talking to the station chief NPC. The chief and the lockers also give:
- Turnout gear: put your gear on or take it off (a 20 second animated change).
- Personal locker: a stash per station (
Config.Locker.stash). - Supplies: free equipment firefighters can take (
Config.Locker.supplies). - Station board: request a call (
Config.Missions.request). - Equipment check: inspect the station's tools (see Station readiness).
Clocking in and out means swiping your ID card through the reader: drag it through in one smooth swipe (Config.DutySwipe; enabled = false gives the old animation).
Shifts are clocked at the lockers and show on the Staff page.
Turnout gear
Gear up and take it off at the lockers. Already wearing a turnout uniform (from your clothing menu or EUP)? It is recognised: on duty you count as geared up straight away, and gearing up at the locker just confirms it (Config.Gear.recogniseWorn). Turnout gear protects against flames and radiant heat: without it, standing close to a fire burns you (Config.Heat).
Outfits come from three places: Config.Gear.outfits, outfits saved in /fireadmin → Outfits, and the NPC firefighter model as a fallback. Stations can have their own outfits.
SCBA
Geared firefighters put the facepiece on with M. Only a facepiece on air protects from smoke, gas and chemicals, and you need it on to bring trapped people out of a smoky building.
SCBA mask kit: use the scba_kit item over your turnout gear and the harness with the yellow air cylinder goes on your back and the facepiece goes on your face, so you are on air straight away. M then takes the facepiece off and puts it back on while the kit stays on. Use the item again to take the whole kit off. Without the kit there is no air (Config.SCBA.kit.required). Kits come from the station armory, the truck compartment and the department shop.
- The screen gets the mask frame and air LEDs, you hear yourself breathe and outside sounds are muffled.
- The bottle drains the whole time, faster when you run or climb. A chime at low air, a repeating whistle when it's critical.
- Refill at a truck or a station, or change in a spare
scba_cylinderby hand (see Minigames). The empty cylinder is left on the ground. - Change a crewmate's cylinder: target them and pick Change their cylinder. Your spare goes on their back while they keep working.
- Breathing smoke without one hurts (
Config.Smoke). With kartik-ambulancejob it leaves a smoke inhalation injury (low SpO2) for paramedics to treat.

Pre-entry check: sets can come off the truck with hidden defects (part-empty cylinder, leaking facepiece, silent alarm, dead PASS, free-flowing regulator). Check SCBA at a truck or station finds them.
PASS device: lie still on air and it pre-alarms, then sends a mayday.
Buddy rescue: help a downed firefighter with buddy breathing and drag them out.
Config.Certifications.gates can make going on air need the SCBA and interior certificate.
Garage
Take trucks out at the station's garage point. Each vehicle has a minGrade and can need a certificate (cert = 'driver'). The default fleet:
| Model | Label | Notes |
|---|---|---|
firetruk | Engine (Pumper) | 3000 L water, 300 L foam, 2 attack lines, deck gun. Needs the Driver certificate |
ambulance | Rescue Ambulance | |
fbi2 | Command SUV | Grade 2 and up |
blazer | Wildland ATV | Sandy Shores and Paleto Bay |
Keys are given and the fuel is filled up. Each truck can have its own livery, colours, extras and mods (see Configuration). Add your own trucks to Config.Garage.vehicles and their tanks to Config.Water.vehicles.
Cab
Inside a fire truck with the doors shut, traffic, weather and the siren are muffled. Voice and radio stay clear (Config.Cab).
Truck checks
Fleet trucks leave the garage with a random tank level. Target the truck for a walk-around check: walk round it and inspect each point in person (bonnet, cab SCBA, tool locker, pump panel, tanks, tyres, hose bed, lights), then mark each one serviceable or write it up (see Minigames). The check tops the truck up. Defects you miss stay on the truck and cost XP; items written up that were fine are noted too (Config.TruckChecks).
Station readiness
Each station owns its trucks and an equipment store. Both wear out on calls and are kept ready with hands-on work (Config.Readiness, tablet Stations page):
| Job | Where | What |
|---|---|---|
| Pre-shift check | Target a fleet truck | Walk-around inspection of the real truck. The defects you write up are fixed, the ones you miss stay. Skip it and it rolls out with them (half a tank, a pump that won't prime, a hose bed unpacked) |
| Hose repack | At the station | A truck whose hose was used needs its beds repacked, or it leaves with one attack line |
| Equipment check | Lockers / chief | Inspect the station's rescue tools and SCBA. Worn kit shows its defects |
| Maintenance | Garage | Diagnostics on a worn truck. A truck below outOfService condition can't leave until it's fixed |
Bosses move equipment and trucks between stations from the tablet. Saved in the database (kfj_store).