SubCargo Co-op Crew Checklist
Pre-dive and dock-side duties for 2–4 player SubCargo alpha crews.
SubCargo from DeltaCore Studio is built for online co-op in Roblox alpha. Inspired by Barotrauma, it expects crews to split navigation, engineering, combat, and loot duties while a submarine crosses post-apocalyptic ocean veins. Random lobby groups fail when everyone assumes someone else checked fuel or repaired the last breach. This checklist turns vague “we got this” energy into a repeatable pre-dive routine.
Use it in voice chat before leaving dock, and again after every shop stop. Alpha bugs make surprises common; disciplined procedure is your best counter.
How to use this checklist
Assign one player per section when running three or four crew members. With two players, merge pilot/nav with gunner on one side and engineer with diver tasks on the other, swapping during calm legs. Read each line aloud and confirm completion—do not skip because “we did it last run.” ReCore’s free fuel rod on top of the shop resets every game, and someone must grab it before departure.
Link this page in lobby chat when recruiting. Pair it with crew roles for long-term specialization and dock shops for purchase order.
Pre-dive checklist (all roles)
Complete these steps before the submarine leaves the dock:
- Confirm roles — pilot/nav, engineer/repairs, diver/loot, gunner (or merged pairs for duo).
- Fuel audit — count rods in storage; grab the free ReCore rod on the shop roof each game.
- Tool inventory — welder, wrench, extinguisher, scrap collector as needed; see Underforge list.
- Weapon check — gunner verifies handheld or sub-mounted guns if Larry or hostile dives are expected.
- Hull snapshot — engineer reports breach status and recent weld targets.
- Delivery briefing — review cargo goal via the delivery guide if the route is new.
- Comms plan — agree on callouts: “breach starboard,” “Larry surface,” “out of fuel.”
- Alpha caveat — remind the crew that ballast and wiring bugs exist; see alpha overview.
Skipping the fuel audit is the fastest way to stall mid-ocean. A rod lasts roughly eight minutes depending on conditions—plan legs accordingly.
Pilot / navigator duties
The pilot owns submarine movement and situational awareness.
Pre-dive:
- Set ballast neutral if your build uses manual ballast; verify pumps labeled correctly (alpha builds sometimes ignore miswired tanks).
- Test forward/reverse and depth control at dock before committing to open water.
- Mark map waypoints or verbal route plan for the delivery leg.
During dive:
- Call depth changes early so the engineer can prepare for pressure events.
- Watch sonar or visual cues for Larry surfacing—announce immediately for the gunner.
- Avoid sharp maneuvers while divers are outside the hull.
At dock return:
- Park cleanly so shops and ladders align for shopping runs.
- Report any handling oddities that might be alpha ballast bugs, not player error.
If the pilot also navigates solo on a two-player crew, keep sentences short. Engineers cannot weld and listen to rambling at once.
Engineer / repairs duties
Engineers keep the submarine alive. In SubCargo alpha, the welder fixes walls in about eleven seconds from zero to full when uninterrupted.
Pre-dive:
- Carry welder (spawn role or $230 Underforge purchase).
- Inspect prior breach patches; re-weld weak sections.
- Confirm fire extinguisher location near engineering spaces.
During dive:
- Prioritize breaches flooding multiple rooms before cosmetic damage.
- Pair with pilot callouts—starboard vs port matters when water rises fast.
- Monitor systems that alpha patches may break; report new glitches via in-game tools or the community server listed on the Roblox page.
At dock return:
- Full hull pass before the next departure.
- Shop for backup tools if the welder was lost overboard or stolen by chaos.
Engineers who never leave the engine room still win runs. Gunners who never weld still lose them when Larry chews the hull.
Diver / loot duties
Divers extend the crew’s economy by scavenging seafloor resources and completing outside objectives.
Pre-dive:
- Grab scrap collector from Underforge when loot-focused routes are planned.
- Confirm someone remains onboard if solo diving is unsafe on your server rules.
During dive:
- Communicate before exiting—pilot holds depth, gunner watches for Larry near the hull.
- Collect high-value scrap first if oxygen or threat timers pressure the run.
- Re-enter immediately on Larry surfacing or breach alarms.
At dock return:
- Deposit scrap and sell or craft per current alpha economy.
- Restock collector durability or spare tools if the game consumes them.
Divers are not optional luxury on long delivery maps. Underfunded crews delay weapon upgrades at Krakken’s Arsenal and struggle against Larry.
Gunner / security duties
Gunners protect the hull and crew from Larry—the Blood Worm—and any future hostile additions DeltaCore ships during alpha.
Pre-dive:
- Purchase or claim weapons per tier list priorities—PPS pistol for budget, Gepard SMG for sustained DPS.
- Verify friendly-fire settings with the crew; alpha weapons can hurt teammates.
During dive:
- Respond to pilot Larry callouts first; hull damage ticks every one to three seconds when he bites.
- Protect divers re-entering the sub—Larry sometimes lingers on corpses and surfaces unpredictably.
- Conserve ammo on small threats if Larry is the real objective; see beat Larry.
At dock return:
- Resupply ammo and repair weapons if the alpha build allows it.
- Coordinate next purchase with crew credits before someone buys a luxury gun alone.
Dock-side checklist (between legs)
Run this whenever you touch a dock mid-route:
- Engineer repairs while others shop—parallelize time.
- Grab free ReCore fuel rod on the shop roof.
- Split Underforge/ReCore/Krakken purchases using dock shops priorities.
- Reassign roles if a player swapped spec; update the checklist verbally.
- Re-read delivery status—cargo damage may matter for payout.
Duo crew merge guide
With two players:
- Player A: pilot/nav + gunner during combat legs.
- Player B: engineer + diver during calm or loot legs.
Swap diver duty only when the submarine is parked and secure. Never both exit the hull unless you accept total wipe risk.
When to abort a run
Alpha is early-access. Abort if multiple breaches outpace welder cooldowns, fuel hits zero with no dock nearby, or ballast stops responding despite correct setup. Note the bug in updates channels so the wiki and devs track patterns.
Related pages
- Crew Roles — long-term specialization for 2–4 players
- Dock Shops — what to buy at each vendor
- Getting Started — first-hour alpha walkthrough
- Delivery Guide — cargo route planning
- Larry — stats and behavior for the Blood Worm
Frequently Asked Questions
Quick answers for SubCargo crews in Roblox alpha.
How many players does SubCargo recommend?
The official Roblox description recommends 2+ players. This checklist scales from duo merges up to four dedicated roles.
Who should grab the free ReCore fuel rod?
Whoever reaches the shop first during dock prep, but the pilot or engineer should confirm it was collected before departure. Missing it wastes free uptime.
Do engineers always spawn with a welder?
Engineer roles often spawn with a welder in alpha, but verify each session. Buying a $230 backup at Underforge prevents a wipe if spawn loadouts change in a patch.
What callouts matter most for Larry fights?
Surface position, hull side being chewed, and diver status. Larry deals 10–30 hull damage every one to three seconds—gunners need seconds, not minutes, of warning.
Should we read guides or only this checklist?
Use the checklist every run for consistency. Read guides when learning a new mechanic—deliveries, Larry strategy, or first-time controls.