Chief Engineer

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Chief Engineer
Chief Engineer
Access: Robotics and Mech Bay, Engineering, Atmospherics, Chief Engineers Office, Research, Medical, Construction Area, Bridge, Maintenance, EVA, Tech Storage, AI Upload, Teleporter, Telecoms Satellite, External airlocks
Qualifications: At least 30 years of age, 10 years experience in engineering-related field, Doctorate of Engineering (or equivalent).
Employers: The Stellar Corporate Conglomerate
Supervisors: Captain
Duties: Coordinate engineering, ensure equipment doesn't get stolen, make sure the supermatter doesn't explode, maintain the AI and Telecommunications, hold pizza parties in the break room.
Guides: Hacking, Guide to Atmospherics, Guide to Construction, Solars, Supermatter Engine, Telecommunications, Guide to Shields, Chain of Command

The Chief Engineer is the individual in charge of the ship's integrity and of the AI's structural well-being. That means making sure there are no breaches, equipment remains operational, and the AI doesn't get any weird lawssome strange guests. As the chief engineer, you have authority over ship's engineers and the atmospheric technicians.


You are the head of the Engineering department, which includes not only Engineers, but Atmospheric Technicians as well. Essentially, your job is to boss Engineering and Atmospherics around and make sure the engine, atmospherics, and the solars are set up so that the power and air are constantly flowing.

Other than directing the workflow of the department, you're also expected to carry out general Engineer duties and maintain the AI. To be a good chief it is imperative that you have a good working knowledge of how APCs, SMES cells, and power in general works, how to decipher atmospherics, how to efficiently set up the supermatter and solar, and how to get your engineers moving. Knowing how to work the experimental tesla engine will be good too.


It's no secret that engineers are more often than not the only ones working at allthe laziest of the ship's crew, and that there is no job that surpasses the capacity for an atmospherics technician to be completely clueless about his own department. This is where you come in! As stated above, your duties consist pretty much entirely of telling the engineers and atmos techs to work or just doing their jobs yourself. Listed below are those jobs.

At the Start of the Round

Greet your team over the radiositting around your table and let them know that a CE is going to get all the trouble for whatever they are building today. Find out who is baldyou will be working with and how many of them, and make sure that everyone has a job to do. Designate someone to do solars (unless someone else volunteers first) and get everyone else working on the supermatter. If you take to charge these first minutes of the round, most of Engineering will follow the rest of your orders until the round ends. If you stay silent then when you suddenly need something done halfway through the round, you can guarantee that nobody will listen to you or know who you are. If nothing else, speaking over the channel will at least tell you who on your team you can rely on.

Supermatter and the Setting Up Thereof

Setting up the engine and supplying power to the ship should be the first priority of the engineering department. Most of the time your team will be fairly competent and you'll only need to supervise, but sometimes you'll have to step in. Read the guide, and make sure you know it. If someone's clearly new, help them out a bit and show them the ropes. If someone's clearly being an idiot then shout at them and forcibly demote if they continue. With these points in mind, the supermatter should successfully start generating power. It's always a good idea to announce this to the crew when it happens.

Solar Panels

Whilst the supermatter outputs a ton of power, a hardened engineer like yourself knows that it's volatile, and failures and problems can, and will arise. This is where solars come in. Solars output a decent amount of energy and can keep the ship running at a bare minimum whilst you inevitably sort out an issue with the supermater, but they need setting up first! Luckily this is even easier than setting up any engine and you can just designate one of your engineers to go out and complete the task, better yet if they volunteer.

Tesla Knowledge

The default setup is already standing. Add some missing parts from the storage and if you feel scared of what could destroy the entire ship you might even order someone to grab and install the beacon from upstairs, just in case someone fixes the code and it kills everyone again. For now you want to weld every part to the ground, add some grounding rods and upgrade the SMES units only to argue with an engineer for the rest of the roundabout how your setup is vastly inferior to theirshow nice the giant ball of death zaps today.

Atmospherics, the Great City-State of Pipes

The supermatter is radiating, the solars are wired and the engineering team are all in the barare at your beck and call. The ship is getting a steady supply of power and you're confident your team can maintain this and repair any damage to the hull. Your job is done, right? NOT SO FAST, my friend! Haven't you forgotten Atmosia?

Yes, as hard as it is to accept, that convoluted bundle of pipes and its clueless staff are under your jurisdiction and it's your responsibility to make sure that it's keeping everybody breathing. As the CE, you are expected to know the basics of how atmos work, how to optimize it, and then how to keep people from messing it up. If possible, it's recommended that you have as much experience in Atmospherics as you do in regular construction and engineering. Nobody likes a Chief Engineer that does not know how to re-pressurize a room correctly. Again, read the guide and learn it.

All you really have to do with atmos is get acquainted with its staff (You can do this at round start along with your direct minions, as they share the engineering channel), make sure they know how to optimize it (if not, do it yourself - better yet teach them), and then check back in periodically to ensure some one hasn't tampered with it.

Continued Maintenance

Now that the ship's systems are running at maximum capacity or are in the process of being made so, you can relax a little and order some pizza carefully hoard all the materials and send for security when tech storage is broken into at 0:10 round time. Here is what else you should be doing:

  • Always make sure every engineer has a GPS with them at all times. Never mention suit sensors to them.
  • Periodically check out Atmospherics to make sure nobody's messed it up.
  • Listen to the radio for hull breaches. When you hear of one, send a couple of engineers out to mend the damage.
  • Supervise the supermatter watch all engineers devolve into headless chickens and take action when it looks like it's going to breach out of containment.
  • Notice that the Tesla vanished into thin air, without destroying any of the ship, tell everyone why it is the best source of energy and 100% save.
  • Talk to your team. Make sure solars are wired or in the process of being done, and ensure there's always at least one engineer in Engineering to monitor power levels.

As Chief Engineer you may authorize autolathes to be set up to assist engineering. You can also ask Security if they will allow you to build a security camera computer to assist engineers in monitoring damaged areas. hack your own camera console, so security will never find out about why every engineer knows about the Nuke room above the captain's office.

Links to Other Departments

You coordinate actions between the captain, the other heads of departments, and your engineers. You'll be working with Security when they need to get into a crime scene that happens to be depressurized (this happens a lot), with Medical when they need to rescue someone in an area that's the minus atmosphere or plus poison (do try to keep them from rushing in and adding to the casualties), and with Science when they blow something up yet again. Your headset lets you keep track of your engineers, where they are, and what they're doing, as well as check in with the other departments to be sure everyone has the engineering help they need.


So you've been hired to kill/steal something on this ship ship? Great! This is one of the easier jobs when doing this due to the fact that you have access to most of the areas where the steal objectives are and, even if they are somewhere you can't get to, you can easily just hack open the door or RCD the wall down.

Guides of the Aurora
Game Mechanics Guide to Controls - Guide to Combat - Guide to EVA - Guide to Communication - Corporate Regulations - Job Accessibility Requirements - Guide to Piloting
Command Guide to Command - Guide to Paperwork - Guide to Station Procedure
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Guide to Construction Materials - Hacking - Guide to Atmospherics - Supermatter Engine - Tesla Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Toxins - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Guide to Improvised Weapons
Jobs on Aurora
Command Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager
Security Security Officer - Warden - Investigator - Security Cadet
Engineering Engineer - Atmospheric Technician - Engineering Apprentice
Medical Surgeon - Physician - First Responder - Psychologist - Pharmacist - Medical Intern
Research Scientist - Xenobiologist - Lab Assistant
Operations Hangar Technician - Prospector - Machinist
Service NanoTrasen Liaison - Bridge Crewman - Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist
Non-human AI - Cyborg - Personal AI
Special Merchant - Emergency Response Team - Foreign Legion - Ghost Roles