Machinist

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OPERATIONS STAFF
Machinist
Machinist
Access: ???
Qualifications: At least 25 years of age, Engineering, Mechatronics, or Robotics degree, (Masters preferred).
Employers: Orion Express, Hephaestus Industries.
Supervisors: Operations Manager.
Duties: Create Cyborgs, Exosuits and robots. Maintain mechanical prosthetics, organs, and augments on your organic co-workers.
Guides: Guide to Robotics, Surgery

Primarily, the Machinist's job is to make cyborg bodies, and generally maintain activated cyborgs. Secondarily, Machinists create helpful robots like Medibots and Floorbots. A skilled set of Machinists can even build a powerful set of mechanized exosuits. It is also the responsibility of Machinists to perform the operation of cyborgification if deemed as necessary by the vessels SCC command staff.

By staff decision, machinists are not permitted to build tech processors or otherwise conduct research activities.

Tools and Department

Operations is your home as a Machinist. It contains exosuit fabricators for the creation of any robotic component you require, a circuit imprinter, a console, multiple sheets of metal, twenty sheets of plasteel, power cells, and a coil of wire. on the scattered tables there are multitools, toolboxes, a few flashes, loose tools, two proximity sensors, and two cell chargers. Just outside there are two cyborg recharge stations and four mech suit recharge stations.

You also possess a small surgical theatre, which is where procedures performed on your more fleshy coworkers take place. Whether fixing up a malfunctioning set of mechanical eyes, or preparing a brain for cyborgification, your work with creatures of flesh and blood happens here.

Before We Get Started

There are a few things you should do once you spawn in your nice and clean Machinist's office.

First, keep your metal organized, and understand how much each machine will take (and you will always need more metal). Second, glass and flashes are important for your robotics work, as are various devices and rare minerals. Third, have a plan before you start building anything huge, like a mech suit (Without specialty materials, they are unbuildable). Fourth, make sure to perform maintenance on cyborgs that come in; SCC usually doesn't load them with anything but the minimum required power cells. Finally, ensure you have proper eye protection when you weld, or you'll become blind quickly.

Cyborgs

Creating, repairing, and maintaining cyborgs is the main reason you're around. See the Guide for more info. Remember, by signing a contract to work with the Stellar Corporate Conglomerate as a Machinist, you are expected to perform cyborgification procedures when told to by command. Refusal is neglect of duty, breach of contract, and grounds for contract termination.

IPCs

Repairing, reviving, and maintaining IPC Crewmembers is another reason you're around, but a bit more uncommon compared to Cyborgs. See the Guide for more info.

Help, I'm Being Asked To Surgerize!

As a machinist, you're often going to get requests to do various complicated repair steps, both on biological crew with synthetic components and on wholly synthetic crew. Here's a guide on what you can do:

You can:

  • Repair any mechanical organs.
  • Repair mechanically assisted organs.
  • Repair mechanical limbs.
  • Attach mechanical limbs.

You cannot:

  • Implant mechanical organs.
  • Implant mechanically assisted organs.

Exosuits

Another thing you can do as a Machinist is make an Exosuit. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, Which are obtained through the circuit printer, so long as RND has done their job. Failing that, cargo or RND proper can get them.

Please note that walking around the ship in an Exosuit when not transporting it or using it for its intended purpose is frowned upon! They're industrial tools, not personal carriages.

See more about Exosuits and their equipment on the Guide to Robotics page.

Traitoring

Traitoring as a Machinist is fun and easy, especially since you spawn with flashes, and an expectation of building very dangerous machines. Your high ship access, and access to tech storage will allow you to get pretty much everywhere, also you have gloves from the get-go. And, of course, emagging any of your basic creations serves to cause havoc and chaos. Emagging the cyborgs can make them do what you want. Some people will ignore, tell on, or attack you.

Note that to emag a cyborg, you should follow these steps:

  1. Use an Emag or ID to unlock the cover.
  2. Crowbar to open the cover.
  3. Use Emag again.

Do's and Don'ts

Do:

  • Make cyborg bodies and install MMI's in them.
  • Try to borg antagonists instead of the death penalty. They still fail, but are no longer a danger.
  • Cut AI control when the AI is rogue.
  • Make useful bots and leave them around the ship.
  • Give mining or medical an exosuit before you start working on personal projects. people will thank you.
  • Offer up to any reasonable departments if they need hardsuits, exosuits or cyborg upgrades.
  • Create hardsuits to be distributed to security, engineering, medical and any other departments that you feel fit.
  • Get people to sign the reasonable paperwork so the janitor doesn't suddenly start walking around in a combat mech.
  • Put beacons in all mechs lest they get stolen.
  • Make a Cyborg and Exosuit Control Console.

Don't:

  • Put an MMI in a borg without making sure it's still there (they can speak you know).
  • Blow up all the borgs because one was emagged.
  • Immediately blow up all borgs in malf.
  • Try to make a mech you don't have materials for, nothing is more useless than a pile of combat limbs while you beg for metal and silver.
  • Go on mech rampages 'because you can'.
Guides of the Aurora
Game Mechanics Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA 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 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 - Technomancer - Guide to Improvised Weapons - Uplink
Jobs on Aurora
Command Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager
Command Support Corporate Liaison - Bridge Crewman
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 - Xenobotanist - Lab Assistant
Operations Hangar Technician - Shaft Miner - Machinist
Service Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter
Non-human AI - Cyborg - Personal AI
Special Merchant - Ghost Roles