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Access: Engineering, Tech Storage, External airlocks, Vacant Office, Construction Site, Maintenance
Qualifications: At least 25 years of age, applicable Bachelors degree or 7 years experience in engineering-related field.
Employers: Hephaestus Industries, Zavodskoi Interstellar
Supervisors: Chief Engineer
Duties: Start the engine, wire the solars, repair ship hull and wiring damage, repair equipment, etc. Basically, do everything that has anything to do with repairs.
Guides: Hacking, Guide to Construction, Singularity Engine, Solars, Supermatter Engine, Telecommunications, Guide to Shields

As a Ship Engineer you are the man that, when called, fixes a broken light bulb, repairs a door, or, rarely, helps break into a rogue AI's core. You watch over the engine, ensure the electrical machinery aboard the ship is up and running, and, most of all, repair the ship when it inevitably explodes due to unforeseen consequences.


You start in Engineering with a Hard Hat, a T-Ray Scanner, an Engineering Headset, an Engineering Jumpsuit, Tool Belt, and an Engineering PDA.

Items that are recommended for Ship Engineers include Webbing, Multitool, Welding Goggles, Optical Meson Scanners and a GPS.

Webbings allow for the storage of tools and other such items in your jumpsuit slot, freeing your hands up. The multitool is a nifty piece of kit, used for checking the amount of power flowing through wires, fixing machines infected with rampant brand intelligence, and repairing wires in doors. The welding goggles are vital to protect your eyes while welding. The optical meson scanner enables you to see ship structure and lighting through obstructions so that you always know where you're going and what's damaged without having to accidentally walk into a vacuum-exposed corridor to do it. Cable coils are used while laying new power lines and completing a few constructions such as lights or machines. Hazard vests are bright orange and it enables an engineer to wear an emergency oxygen tank in the suit storage slot, freeing the belt slot for the utility belt. Should all others options fail, the GPS will allow other engineers to rescue your remains. Suit sensors are a great addition for a young engineer.

It is also recommended that you carry a stack of metal and glass with you in your backpack at all times. This will allow you to respond quickly to any ship damage that may occur. Another healthy addition are inflatable walls, since those will stop breaches from spreading and help you create airlocks on the fly. All this gear can be obtained in the Engineering storage room, left of the main lobby. A prepared softsuit also never hurts, you can make one for yourself by attaching magboots and helmet to the main suit item and putting an oxygen tank in. If all the metal and glass is gone more can be obtained from the sublevel or the Operations Manager in the Operations Bay.

Doing Your Duty

Keeping the lights on and the air inside of the ship is your primary task. Apart from that, you will frequently face smaller events such as broken vendors, cameras, or the occasional ship-wide blackout event. All of those can be overcome through communication and a calm head. Your teamwork will be tested when the level 7 biohazard alarm rings.

Starting the Engine

This is an extremely important task. Luckily, it is simple enough. Make certain you follow the instructions precisely; an engineer who accidentally floods Engineering with phoron is not a popular person, but we all started somewhere and after a rather lengthy stay at the medbay your coworkers will most likely have repaired any damages.

Working the Solars

Wires can be found at each solar array, a fully equipped spacesuit will be needed to prevent certain death. Keep your light on outside and the guide open. Best of luck.

Fixing the Ship

If there is, indeed, a breach, a broken door, or some other problem you can fix, you can go ahead and do so. See the Guide to Construction for more details. This also involves fixing parts of the ship layout you do not like. Speak to heads of staff first if it is something that influences the overall crew safety.

Power Management

Remember that you can use your ID on the Power Monitoring Computer to remotely controls APCs. In the event that your power sources run dry, it may be worth turning off a few unneeded APCs or entire departments via the RCon. Nobody ever works in the medical sublevel anyway. On the other hand, make sure to charge everything with excess power in advance whenever possible.

Setting up RCON

Once the Ship's power source of choice has been set up, you will want to go around Maintenance and go into all of the departmental power ships and turn the breaker boxes Breakeron.png that are next to the power units off by clicking them with an empty hand. After a second or so, it will disable the box. What this does is disable the bypass that allows the main grid to directly power the department grids, and instead means the department's SMES will control it.

After the breaker box is off, you should then go to the SMES SMES.png and enable the input and output. As a general reference, 75000W output and 50000W Output should be enough for most, if not all, departments, but you may have to adjust the settings. Try to keep the input higher than the output so that the units can properly charge.


Being a traitor engineer can be both the easiest and hardest task on the ship. On the one hand, you can go almost everywhere on the ship, and have easy access to the tools to get rid of any pesky doors (or walls) in your way. Also, many crew members don't bat an eyelid when they see an engineer wearing a jetpack, or standing in a hole in the wall. Any curious crewmen are usually deflected by saying you are doing engineering work ("I need this to repair hull damage, Captain!")

On the other hand, Engineers lack ranged weapons. With the right know-how, you can easily use the fire axe or make your own weapons. Also note, engineers loitering near their target may quickly arouse suspicion without a good task at hand. Find something to do like APC upgrades or installing some spare stuff like lights or machines. And finally, if you truly hate the ship, it is within your grasp to generally sabotage the power supply of the ship, but you should only touch the main engines after making sure that it is okay with staff via an ahelp.

Engineering Apprentice

Engineering Apprentice
Engineering Apprentice
Access: Engineering, Tech Storage, External airlocks, Vacant Office, Construction Site, Maintenance
Qualifications: At least 18 years of age, currently studying for an applicable Bachelors degree or under 7 years experience in any engineering-related field.
Employers: Hephaestus Industries, Zavodskoi Interstellar
Supervisors: Chief Engineer, All of Engineering.
Duties: Assist Engineering in all of their tasks, be supervised. Learn!
Guides: Hacking, Guide to Construction, Singularity Engine, Solars, Supermatter Engine, Telecommunications, Guide to Shields

As an Engineering Apprentice, you are here to get hands-on experience in Engineering. Either you are new to engineering, demoted, or waiting for some missing paperwork, like your bachelor's degree. This is a learners' role, you shouldn't be expected to know much about Engineering in this role, but the skill gap is pretty much open-ended. Someone at the end of their studies might just lack practical experience for example but know a ton about the power grid theory. Established characters shouldn't jump into this position outside of very unique circumstances like CCIA actions or other staff approval.

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