|Access: Engineering, Power Equipment, Tech Storage, External airlocks, Construction Site, Maintenance, Telecoms|
Additional Access: Atmospherics
Supervisors: Chief Engineer
Duties: Start the Supermatter, wire the solars, repair station hull and wiring damage. Basically, do everything that has anything to do with repairs. Also, be prepared to be the hero the station deserves, because Security is lazy and the Paramedic is at the bar.
Guides: Guide to Construction, Supermatter Engine, Guide to EVA
Quote: I'll fix the power as soon as I'm off my lunch break.
As a Station 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 station is up and running, and, most of all, repair the station when it inevitably explodes due to unforeseen consequences.
|Required knowledge: The basics of contruction/repair and what to do in a power emergency.|
|Round-start to-do list: Start the engine, set up solars.|
|Main tasks: Keep the station powered, pressurized, and in at least as good condition as when you arrived.|
|Main problems: Engineering is a dangerous job. If you forget any protective gear you might find yourself on a one-way trip to the Medbay.|
|Bare minimum requirements: Fix hull breaches, fix cables/APCs if power goes out in an area. Know how Solars and SMES work. Resist the temptation to run off with a hardsuit at roundstart.|
Take a look around engineering as the first thing you do, and see how many fellow engineers you have. If there's a ton (there won't be), you probably don't want to snatch up everything that isn't nailed down. Don't fight over hardsuits. Don't try to break into the middle of a task someone has already begun: use radio to figure out who's going to set up the engine, and who's going to do... just about everything else.
Be nice and courteous and you'll often be treated well, curse people out for their incompetence or how slow they are and people aren't going to rush to your retrieve your corpse when carp rip your head off on the solars.
Engineers have to carry a lot of equipment to perform their various tasks. The job is a lot easier if you carry around what you need so you don't constantly have to be running back to engineering for each step of a repair process.
Here's a suggestion how you can be prepared for shit on the space station:
Some of this you start with, some you need to collect. The items you pick up are:
- Insulated Gloves: Your most prized possession, these puppies protect you from shock. Engineers work with insane amounts of electricity, and it's easy to put yourself into crit if you tap into the main engine line without remembering to put them on. Always grab a pair of gloves. There's a few pairs laying around engineering, and more in the electrical closet. These are sometimes in short supply, so if you're not going to be working with electricity consider leaving them for somebody else.
- Industrial Welding Tool: Grab this from the welding lockers in the gear room; it has double the capacity of a normal welding tool. Throw the normal one you have on the floor to be like every engineer ever (or put it away neatly for bonus points from the CE).
- Welding Mask: You need this to avoid going blind while welding. Note if you have the hardsuit on, it works as a welding mask you don't have to flip up/flip down. Welding Goggles will do the same job if you'd prefer to use your eye slot.
- Metal & Glass: Basic building blocks. Carrying just one stack each is generally fine; convert it into floor tiles, bars, or reinforced glass as necessary. If you take one stack to yourself, pay close attention to the radio so you know where they are needed.
- Optical Meson Scanners: These illuminate everything structural in range, showing you the layout of dark maintenance tunnels and such. They're also required to look at the supermatter without killing yourself. Note that in the darkness, you will only see one tile around you in every direction, so don't think you're getting free x-rays out of these and don't be surprised when John Q. Changeling appears out of nowhere while you walk through maintenance without your lights on. You can find these lying around engineering fairly easily, and more can be made by Cargo.
- Gas mask: Basically the same function as a breath mask, but with the added bonus of protecting you from pepper spray, acid sprays to the face (once), and some of the diseases the virologist inevitably releases. Also keeps you on your feet a little longer in high concentrations of N2O, so make sure you have one in your inventory if not on your face for roleplay reasons. You can find them in engineering lockers, laying around in engineering and in maintenance tunnels.
- Extended-capacity emergency oxygen tank: These canisters hold a LOT of air. The hardsuits can hold full-sized canisters which hold more, but two of these filled up in your bag and there's very little chance of you ever running out of air. To fill up: place it in the oxygen tank, click the oxygen tank and turn the pressure all the way up, open the valve, then close the valve. Once you're sure it's closed, remove the tank. Click the tank in your hand and lower the mask pressure to 16 KPA, which will give you the most possible use. Note: Minimum distribution pressure of pure oxygen varies based on species and the whims of the dev; lower mask pressure at your own risk.
- Power Cell: Needed to repair a fully broken APC, or just get an APC working in a drained area. Good to have one on hand.
- Flashlights: These light up the area, even in your pockets. Two flashlights in your pockets and your helmet light on and you'll light up a huge area, very helpful to general crew when you're doing repairs in a freshly-darkened crater so they don't walk into the vacuum and freeze.
- Hazard Vest: An archetypal item, it serves no purpose except roleplay and that you can buckle an extended capacity emergency oxygen tank to it. Definitely do so if you aren't in a hardsuit or firesuit.
- Airlock electronics: You need this to construct an airlock. Having one on hand can save you a long trip back if you run across a broken door. Found in electronics lockers, the vending machines, and Cargo's autolathe.
- T-ray Scanner: Click on it on your hand to activate. When activated it will reveal wires and pipes under the flooring, as well as Critters and Creatures inside pipes. Works in pockets and on your belt.
- Duffle bag One of these will allow you to carry significantly more gear with you, ideal for large-scale repair operations. The trade off is that you will be slower than a Diona in an ice storm. Consider stocking one with emergency goodies, stashing it somewhere safe and collecting it if things kick off.
Firesuits can no longer be carried in bags (without consuming a huge amount of space) and it's unsafe to firefight without them, so just run to the nearest firefighter closet in the advent of a fire to gear up -- There is one close to nearly everything everywhere in the station, learn their locations. If you're in a hardsuit, those are fire-resistant, but a proper firesuit might be a better bet.
Doing Your Duty
You have a few things you should do, if you don't want to be robusted, before doing what you want to do. Repairing things is what engineers do, and so is setting the station with power. Without any engineers doing a little work, the station will crumble.
This is an extremely important task. Luckily, it is remarkably simple. Make certain you follow the instructions precisely; an engineer who accidentally unleashes the fury of a supermatter engine is not a popular person.
Working on the Solars
Solars may or may not start pre-wired. If they don't, wire them. Once they're wired up, fiddle with the control computer and set them to auto-tracking. Set the SMES input to around 120, and the output depending on your power needs. With careful rationing, it's possible to power the station through solars alone!
Is there a hole in the wall? Are floor tiles broken? Did an idiot break a window to get into the medbay? Are people complaining about electrified doors? Are cables torn up leading to an APC? Are the APC's themselves fried? Is it more than thirty seconds into the round? The answer to two or more of these is always yes.
Quit reading "The Lusty Xenomorph Maid" and get to work!
Fixing the Power
The main engine and/or the solars provide more than enough energy to fully power a state-of-the-art space station -- unless something goes wrong, which it almost always will. Whether it's due to shoddy wiring, a powersink, a bomb, an assistant cutting cables, a loose singularity or simple engineer laziness, power outages are a common problem that is your, YES, YOUR, job to fix. See that Power Monitoring computer? If people complain of power outages, it should always be the first port of call. See the guide to power to learn how to into power and, more importantly, how to fix everything.
Getting the Man Out of Danger... Alive!
It's your job to save lives when they cry out for help, assuming there are no Paramedics or the Paramedics don't know a multitool from an air analyzer.
Engineers get access to maintenance hallways, which contain several firesuits and extinguishers. If a fire breaks out somewhere, put it out. Firesuits allow you to walk in almost any fire. Extinguishers have a limited capacity. Refill them with water tanks, which can be found all around the station.
If someone cries that they can't get out of somewhere and no one can get them out, then it's your job to help the Paramedics do so. Hacking airlocks, deconstructing walls, basically whatever it takes to get to them. I don't need to point out that you should never put others or yourself at risk in doing so!
Being a traitor engineer can be both the easiest and hardest task on the station. On the one hand, you can go almost everywhere on the station, 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 weapons.
Stungloves, however, are the hidden weapon few ever search for, which can give the upper hand in a fight. Stungloves are gone 5ever, but stun prods can be made from basic tools! In addition, cable restraints may be constructed from cable coils. In a pinch, the welding tool is a fairly powerful weapon which causes burn damage when turned on. Secondly, engineers loitering near their target may quickly arouse suspicion, especially if you are far, far away from a maintenance tunnel. Engineers are also one of the few jobs which retain their maintenance access, making travel around the station significantly safer, faster and easier.
And finally, if you truly hate the station, it is within your grasp to release the
kraken fury of the supermatter, and generally sabotage the power supply of the station.
| Jobs on Polaris|
|Command||Station Director, Head of Personnel, Command Secretary|
|Security||Head of Security, Security Officer, Warden, Detective|
|Engineering||Chief Engineer, Station Engineer, Atmospheric Technician|
|Medical||Chief Medical Officer, Medical Doctor, Paramedic, Chemist, Psychologist|
|Science||Research Director, Scientist, Roboticist, Xenobiologist|
|Supply||Quartermaster, Cargo Technician, Shaft Miner|
|Civilian||Assistant, Janitor, Bartender, Chef, Botanist, Chaplain, Librarian, Internal Affairs|
|Synthetic||AI, Robot, Maintenance Drone, Personal AI|
|Antagonists||Traitor, Changeling, Mercenary, Raider, Infiltrator, Cultist, Technomancer, Ninja, Revolutionary, Loyalist|
|Special||Emergency Response Team, Trader, Renegade|