The Chief Engineer is the head of the engineering department, responsible for making sure the station is powered, equipment is functional, and wise-ass engineers aren't trying to run the engine backwards. They start with special gear and EVA access to help patch up hull breaches quickly and safely, or to go on wild adventures and get lost in the dangerous depths of space.
As the CE, you have three primary duties: starting as well as maintaining the thermo-electric generator, setting up the backup solars and organizing the station's engineering department. Keep in mind you can have the AI help with this if you are short on engineering crew or other complications.
Although many chief engineers choose to simply take their magnetic shoes and disappear mysteriously (usually into space or into a bottle of Stinkeye's), you should not. Since the entire station will fail without power, and there is a chance that a traitor or an incompetent engineer may set engineering on fire, you should personally oversee the starting of the engine.
As the head of the engineering department, the CE will most likely find himself building, repairing, or breaking something at some point during the round. In addition to regular engineering equipment, you get a set of magnetic boots, protecting you from space wind, and a flash, to keep your unruly subordinates in check. You're also free to help yourself to anything in EVA, such as the RCD, though you also start with one in your office.
Engineering Radio Channel
The chief engineer has access to a headset with a radio channel used solely by the station's engineers, miners, mechanics and quartermasters. The engineering headset has a yellow stripe on it. To use it, simply type:
say :e If I catch you idiots goofing off in space, I'm gonna throw you into the furnace.
This message won't be broadcast over the normal radio channel. However, someone standing close to you can hear messages on the engineering frequency.
Standing Operating Procedure
The first thing you should do is go to engineering, and check whether the engine is being started. Without power, the entire station will yell at you and the captain will probably blame you when he's looking for someone to hang. Any nearby engineers should assist you in setting up the hot and cold loops.
After setting up the engine, think about the solar arrays and set them up if you haven't already. These should be online at all times, even if the engine is running and generating power. If some idiot and/or traitor manages to set engineering on fire, you are going to want the station to be powered until the AI can call the shuttle. Setting the solars should not take you very long, see Powering the station for more information. You may also ask the AI to do it if you can't be bothered to hotwire them. Also keep in mind that the solars can be put out of action by snipping a single wire, so keep an eye on them and mend their wiring if required.
For the rest of the round, the chief engineer should do rounds of the station, so that he may be available to assist his team if necessary. This means not wandering off into space.
As a traitor CE, you can do one of two things, depending on what your objective is. One option is to simply deny the station power by never setting up the engine and disabling the solars - which will cause a complete power failure after around 30 minutes. If you are in the mood for real mass destruction, get the engine to produce so much power that the APCs shoot lightning at nearby people, and electrified grills and airlocks shock people so much they explode! Note that doing this as an non-traitor is a bannable offence, so if you do have to produce a lot of power, please keep it reasonable.
Remember that the furnaces are the best hiding places for bodies - toss them in, and nothing can ever recover them.
As CE, you are authorized to enter the AI upload. You don't even have to go through the trouble of hacking in to subvert it to your whims! As boss of the engineers and mechanics, you won't raise any suspicion in keeping a close eye on the technical staff who have the abilities to undo your troublemaking.
|Jobs on Space Station 13|
Staff Assistant - Chef - Barman - Chaplain - Janitor - Botanist - Clown - Job of the Day - Gimmick jobs
Engineer - Mechanic - Miner - Quartermaster
| Medical & Research:|
Medical Doctor - Geneticist - Roboticist - Scientist
| Command & Security:|
Security Officer - Detective - Chief Engineer - Medical Director - Research Director - Head of Security - Head of Personnel - Captain
| Antagonist Roles:|
Changeling - Nuclear Operative - Traitor - Wizard - Vampire - Wraith - Blob - Werewolf - Predator - Grinch - Krampus
Gang Member - Revolutionary - Spy Thief - Flockmind - Gimmick antagonist roles
| Special Roles:|
Artificial Intelligence - Cluwne - Critter - Cyborg - Ghost - Ghostdrone - Monkey - Santa Claus