The Engineering console as it appears on a phone

▶ Space Couch Command CREW GUIDE  //  STATION

ENGINEERING

Spend the reactor. Keep life support lit. Fix what breaks.

You run the ship's power company: one reactor that can never feed everything at once, plus the heat, the repairs, the deflectors and the life-support breaker that keep the crew alive.

▶ YOUR CONSOLE

WHAT YOU CONTROL

Everything below is on your screen and nobody else's. If you do not say it out loud, it did not happen.

▶ MOMENT TO MOMENT

THE LOOP

▶ THE RULES UNDERNEATH

KEY MECHANICS

The numbers here come straight out of the shipping build.

▶ DO THIS

TIPS FROM THE SIM

▶ NOT THIS

COMMON MISTAKES

▶ CROSS-STATION

WHO YOU TALK TO

No station wins alone. These are the conversations this seat owes the rest of the bridge.

▶ SMALL CREWS

ON A SMALLER SHIP

On the 1-crew WREN (the Shipmaster's single console) and the 2-crew SPARROW (the Operations seat, which merges Engineering with Science and Comms), Engineering runs as a slimmed module with auto-officers covering what's dropped. You keep the priority sliders and breakers, the jump spool, the life-support breaker and the full REROUTE puzzle. You lose the overclock button (the server rejects the intent entirely on those hulls) and the manual repair console: an auto-repair module engages the worst bench once it drops below 80% integrity and repairs it to 100% at a quarter of the normal rate — 2.25 hit points per second — still spending salvage and still stalling when you're broke. An auto-vent trips automatically once core heat passes 90, so venting is no longer a decision you make. The four shield arcs collapse into a single deflector dial that sets all four equally. From the 3-crew TALON upward there is a dedicated Engineering seat with the full three-column bench (Repair, Reactor, Power — three tabs on a phone).