Ad Astra

Members Login
Username 
 
Password 
    Remember Me  
 

Topic: Ship Manual

Post Info
Lord of the Forge
Status: Offline
Posts: 70
Date:
Ship Manual
Permalink   
 

 (( This is  a rough outline of the ships functions and what stuff does what. It is meant to ensure that there is some consistancy in where things are and what their functions are for anyone whose supposed to handle them IC. It is far from the be-all and end-all of the ship though ))

 

---------------------------------------------------------------------------------------------------------------------------------------

 

 

1.       Tactical Command/ Deck 1: Houses the following:

Forward Battery Canons: Three major forward facing guns that fire torpedo's.

Spell Amplifier: Pedestal and orb which can be used to channel spells or magical energy into, which is then sent to the spear edge of the ship and fired out as a much stronger version of the spell, covering a much larger area and gaining additional power behind the magical effect. Direct damage can be achieved by firing either  assault spells or channelling energy via weapons.

Tactical Command Terminal: Massive computer unit with a large screen that can be used  to bring up a radar GUI, internal ship map and status of the hull and other combat related sub-systems. The display can also be used to display information on enemy vessels and reveal nearby ships that are not cloaked (cloaking can be dispelled or revealed via other means?). Information can be transferred to and from the bridge. The terminal does NOT fire  weapons other than the main batteries, though it can be used to co-ordinate firing patterns with all gun bays and other weapon systems.

Arms Depot's A and B: Small armouries from which security and other authorized crew members may access weapons when required.

Tactical Command has the following entrances and exits:

a) Exit to the  outside (x2)
b) Stairs up to the Bridge/ Command Deck
c) Stairs down to Deck 2


2.       Bridge/ Command Deck: Houses the following;

Primary Com Unit: This com station has access to all parts of the ship, and can send messages either directly to specific rooms or to all decks. Its most major difference from other com stations, however, is in its ability to relay communications between the Astra and other vessels or com units within range.

Command Control: The captains seat is surrounded by various terminals, including:
- a terminal to directly interface with Astra
- A com unit which can link through the Primary Com Unit to reach off-ship stations. This function relies on the PCU functioning right.
- a relay screen for other stations to transfer and display information. Example: Tactical can send status information on targets or the ship for assessment. The screen may also be used to send instructions/ plans/ etc to said stations.

Farsight Stations: Manned by crew members whose job it is to keep sight for distant objects or anomalies. These stations are equipped with scanners. The Farsight stations viewing range is further than Astra's own, and as such if used properly, they can be used to gain advanced warning on incoming vessels, ports or hazards. Scanned targets and visuals can be transferred to the Command Control terminal and the SNC.

Jammer Helm: The ships manual navigation control unit. Standard Jammer Helm. Exclusively controls ship movement (not sub-systems). Manning the helm overrides Astra's ability to pilot.

Secondary Navigation Control (SNC) Terminal: Located in front of the Jammer Helm. While not directly controlling the ships direction or speed, various sub-systems to enhance movement are located across this long terminal. Primarily used to further boost speed and manoeuvres in conjunction with the Pilot's efforts. The SNC is also responsible for planning navigation routes, coordinates and other navigation solutions. Coordination with the Farsight stations is recommended for maximum efficiency.



3.       Deck 2: Houses the following;

Mess Hall: The ships cafeteria/ bar.

The kitchen

Medical Bay: Contains standard medical facilities (beds, sanitation, storage, etc), as well as medical pods that can be used to:

- Suspend specimens/ critically wounded people in stasis. Depending on the fluidic contents of the pod, these specimens may be unconscious or conscious. The contents may also dictate if a specific drug, healing agent or simply water is being administered. Additional chemicals may also be sent in via the terminal and other devices around the pod.

- Scan specimens within the body. The results are displayed on the terminals in front of each pod.

Medical also houses surgical equipment.


Barn: Used to transport livestock.

Canon Bays: Lining the halls of Deck 2, as well as the lower decks. Each bay has a com station to communicate directly with Tactical Control. These units do not reach other sections of the ship.

Latrine: the mass toilet. Orcs are to be briefed on the proper and MANDATORY use of this facility for the purpose of expelling bodily waste. Anyone including the orcs caught doing so elsewhere or making a mess of the latrine will be given two warnings, after which they will be thrown overboard.

Deck 2 has stairs leading to Tactical Command (Deck 1) and Deck 3/ The Living Quarters.



4.       Deck 3/ Living Quarters

Officer Living Quarters: Living spaces/ apartments reserved for crew members of the Captain, first mate and security officers choosing.  (translation; players unless specifically stated by the group).

Docking Bay

This deck has access to Deck 2 and Deck 4


5.       Deck 4/ R&D deck.

Mage Lab: The mages lab is used for research over magical artifacts, alchemical substances and spells. It also has a scanner that can be used to levitate an object to be scanned, with specific systems to assist in magical investigations of the object. Pods similar to those found in the Medical Bay are also available here.

Forge/ Primary Armoury: A chamber used to craft arms, armour and maintain other field equipment. A golem rig is also available in this chamber.

The Brig/ Cellblock: Used to keep prisoners/ keep dangerous creatures/ people isolated.

Barracks: Housing quarters for crew members/ security personnel.

This deck has access to Deck 3 and Deck 5/ Engineering bay.

6.       Deck 5/ Engineering Bay

This deck is where most of the ships sub-systems are processed and relayed. The ship core is found here, making it effectively both the brain and heart of the ship.

- Energy Rods: These crystalline rods store energy that is transferred to and from other parts of the ship.  They are primarily recharged by the core itself, though occasionally need to be manually replaced and recharged, depending on how much strain has been put on the ship.

- System Processor Units (SPU): These small chambers facilitate Astra's access to the rest of the ships sub-systems. Lack of proper maintenance or outright sabotage may impede her ability to keep parts of the ship working, or prevent her intervention in their function. For all intents and purposes, they are her joints.

Hazmat Suit lockers: These two chambers store and charge suits that enable safe passage into the core chamber, protecting the user from elemental energies, in particular electricity. Due to the nature of the suits and protections they afford, they make channelling magic extremely difficult, though they do not cut it off entirely.

Engineering Command: This massive system- lining the entire passage and dominated by a display almost as large as the one in Tactical Command- is used to coordinate engineering teams across the entire ship. It displays the ships status, and can be used to control energy flow to and from various sub-systems.

Astra Core Chamber: The heart and brain of the ship. The core, for all intents and purposes, is Astra herself. The  walkways around it are safe to traverse, and are lined with terminals and suspended energy nodes. The lower path, lined with spell circuit lines and metallic walkways, is extremely dangerous to walk on without appropriate protection, as extremely volatile electrical and- in some cases- magical energies flow here. It is possible- albeit dangerous- to interface directly with Astra by touching the core. Channelling magical energy into the core grants her- and the ship- more power to draw on. In the event of too many energy rods failing or being cut off, it is the best way to 'fuel' the vessel, though Astra's own ability to power sub-systems without the nodes is less controlled, and may lead to further damage.  To be performed in emergencies only. 

 





__________________

fullthumb.png

Main page

Facebook Page

 
Page 1 of 1  sorted by
Quick Reply

Please log in to post quick replies.



Create your own FREE Forum
Report Abuse
Powered by ActiveBoard