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faction:nepleslia:starship_classes:hray_stealth_gunship

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faction:nepleslia:starship_classes:hray_stealth_gunship [2019/11/02 06:26] – Get rid of unnecessary bolding wesfaction:nepleslia:starship_classes:hray_stealth_gunship [2020/04/19 14:47] – Fixed Incorrect Nesting rawolfe
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 ==== Top Deck ==== ==== Top Deck ====
  
-== Bridge==+=== Bridge ===
 The most important part of the Hray, symbolically located in the most armoured (and most frequently hit) area: the “Head”. The bridge is two tiered, connected to each other by steps on the side and separated by height and a polished steel railing. The Captain sits in the middle higher tier in a large and rotating leather reclining chair equipped with display screens, keyboards, holographic emitters, cup holders and footrest that could integrate and de-integrate into the chair at a moments notice for a clutter free view of the entire front part of the bridge. The most important part of the Hray, symbolically located in the most armoured (and most frequently hit) area: the “Head”. The bridge is two tiered, connected to each other by steps on the side and separated by height and a polished steel railing. The Captain sits in the middle higher tier in a large and rotating leather reclining chair equipped with display screens, keyboards, holographic emitters, cup holders and footrest that could integrate and de-integrate into the chair at a moments notice for a clutter free view of the entire front part of the bridge.
  
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 The air of the bridge is kept cool. Overhead and underside lights normally brightly illuminate the whole bridge but dims down during combat to contrast with the display screens. The walls are painted white with brown highlights and the floor white. The air of the bridge is kept cool. Overhead and underside lights normally brightly illuminate the whole bridge but dims down during combat to contrast with the display screens. The walls are painted white with brown highlights and the floor white.
  
-== Captain’s and Vice Captain’s room: ==+=== Captain’s and Vice Captain’s Room ===
 Both rooms are equally furnished. One king sized bed for both at one end of the wall, pictures and trophies at the other, books and discs at one side and wardrobe at the last. Facing the door to the stairs is a solid wood table with an antiquated reading lamp, writing area and desk integrated computer and holographic projector. The floor is carpeted and an atmospheric filter system is in place, allowing the user to adjust the temperature, humidity and scent personally. Overhead lights can be dimmed and brightened and color filtered. Both rooms have doors leading to the bride and outside to the stairs and have self contained bathrooms containing a bathtub/shower, latrine and sink: all made out of carved marble. Both rooms are equally furnished. One king sized bed for both at one end of the wall, pictures and trophies at the other, books and discs at one side and wardrobe at the last. Facing the door to the stairs is a solid wood table with an antiquated reading lamp, writing area and desk integrated computer and holographic projector. The floor is carpeted and an atmospheric filter system is in place, allowing the user to adjust the temperature, humidity and scent personally. Overhead lights can be dimmed and brightened and color filtered. Both rooms have doors leading to the bride and outside to the stairs and have self contained bathrooms containing a bathtub/shower, latrine and sink: all made out of carved marble.
  
 But however there are differences. The least radical is the color of the carpets with the Captain’s being red whereas the VC’s is blue. Other than that certain arrangements has to be made to reflect the VC’s lower status: The VC’s table is made out of maple whereas the Captain has Oak. The narrower region of the room for the VC is cut off from him to house the ship’s backup computer core. Considering the lesser number of achievements a VC has compared to the career of a Captain, there would be fewer mementos that need displaying anyway. But however there are differences. The least radical is the color of the carpets with the Captain’s being red whereas the VC’s is blue. Other than that certain arrangements has to be made to reflect the VC’s lower status: The VC’s table is made out of maple whereas the Captain has Oak. The narrower region of the room for the VC is cut off from him to house the ship’s backup computer core. Considering the lesser number of achievements a VC has compared to the career of a Captain, there would be fewer mementos that need displaying anyway.
  
-== Corridors==+=== Corridors ===
 Outside the VC’s and Captain’s doors is a large stairs. Although carpeted and solid looking, it could be quickly folded up and airtight integrated into the upper floor simply becoming flat flooring all with a few keystrokes on the panels near the railings. The rest of the corridors are unpainted with green highlights and the floors industrial steel. Lights are overhead and underside as the norm of NAM ships but unlike NAM ships the exposed circuitry and pipes are missing, replaced with closed panels and kept out of sight. Temperature and humidity is maintained at a constant normal level but is disabled during combat. The outer side of the middle room walls has an activateble moving conveyor belt handhold to facilitate moving in Zero G. Outside the VC’s and Captain’s doors is a large stairs. Although carpeted and solid looking, it could be quickly folded up and airtight integrated into the upper floor simply becoming flat flooring all with a few keystrokes on the panels near the railings. The rest of the corridors are unpainted with green highlights and the floors industrial steel. Lights are overhead and underside as the norm of NAM ships but unlike NAM ships the exposed circuitry and pipes are missing, replaced with closed panels and kept out of sight. Temperature and humidity is maintained at a constant normal level but is disabled during combat. The outer side of the middle room walls has an activateble moving conveyor belt handhold to facilitate moving in Zero G.
  
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 There are three types of doors that operate in the corridors. Firstly are the airlocks, found in the front part of the upper deck. Self explanatory, they allow things to go into outer space and are always closed on default. The ones closer to the front are UNV-A type airlocks. Next are the emergency doors, these remain open and are usually inconspicuous or out of sight. They serve to contain hull breeches and depending on their location, will either swing shut, slide shut or roll down like shutters. Lastly are the normal doors, which are only large enough to accommodate one man with baggage. All doors of this type are airtight and slide shut, they are open by default unless personally locked. All doors can be open, closed or locked via keypad or input from the bridge. There are three types of doors that operate in the corridors. Firstly are the airlocks, found in the front part of the upper deck. Self explanatory, they allow things to go into outer space and are always closed on default. The ones closer to the front are UNV-A type airlocks. Next are the emergency doors, these remain open and are usually inconspicuous or out of sight. They serve to contain hull breeches and depending on their location, will either swing shut, slide shut or roll down like shutters. Lastly are the normal doors, which are only large enough to accommodate one man with baggage. All doors of this type are airtight and slide shut, they are open by default unless personally locked. All doors can be open, closed or locked via keypad or input from the bridge.
  
-== Escape Pods==+=== Escape Pods ===
 All basic escape pods have the same functionality described in the systems section, but the room holding them may be different. In this case, escape pod rooms on the Hray has one wall integrated console for final checks and preparation, two pressurized suits in lockers, handholds and the Pod itself sitting in a wall depression at the end. The pod is launched with a combination of pressurized gas and explosives. The wall will also slide open to release the pod, thus anybody still in the room should be in pressurized suits and clinging to the handholds for dear life until the wall is sealed and atmosphere restored. An interesting thing to note is that this is the only place on the Hray that has no security cameras. All basic escape pods have the same functionality described in the systems section, but the room holding them may be different. In this case, escape pod rooms on the Hray has one wall integrated console for final checks and preparation, two pressurized suits in lockers, handholds and the Pod itself sitting in a wall depression at the end. The pod is launched with a combination of pressurized gas and explosives. The wall will also slide open to release the pod, thus anybody still in the room should be in pressurized suits and clinging to the handholds for dear life until the wall is sealed and atmosphere restored. An interesting thing to note is that this is the only place on the Hray that has no security cameras.
  
-== Crew quarters: ==+=== Crew Quarters ===
 There are fifteen rooms on each side of the wall, totaling thirty rooms. The reason they are there are twofold. Firstly because the common rooms like the cafeteria need the space found in the middle, and secondly to act as a wall liner to these common rooms to protect them just in case a penetrating shot happens. But not many marines are complaining, the twin sharing rooms are a step up from the normal mass dormitories. The Hray provides them these small luxuries because of the highly stressful nature of the missions it will perform. There are fifteen rooms on each side of the wall, totaling thirty rooms. The reason they are there are twofold. Firstly because the common rooms like the cafeteria need the space found in the middle, and secondly to act as a wall liner to these common rooms to protect them just in case a penetrating shot happens. But not many marines are complaining, the twin sharing rooms are a step up from the normal mass dormitories. The Hray provides them these small luxuries because of the highly stressful nature of the missions it will perform.
  
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 The bed deserves special mention here. It is suspended one foot off the ground only by its rock solid attachment to the wall, allowing marines to stow things underneath it. A curtain rail can be installed above it for some privacy. Another bed slot lies above the two already in place to double the room capacity if the need arises. The most important part is that the slot holds a gas dispenser, to deliver either a knockout whiff or to stir the occupant. The knockout agent can be continued in small amounts over long periods of time to induce the user in an artificial hibernation. Application of the dispenser is largely bridge regulated. The bed deserves special mention here. It is suspended one foot off the ground only by its rock solid attachment to the wall, allowing marines to stow things underneath it. A curtain rail can be installed above it for some privacy. Another bed slot lies above the two already in place to double the room capacity if the need arises. The most important part is that the slot holds a gas dispenser, to deliver either a knockout whiff or to stir the occupant. The knockout agent can be continued in small amounts over long periods of time to induce the user in an artificial hibernation. Application of the dispenser is largely bridge regulated.
  
-== Canteen==+=== Canteen ===
 The canteen follows the classic design of the [[plot:nss_alliance]]. There are many benches and long tables, a buffet line, an enclosed area for cooking, a bar and an area that can be cleared to become a stage. Large speakers and microphones are also available should the need to Karaoke arises (But highly discouraged). The canteen follows the classic design of the [[plot:nss_alliance]]. There are many benches and long tables, a buffet line, an enclosed area for cooking, a bar and an area that can be cleared to become a stage. Large speakers and microphones are also available should the need to Karaoke arises (But highly discouraged).
  
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 Long term food storage was originally designated to be one of the forward multipurpose rooms in the mid deck. However due to the frontal nature of the room, the cooks have insisted on storing them on-site. Using the same system as the [[corp:nepleslian_arms_and_munitions|NAM]] Transports, the crates are stored in honeycomb depressions in the ceilings. The boxes are snapped shut to prevent them from falling out; removal is best done in Zero-G. Projectors have been placed in the room to create a ‘fake’ ceiling just in case some people don’t fancy eating under a bunch of heavy boxes. On a final note, the walls are dark green and the floor is lacquered parquet. Long term food storage was originally designated to be one of the forward multipurpose rooms in the mid deck. However due to the frontal nature of the room, the cooks have insisted on storing them on-site. Using the same system as the [[corp:nepleslian_arms_and_munitions|NAM]] Transports, the crates are stored in honeycomb depressions in the ceilings. The boxes are snapped shut to prevent them from falling out; removal is best done in Zero-G. Projectors have been placed in the room to create a ‘fake’ ceiling just in case some people don’t fancy eating under a bunch of heavy boxes. On a final note, the walls are dark green and the floor is lacquered parquet.
  
-== Showering Block==+=== Showering Block ===
 Blue tiles…! And rows and rows of public showers, sinks and latrines. There is nothing new here except a dry enclosed space at two corners of the block for one to place ones change of clothes and towel in small lockers away from the high air humidity of the block. The air here is heated warm and the water comes in both hot and cold. Like all rooms except the escape pods, a camera whirrs at one corner. 40 marines max in here. Blue tiles…! And rows and rows of public showers, sinks and latrines. There is nothing new here except a dry enclosed space at two corners of the block for one to place ones change of clothes and towel in small lockers away from the high air humidity of the block. The air here is heated warm and the water comes in both hot and cold. Like all rooms except the escape pods, a camera whirrs at one corner. 40 marines max in here.
  
-== Gym==+=== Gym ===
 Mirrored walls, bright lights, lacquered parquet and a wide array of workout equipment for crew to stay fit during long voyages. Belts are bolted on to most of the machines so that they still can be used in zero-G.  An air sanitizer and deodorant system is placed on the ceiling but should one marine skip his cleaning duty the whole place would start to stink. The shower block nearby is for those who complete the challenge, the oxygen mask and first aid kit mounted on the wall is for those who cant. 10 marines max in here, so take turns. Mirrored walls, bright lights, lacquered parquet and a wide array of workout equipment for crew to stay fit during long voyages. Belts are bolted on to most of the machines so that they still can be used in zero-G.  An air sanitizer and deodorant system is placed on the ceiling but should one marine skip his cleaning duty the whole place would start to stink. The shower block nearby is for those who complete the challenge, the oxygen mask and first aid kit mounted on the wall is for those who cant. 10 marines max in here, so take turns.
  
-== Computer Core==+=== Computer Core ===
 The large computer core on the Hray is responsible for monitoring all activities on the ship, plotting courses, calculating trajectories and etc. They Hray not being a bullheaded destroyer is a meticulous thinker, thus the computer core is regulated way back to ensure its safety. Each processor and component is encased in [[technology:list_of_starship_armors|Durandium]] shells and stacked neatly on racks and shelves. Two ‘bridge crew’ type consoles are present near the back of this room for the crew to monitor the core and a small storeroom of spare parts are located near the front. The floors and walls are unpainted steel and wires run everywhere. Absolutely 0 marines max in here. The large computer core on the Hray is responsible for monitoring all activities on the ship, plotting courses, calculating trajectories and etc. They Hray not being a bullheaded destroyer is a meticulous thinker, thus the computer core is regulated way back to ensure its safety. Each processor and component is encased in [[technology:list_of_starship_armors|Durandium]] shells and stacked neatly on racks and shelves. Two ‘bridge crew’ type consoles are present near the back of this room for the crew to monitor the core and a small storeroom of spare parts are located near the front. The floors and walls are unpainted steel and wires run everywhere. Absolutely 0 marines max in here.
  
-== Sensors Room==+=== Sensors Room ===
 The sensors room is the last part of the Hray’s upper deck. The main feature of this room is the huge spherical structure that enters one end of it and exits from the other. The Hray’s hypersensitive Sensor Tail passes through this room and links up with the computer core next door. A few panels can be pried open to perform regular maintenance. Two ‘bridge crew’ type consoles are present, one on each side of the tail and a small supply of spare parts is found in overhead compartments. The sensors room is the last part of the Hray’s upper deck. The main feature of this room is the huge spherical structure that enters one end of it and exits from the other. The Hray’s hypersensitive Sensor Tail passes through this room and links up with the computer core next door. A few panels can be pried open to perform regular maintenance. Two ‘bridge crew’ type consoles are present, one on each side of the tail and a small supply of spare parts is found in overhead compartments.
  
-== Hatches==+=== Hatches ===
 Certain rooms have 4ftx4ft flat airtight hatches either on the ceiling or floor that can be pulled open to reveal a short hole and another similar hatch to access to the ship circulation systems and/or a floor below or above it. The hatches are usually camouflaged by the flooring except for a flat metal panel that can be flipped open to show a keypad to enter the appropriate pass code. Upon entry the hatch will open via hydraulics with a loud hissing noise. Closing the hatch is done by simply closing the lid. Certain rooms have 4ftx4ft flat airtight hatches either on the ceiling or floor that can be pulled open to reveal a short hole and another similar hatch to access to the ship circulation systems and/or a floor below or above it. The hatches are usually camouflaged by the flooring except for a flat metal panel that can be flipped open to show a keypad to enter the appropriate pass code. Upon entry the hatch will open via hydraulics with a loud hissing noise. Closing the hatch is done by simply closing the lid.
  
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 ==== Mid Deck ==== ==== Mid Deck ====
  
-== Corridors==+=== Corridors ===
 The design of the Mid Deck hallways is similar to the deck above it, handholds and all. Except now the three main walkway arrangements is composed of one main corridor and two rooms. This arrangement is broken in the middle due to the positioning of the hangar bay. The walls are unpainted with white highlights. The design of the Mid Deck hallways is similar to the deck above it, handholds and all. Except now the three main walkway arrangements is composed of one main corridor and two rooms. This arrangement is broken in the middle due to the positioning of the hangar bay. The walls are unpainted with white highlights.
  
-== Observation / Briefing Room==+=== Observation / Briefing Room ===
 Just behind the stairs is the O/B Room just under the bridge in the floor above. The room’s floor is carpeted dark blue and the walls painted white. There are just sixty chairs arranged in a descending lecture-hall style segregated into three blocks left, middle and right. They all face a wooden podium with a long table across it. The table has a bridge crew type seat and console facing the audience built into the middle of it. A flat metal shutter behind this seat allows a ceiling projector to project images on it (If it isn’t doing it in thin air already). Just behind the stairs is the O/B Room just under the bridge in the floor above. The room’s floor is carpeted dark blue and the walls painted white. There are just sixty chairs arranged in a descending lecture-hall style segregated into three blocks left, middle and right. They all face a wooden podium with a long table across it. The table has a bridge crew type seat and console facing the audience built into the middle of it. A flat metal shutter behind this seat allows a ceiling projector to project images on it (If it isn’t doing it in thin air already).
  
 However the shutters can be pulled aside to show a 180* view of space in front of the Hray behind a double layer reinforced plastiglass. During combat situations the main gun hatch will raise itself slightly to cover this relatively lightly armored area. Other facilities include lights, temperature, fan and scent adjustments and the Karaoke setup (Again, highly not recommended.) However the shutters can be pulled aside to show a 180* view of space in front of the Hray behind a double layer reinforced plastiglass. During combat situations the main gun hatch will raise itself slightly to cover this relatively lightly armored area. Other facilities include lights, temperature, fan and scent adjustments and the Karaoke setup (Again, highly not recommended.)
  
-== Multipurpose Rooms==+=== Multipurpose Rooms ===
 Plain steel, basic ventilation, and of course the camera. It is glorious wide empty space. Originally intended to function as a storage bay for the materials of the other sections of the ship but the crates have been moved to be stored on-site for safety and convenience reasons. However, the modularity of the room structure (And not to mention the leech-able plumbing and designer atmosphere systems of the luxury rooms above it) could mean that the Multipurpose Rooms can be modified to be another crew quarters, a prison, ballet hall or anything else easily. Plain steel, basic ventilation, and of course the camera. It is glorious wide empty space. Originally intended to function as a storage bay for the materials of the other sections of the ship but the crates have been moved to be stored on-site for safety and convenience reasons. However, the modularity of the room structure (And not to mention the leech-able plumbing and designer atmosphere systems of the luxury rooms above it) could mean that the Multipurpose Rooms can be modified to be another crew quarters, a prison, ballet hall or anything else easily.
  
-== Medibay==+=== Medibay ===
 This is where light to medium injuries and sickness are treated. On one wall there are five resting beds for people recuperating from surgery or needing constant attention, same with the opposite wall bringing the total to ten beds. All beds have their own curtains for privacy. Closer to the doors are two sinks and two diagnosis tables, equipped with the latest bio-scanning technology and tools. The far wall contains a toilet cubicle, two sinks, four ceiling storage cases for long term supply and a row of cabinets for the short term. Two console equipped tables are present for filling paperwork. All four doors spray a sterilizing solution each time they are opened. This is where light to medium injuries and sickness are treated. On one wall there are five resting beds for people recuperating from surgery or needing constant attention, same with the opposite wall bringing the total to ten beds. All beds have their own curtains for privacy. Closer to the doors are two sinks and two diagnosis tables, equipped with the latest bio-scanning technology and tools. The far wall contains a toilet cubicle, two sinks, four ceiling storage cases for long term supply and a row of cabinets for the short term. Two console equipped tables are present for filling paperwork. All four doors spray a sterilizing solution each time they are opened.
  
 Temperature and lighting can be adjusted by the doctor on duty but the air always flows in treated. This room has its own emergency environmental system and power mounted on the ceiling and shares this with the ER room next door. The walls are painted white with red highlights and the floor are ceramic tiles. Temperature and lighting can be adjusted by the doctor on duty but the air always flows in treated. This room has its own emergency environmental system and power mounted on the ceiling and shares this with the ER room next door. The walls are painted white with red highlights and the floor are ceramic tiles.
  
-== ICU/ER Bay==+=== ICU/ER Bay ===
 This is where serious injuries and sickness are treated. There are five sections of this room and all five are separated by glass and filter. The first two closer to the doors are the ER Beds. Ceiling mounted lights, diagnosis systems and life support, bedside tools and materials while the beds themselves have hands (No kidding) to assist the doctor in the operation. The next two are the ICU wards which only carry the ceiling integrated systems but the beds can carry out defreezing and cryrofreezing should the patient cannot be treated on-ship. The last room is a sealed room of honeycombs of cabinets both on the floor and ceilings, storing sensitive biological materials and both patients in suspended animation and body bags. The only console in the bay is also here. This is where serious injuries and sickness are treated. There are five sections of this room and all five are separated by glass and filter. The first two closer to the doors are the ER Beds. Ceiling mounted lights, diagnosis systems and life support, bedside tools and materials while the beds themselves have hands (No kidding) to assist the doctor in the operation. The next two are the ICU wards which only carry the ceiling integrated systems but the beds can carry out defreezing and cryrofreezing should the patient cannot be treated on-ship. The last room is a sealed room of honeycombs of cabinets both on the floor and ceilings, storing sensitive biological materials and both patients in suspended animation and body bags. The only console in the bay is also here.
  
 All rooms can be observed in one way from its hallway and are all keypad locked. The floor is grey tiles, walls white painted steel, the air adjustable and sterilized. All rooms can be observed in one way from its hallway and are all keypad locked. The floor is grey tiles, walls white painted steel, the air adjustable and sterilized.
  
-== Prep/Locker Room==+=== Prep/Locker Room ===
 This room is where the pilots and marines suit up for their upcoming missions. Every pilot has a locker in this room containing his flight suit, harness and other carry on equipment. The pilot is then to leave any personal belongings behind in the locker too. The lockers are 6ft tall and 2ft wide and deep. They are arranged ten to a row in four rows starting from one wall, back to back in the middle of the room and the other wall. There are benches between the rows and two sinks at the wall nearer to the hangar. The air is always cool and the room is always brightly lit. Walls are a light yellow and the floor is plain steel. This room is where the pilots and marines suit up for their upcoming missions. Every pilot has a locker in this room containing his flight suit, harness and other carry on equipment. The pilot is then to leave any personal belongings behind in the locker too. The lockers are 6ft tall and 2ft wide and deep. They are arranged ten to a row in four rows starting from one wall, back to back in the middle of the room and the other wall. There are benches between the rows and two sinks at the wall nearer to the hangar. The air is always cool and the room is always brightly lit. Walls are a light yellow and the floor is plain steel.
  
-== Hangar==+=== Hangar ===
 The hangar is a wide expanse capable of holding up to five shuttles. Overhead and underside lights brightly illuminate this room in all angles. There are motorized belts on the floor and hooks on the ceiling for taxiing and moving craft and cargo. The honeycombed ceiling can store twenty crates or Power Armors but no shuttles. Power Armors stored this way can be brought out quicker than from the holds. The holds can be accessed by two hydraulic elevators on either side of the bay, each capable of carrying a shuttle. Atone side of the door closer to engineering is the techie’s counter, containing two consoles for monitoring and directing activities happening in the Hangar Bay. On the other side there are a few cabinets containing spare parts, tools and emergency equipment. The hangar is a wide expanse capable of holding up to five shuttles. Overhead and underside lights brightly illuminate this room in all angles. There are motorized belts on the floor and hooks on the ceiling for taxiing and moving craft and cargo. The honeycombed ceiling can store twenty crates or Power Armors but no shuttles. Power Armors stored this way can be brought out quicker than from the holds. The holds can be accessed by two hydraulic elevators on either side of the bay, each capable of carrying a shuttle. Atone side of the door closer to engineering is the techie’s counter, containing two consoles for monitoring and directing activities happening in the Hangar Bay. On the other side there are a few cabinets containing spare parts, tools and emergency equipment.
  
 The hangar bay is protected by a large heavy sliding [[technology:list_of_starship_armors|Nerimium]] door on both sides. During combat operations the doors slides forward to protect the Medibay and ER/ICU Room and two magnetically charged booms extend forward from the edge of the hangar into outer space, acting as a catapult to allow craft to pick up some speed before leaving lest they get shot just as they take off. The hangar is unpainted with blue highlights and yellow warning signs. The hangar bay is protected by a large heavy sliding [[technology:list_of_starship_armors|Nerimium]] door on both sides. During combat operations the doors slides forward to protect the Medibay and ER/ICU Room and two magnetically charged booms extend forward from the edge of the hangar into outer space, acting as a catapult to allow craft to pick up some speed before leaving lest they get shot just as they take off. The hangar is unpainted with blue highlights and yellow warning signs.
  
-== Mid Deck Escape Pods==+=== Mid Deck Escape Pods ===
 These are similar to their cousins above them, but less armored as they are further from the front. These are similar to their cousins above them, but less armored as they are further from the front.
  
-== Airlocks and Stairways==+=== Airlocks and Stairways ===
 This section has two UNV-A type airlocks and three staircases. No different to the other staircases and UNV-A clamps on the deck above. The stairs on the sides leads to the lower decks while the one in the middle goes up one level. However, the middle stairs blocks a large blast door into engineering. Both blast doors and stairs are raised when there is a need to bring heavy machinery in. Plain steel flooring, cool air and green highlights. This section has two UNV-A type airlocks and three staircases. No different to the other staircases and UNV-A clamps on the deck above. The stairs on the sides leads to the lower decks while the one in the middle goes up one level. However, the middle stairs blocks a large blast door into engineering. Both blast doors and stairs are raised when there is a need to bring heavy machinery in. Plain steel flooring, cool air and green highlights.
  
-== Main Engineering==+=== Main Engineering ===
 This room is the lifeblood of the entire ship. Even if every other part of the ship is damaged beyond repair, as long as this section remains the Hray could still limp home somehow. This room is the lifeblood of the entire ship. Even if every other part of the ship is damaged beyond repair, as long as this section remains the Hray could still limp home somehow.
  
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 The walls are piped, wired and unpainted. The air conditioning descends directly upon the engineering control but wander from there and it will gradually get warmer. The walls are piped, wired and unpainted. The air conditioning descends directly upon the engineering control but wander from there and it will gradually get warmer.
  
-== Nanobot Repair Control Room==+=== Nanobot Repair Control Room ===
 On both sides of the engineering room houses two smaller rooms containing the Nanobot generator, distributor, control and storage. The generator occupies much of the room with many tubes going in and out of it. The reason it is accessible in the first place is for the engineers to perform routine checks and maintenance. Loss of one room will result in a less responsive and efficient repair of that side of the ship. Walls and floors are unpainted steel and there is no ventilation, so leave the door open. On both sides of the engineering room houses two smaller rooms containing the Nanobot generator, distributor, control and storage. The generator occupies much of the room with many tubes going in and out of it. The reason it is accessible in the first place is for the engineers to perform routine checks and maintenance. Loss of one room will result in a less responsive and efficient repair of that side of the ship. Walls and floors are unpainted steel and there is no ventilation, so leave the door open.
  
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 ==== Lower Deck ==== ==== Lower Deck ====
  
-== Access/Exits==+=== Access/Exits ===
 There are four ways to access the Lower Deck. The most frequent visitors down here are the Marines and Techies as they load and pull armors, shuttles and freight up and down the decks via the elevators at the hangar bay. The second most frequent visitor are the engineers as they perform their rounds, they take the side stairs just outside their control room.  There are four ways to access the Lower Deck. The most frequent visitors down here are the Marines and Techies as they load and pull armors, shuttles and freight up and down the decks via the elevators at the hangar bay. The second most frequent visitor are the engineers as they perform their rounds, they take the side stairs just outside their control room. 
  
 Should the stairs and elevator fail, the next way is to shimmy down the hatches found in engineering and the prep room. The small size of the hatches means one can only take out things that could be hand carried. The last method is to go outside (Vacuum or not) and enter from the front ramps, side airlocks or (If you can somehow get them open) the modular connector, torpedo tubes or through the dispensers. Should the stairs and elevator fail, the next way is to shimmy down the hatches found in engineering and the prep room. The small size of the hatches means one can only take out things that could be hand carried. The last method is to go outside (Vacuum or not) and enter from the front ramps, side airlocks or (If you can somehow get them open) the modular connector, torpedo tubes or through the dispensers.
  
-== Corridors==+=== Corridors ===
 Corridors here are unpainted plain steel and the floors are steel grating. The walls are unpainted with warning signs with pipes and wires, light is provided moderately by overhead and underside lamps as usual. The air is cool, but it would be warm when standing near any of the machines because they radiate a fair amount of heat. Standard motorized handholds run in the outer corridors. Anybody that has been in any of the NAM Transports will recognize the environment, an aesthetic-less workman’s land. The only similarities include the door types and three hallway arrangements. Corridors here are unpainted plain steel and the floors are steel grating. The walls are unpainted with warning signs with pipes and wires, light is provided moderately by overhead and underside lamps as usual. The air is cool, but it would be warm when standing near any of the machines because they radiate a fair amount of heat. Standard motorized handholds run in the outer corridors. Anybody that has been in any of the NAM Transports will recognize the environment, an aesthetic-less workman’s land. The only similarities include the door types and three hallway arrangements.
  
-== Side Stairway==+=== Side Stairway ===
 This is where the engineers come in. Two lockers containing spare protective grab and gear are here for those who did not come from the engineering room. A solid display screen here displays the status of all the systems on this deck and what needs attention. This is where the engineers come in. Two lockers containing spare protective grab and gear are here for those who did not come from the engineering room. A solid display screen here displays the status of all the systems on this deck and what needs attention.
  
-== Storage Area==+=== Storage Area ===
 This area can be accessed by either from walking a distance from the side stairway, dropping from the hatches from the locker room or taking the elevator down. Like the name suggest, the entire roof of this place is honeycombed with storage crates and the flat expanse here is capable of holding up to six shuttles (Not counting the two  still on the elevator pad) on both sides. There are also hinges on the walls to secure other cargo with rope. Walls are unpainted; floors are marked with storage lots. Cargo can be taken in and out by hand from anywhere, from the elevator and from the ramp. This area can be accessed by either from walking a distance from the side stairway, dropping from the hatches from the locker room or taking the elevator down. Like the name suggest, the entire roof of this place is honeycombed with storage crates and the flat expanse here is capable of holding up to six shuttles (Not counting the two  still on the elevator pad) on both sides. There are also hinges on the walls to secure other cargo with rope. Walls are unpainted; floors are marked with storage lots. Cargo can be taken in and out by hand from anywhere, from the elevator and from the ramp.
  
 Modular Cargo Access: The Hray is capable of taking a single cargo module. However by default this is the Aether Cannon strapped under it. Should it be carrying the standard cargo module like the other transports, the hold of the module can be accessed from the hatches in-between the two sides of the ship. Modular Cargo Access: The Hray is capable of taking a single cargo module. However by default this is the Aether Cannon strapped under it. Should it be carrying the standard cargo module like the other transports, the hold of the module can be accessed from the hatches in-between the two sides of the ship.
  
-== Heatsinks==+=== Heatsinks ===
 Connecting the two stair rooms and storage areas are the heatsinks. It is an autonomous structure of pipes and tanks. The connecting tunnels are reinforced glass and the walls are capable of super hot temperatures. The autonomy of it repairing and looking after itself via some manipulator arms is designed so because the place is simply too hot for an engineer with or without a suit. Connecting the two stair rooms and storage areas are the heatsinks. It is an autonomous structure of pipes and tanks. The connecting tunnels are reinforced glass and the walls are capable of super hot temperatures. The autonomy of it repairing and looking after itself via some manipulator arms is designed so because the place is simply too hot for an engineer with or without a suit.
  
-== The Other Rooms==+=== The Other Rooms ===
 The internal machinery of the other remaining rooms is different from each other, but the engineers post and general layout remains the same. Of the few doors leading into each room, the close one to the stairs would lead directly into an engineers post: a reinforced glass cubicle where he may observe and operate the machine without going too close to it. The functions of the engineers post ranges from daily maintenance to emergency shutdowns. The internal machinery of the other remaining rooms is different from each other, but the engineers post and general layout remains the same. Of the few doors leading into each room, the close one to the stairs would lead directly into an engineers post: a reinforced glass cubicle where he may observe and operate the machine without going too close to it. The functions of the engineers post ranges from daily maintenance to emergency shutdowns.
  
 Should the need to go up close and personal with the machine come to pass, he may enter from the other doors of the room or use the other door within the cubicle. This would be usually due to damage or fault in the machine. Should something like this happen, firstly the nanobots will contain and stabilize the damage, and the engineer must go on site to assess the wound and prepare the replacement part. Throughout this time the system in question will be turned off leaving its brother on the other wing to support the ship reduced to half efficiency. Should the need to go up close and personal with the machine come to pass, he may enter from the other doors of the room or use the other door within the cubicle. This would be usually due to damage or fault in the machine. Should something like this happen, firstly the nanobots will contain and stabilize the damage, and the engineer must go on site to assess the wound and prepare the replacement part. Throughout this time the system in question will be turned off leaving its brother on the other wing to support the ship reduced to half efficiency.
  
-== Torpedo Bay==+=== Torpedo Bay ===
 There are racks upon racks of blank torpedoes waiting to be launched. In an armored corner of the room lie warheads of various types and sizes. Loading and arming the torpedoes are done by manipulator arms in zero gravity, up to ten torpedoes may be pre-loaded on each wing in the mass driver tubes, after that it will take an average of five seconds to prepare another for firing. There are racks upon racks of blank torpedoes waiting to be launched. In an armored corner of the room lie warheads of various types and sizes. Loading and arming the torpedoes are done by manipulator arms in zero gravity, up to ten torpedoes may be pre-loaded on each wing in the mass driver tubes, after that it will take an average of five seconds to prepare another for firing.
  
 Should the arms (five of them taking 25 seconds to arm a torpedo each) fail to function, an engineer himself may enter personally to do this. One engineer will take sixty seconds to arm and load a torpedo by hand. However there are dangers, the torpedo bay is not located forward of the ship to be protected, but rather as a buffer for the systems behind it. In any case, the warhead cases are designed to explode forward if they are hit, reducing any unwanted damages to the remaining portions of the Hray. One should note that the torpedo tubes can be used as an escape from the Hray, just hope nobody fires a torpedo in the meantime. Should the arms (five of them taking 25 seconds to arm a torpedo each) fail to function, an engineer himself may enter personally to do this. One engineer will take sixty seconds to arm and load a torpedo by hand. However there are dangers, the torpedo bay is not located forward of the ship to be protected, but rather as a buffer for the systems behind it. In any case, the warhead cases are designed to explode forward if they are hit, reducing any unwanted damages to the remaining portions of the Hray. One should note that the torpedo tubes can be used as an escape from the Hray, just hope nobody fires a torpedo in the meantime.
  
-== Dispenser==+=== Dispenser ===
 In here houses a variety of flares and beacons all nicely lined up in rails to their respective dispensers. This place rarely needs maintenance due to its relative low-techness and infrequent use. A thing to note is that one can enter and exit the Hray by opening one of the dispenser hatches (Easier done from the inside) and crawling out  In here houses a variety of flares and beacons all nicely lined up in rails to their respective dispensers. This place rarely needs maintenance due to its relative low-techness and infrequent use. A thing to note is that one can enter and exit the Hray by opening one of the dispenser hatches (Easier done from the inside) and crawling out 
  
  
-===== Ship Systems: =====+==== Ship Systems: ====
  
-==== Hull: ====+=== Hull: ===
    
 == Nerimium Superstructure: == == Nerimium Superstructure: ==
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-==== Power ====+=== Power ===
    
 == Aether Tap: == == Aether Tap: ==
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-==== Shields ====+=== Shields ===
  
 == Combined Shielding System: == == Combined Shielding System: ==
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-==== Emergency Systems ====+=== Emergency Systems ===
  
 == Escape Pods (4): == == Escape Pods (4): ==
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-==== Docking system: ====+=== Docking system: ===
    
 == UNIV(ERSAL)-A Clamp: == == UNIV(ERSAL)-A Clamp: ==
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-==== Environmental Systems: ====+=== Environmental Systems: ===
    
 == Atmospheric and water recyclers and regulators: == == Atmospheric and water recyclers and regulators: ==
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-==== Sensors: ====+=== Sensors: ===
    
 == Unidirectional Active Sensors: == == Unidirectional Active Sensors: ==
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-==== Communications: ====+=== Communications: ===
    
 == Communications: == == Communications: ==
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-==== Propulsion: ====+=== Propulsion: ===
    
 == FTL Travel: == == FTL Travel: ==
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-==== Computer Systems: ====+=== Computer Systems: ===
    
 == X-Savtech Computers: == == X-Savtech Computers: ==
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-==== Stealth Systems ====+=== Stealth Systems ===
  
 == Mass Mesher Device: == == Mass Mesher Device: ==
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-==== Indirect Warfare ====+=== Indirect Warfare ===
  
 == Countermesures: == == Countermesures: ==
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-===== Weapons =====+=== Weapons ===
  
 NAM Main Aether Cannon (1): Tapping the awesome infinite power of Aether, the Main Cannon of the Hray builds up and focuses pure unadultred Aether Energy. The outer casing of the Cannon is armored, cooled, lined with [[technology:list_of_starship_armors|Zanarium]], and can be instantly sealed up to prevent any remaining energy from the firing of the cannon from giving away the Hray's position when it starts cloaking. The Gun Hatch at the tip of the Cannon serves both as a sealant and armor, but has to be opened before fire.   NAM Main Aether Cannon (1): Tapping the awesome infinite power of Aether, the Main Cannon of the Hray builds up and focuses pure unadultred Aether Energy. The outer casing of the Cannon is armored, cooled, lined with [[technology:list_of_starship_armors|Zanarium]], and can be instantly sealed up to prevent any remaining energy from the firing of the cannon from giving away the Hray's position when it starts cloaking. The Gun Hatch at the tip of the Cannon serves both as a sealant and armor, but has to be opened before fire.  
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-===== 7. Vehicle/ Armor Complement =====+=== 7. Vehicle/ Armor Complement ===
   * 35 [[faction:nepleslia:equipment:air_m1_high_mobility_power_armor|AIR2s]], [[faction:nepleslia:equipment:fire|FIRE1s]] and/or [[faction:nepleslia:equipment:water_pa|WATER2s]]    * 35 [[faction:nepleslia:equipment:air_m1_high_mobility_power_armor|AIR2s]], [[faction:nepleslia:equipment:fire|FIRE1s]] and/or [[faction:nepleslia:equipment:water_pa|WATER2s]] 
  

faction/nepleslia/starship_classes/hray_stealth_gunship.txt · Last modified: 2023/12/21 04:24 (external edit)