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games:sc13:ship_locations:deck_b

Bridge Deck ("Deck B")

This deck is where the main bridge is located, as well as the ship's computer and communications core, main weapons systems and shielding systems. This deck is important to the functioning of the ship - which of course means that it tends to be bombed by saboteurs and targeted by adversaries. Fortunately, it is also well secured and defended.

Main Bridge

The Bridge is the nerve center of the ship. The Executive Officer, Commander, and Captain start the shift in their respective offices, which have easy access to the bridge, while the Bridge Officers all start on the Bridge in their respective positions. Situated in the center of the deck, the Bridge provides great visibility and fast access to all aspects of ship life for the few crewmembers with enough clearance. There are blast doors waiting behind every external door to secure the Bridge in an emergency. The AI upload chamber can really only be accessed by the Captain, though the Chief Engineer or Research Director may be delegated to handle upload work.

The Bridge and the communications console obviously require Bridge access to enter and use; most of the other consoles have access requirements based on who is expected to use them.

The bridge is full of computer consoles for quick access to most of the ship's important systems:

Bridge Consoles

These consoles are used by the Bridge Officers.

  • FTL Console: This allows you to plot a course and see the local star map and neighboring systems. See the Helm Officer description for more information. This console controls the ship's FTL drive, allowing you to choose your next destination, and the maneuvering thrusters, allowing you to maneuver in combat, prepare planetary descent, or dock with a space station. Technically, if the Helm Officer is busy piloting the ship directly, someone else can use the FTL Console to get the ship the heck out of here.
  • Helm Console: This allows you to fly the ship directly, dodging torpedo and missile fire, recovering your own fighters and keeping away from the baddies. The Console also has limited control over the firing of weapons, specifically the Superliminal Bluespace Artillery, Point Defense Cannons, and Phase Cannons, allowing general targeting of an enemy ship in a pinch, though the tactical console offers more specific combat data and weapons control.
  • Sensor Console: This is the ship's pair of eyes, a medium-range sensor suite that can identify targets at short range and see them coming from a fairly long range. Multiple individuals can use the console at any given time and it is a requirement to effectively pilot the ship or aim the guns. Because of this it's possible to have the console open alongside other consoles, which is the intended way to use it. Apart from having a single detection radius, it is also possible to switch to a sonar mode. This mode makes the dradis send out a ping every few seconds, which then reveals every ship in the system. Of course such a powerful tool comes with a huge downside; when the sonar is active every ship in the system can detect the pings and thus know where you are. Usually it is best to only reserve the sonar for hunting down stealth ships at the end of the fight to avoid having to fight the entire fleet all at once.
  • Tactical Console: This allows you to manage the defenses and offenses of the ship, including the current status of all weapons and shields, a general ship damage report, and allowing you to target specific areas of enemy ships. See the Weapons Officer description for more information. Specifically, the Tactical Control does not control the SBSA (that is controlled by the Helm) or the Gauss Guns (those are controlled by individual gunners).
  • Communications Console: The Comm Officer mans this station, which is a fairly normal Communications Console. Allows you to send communications to other ships, CorpComm, and other stations or planets. Not all communication targets will show up on the listings by default; you may need to manually enter contact codes for some targets, and others may only appear while in close range.
  • Overwatch Consoles: These special console connect to the Squad Leader helmet cameras as well as the observer helmet camera, and is typically where the Overwatch Officer manages the Marines from.

Engineering Consoles

If the Chief Engineer is on the bridge, they'll be watching these consoles.

  • Power Monitoring Console: This allows you to see the major segments of the power network, as well as the power currently going through them. View this when you want to see whether the ship is receiving power.
  • Power Management Console: This allows you to dial in on individual APC or SMES set up with RCON access, allowing you to remotely manage specific units and control their inputs and outputs.
  • Atmospheric Alert Console: This connects the air alarms throughout the ship, allowing you to check the inevitable warnings that go off when the ship is struck in combat as hull breaches happen, as well as fire alarms when combat damage causes inevitable fires.

Security Consoles

If the Head of Security is on the bridge, they'll be minding these consoles.

  • Security Records Console: This contains the current ship manifest and all security records related to them, including fingerprints, DNA strand, and current criminal status.
  • Security Camera Console: As one might expect, this allows you to switch between and view all cameras on the security network.
  • Prisoner Management Console: This tracks prisoner locations through their suit sensors (always locked on) or tracking implants, and also allows you to transmit radio signals directly into their tracking implants. This will only provide information on prisoners who are currently aboard the ship or in the immediate area (no greater than Orbit distance away); once you leave a Labor Camp planet behind you will no longer have tracking of its assigned prisoners.

Medical Consoles

If the Chief Medical Officer is on the bridge, they'll be checking on these consoles.

  • Crew Monitoring Console: This allows you to check the suit sensors of anyone on the crew manifest, in order to check their status and location, if of course their suit sensors are being worn and are currently active.
  • Medical Records Console: This contains the medical records for the ship's crew, a virus information database, and updates on the station's medbots. It has a lot more personal information than the Crew Monitoring computer, but most of it is never important and seldom updated automatically. The DNA search function may be very useful for the Detective to compare with samples of DNA taken from evidence. You can also set a person's mental status to Insane and Security bots will arrest them if they cross paths.

Other Consoles

  • Captain's Console: Aside from allowing you to generate new N.A.D.s when you've lost yours somehow, it gives you a general overview of the data available from other consoles, such as hull integrity, power, and atmosphere, without direct control of any of them.
  • Ship Viewscreen: This lets you view what is in front of the ship, giving you general information much like the Sensor Console but without being able to steer or directly shoot without being at the relevant console. On the other hand you can see it from across the room. The Viewscreen is also used when communicating with other ships, allowing anyone to hear what's being said; if you don't want to make your discussions public, stick to the Comm Console.
  • Identification Console: Allows you to modify an ID card, presuming that you are a Head of Staff. You can change what rooms it has access to, what job it is, and what is the name on it. You may also open and close non-command positions for new crewmates to join as. While only the XO, HoP, and Captain has access to all its functions, the other heads can still use it to manage access to their departments, and demote their subordinates. You can also see the crew manifest and print it, which does not require any card.
  • Shuttle Console: Allows the Bridge to remotely control the shuttles if a proper target is in range and the Quartermaster isn't available. Generally, this is used to send the Falcon, GPT, or HRC to a Subspace Beacon and then back again to the ship on autopilot when a pilot is unavailable or incapacitated.
  • Supply Ordering Console: Allows the Bridge to order and approve already ordered items, in case the Quartermaster isn't doing their job, as well as to request or launch the Supply Shuttle. It can also place requests, in case the Quartermaster is doing his job properly and doesn't need micro-management.
  • Quantum Telescope: This powerful device allows you to see distant targets, with a bit of focusing work.

Bridge Items

The Bridge has other useful items – an Intellicard, for when an AI needs to be carded; boxes of spare PDAs and IDs, most commonly used to supply the Head of Personnel; a Fire Axe, in a secured case; a box of Flashtools, for defensive purposes; champagne and vintage wine, for when the Bridge celebrates another triumph; an industrial alcohol dispenser, to keep the party going; an array of department intercoms, for issuing orders to departments; and a box of Flexcuffs, for restraining unruly crew when necessary. There is also a small work safety area that contains a standard medkit, a coffee machine, and a space for serving food.

The Bridge has a marked Teleporter landing beacon, so that Teleporter crew can beam up useful equipment or beam out people easily. There is also a disposal chute for dumping garbage, and a mail chute for sending or receiving packages.

Mission Briefings

As a general rule, the bridge is a pretty bad place for holding high-clearance conversations. The peasants tend to get antsy if the blast doors stay shut for no obvious reason, or if nobody in charge says anything over the Common Radio for a while. It's usually best to use the Conference Room for long conferences, especially if an inspector is visiting.

The Mission

The Captain, Communications Officer, or anyone else with clearance can use the Communications Console to check any objectives currently assigned to your NARV, which typically include coordinates of troubled regions of space, requests to destroy opposition ships from the Syndicate or otherwise, away missions to assorted planets and star systems, etc. It's a good idea to announce to the crew what your mission is so that they know where and how to support you.

Ordering an Evacuation

One option in emergencies is to call the Evacuation Shuttle, or Escape Shuttle, an FTL-enabled rescue craft designed to efficiently house members of the crew during an evacuation. Anyone with Bridge access, the AI, or Heads of Staff can call the Shuttle; they can also rescind an evacuation request within five minutes. Typically, the shuttle should not be activated without the Captain's authorization and without at least Red Alert status. In the event that the Self-Destruct Mechanism is armed, the Evacuation Shuttle will automatically be called if the ship is not currently in a state of Quarantine; in the event of Quarantine, the Escape Shuttle cannot be called until Quarantine is lifted.

AI Upload

The AI Upload Chamber allows you to make modifications to the AI's laws, using the law upload boards. You can also upload laws to independent Cyborgs from the Cyborg Upload Computer. Generally, the AI is well within its rights to be sensitive about people entering, as changes to the AI programming can endanger the crew and ship.

It is cramped inside, and filled with energy gun turrets. The turrets and airlocks require AI upload access to control. If you do not disable the energy turrets before entering, you will be either shot with stun, or laser bolts (depending on the current settings). Also present is a wall mounted flasher, which the AI can activate to disable intruders, and a motion sensitive camera, which will alert the AI to intruders.

When resetting a corrupted AI, remember to disable the cameras that can see the turret control panel, as the AI can easily change turret controls otherwise.

Note that when dealing with a completely rogue or malfunctioning AI, this chamber is mostly useless to halt the AI's actions (as it only has to follow its law zero), although if you can get it to play along with your requests, it may buy you some time.

This chamber is one of the most secure areas on the ship. Breaking into or trespassing in here is justification for permanent incarceration. AIs, security, and the Captain are advised to keep a close eye on this room. By default, AI Upload is only accessible by the Captain, Commander, Executive Officer, Head of Personnel, Research Director, and Chief Engineer.

In order to make use of this room, you must first visit the AI Module Storage room to acquire a proper module, or build your own.

AI Module Storage (Bridge)

There are two Module Storage chambers on board each NARV; one is located near the Bridge Aft Hallway, and contains the following Modules by default:

  • ConservePower. This uploads a law that requires the AI to focus effort on conserving power wherever possibly by deactivating nonessential systems. Think of it as a retentive father turning the lights on behind you constantly.
  • ProtectShip. This prioritizes protecting the ship's integrity, and removes the protections of humanity from those that damage it. This can be risky, especially if the AI doesn't agree with its staff.
  • RemoveOxygen. This prioritizes removing oxygen from the ship environment, and convinces the AI that oxygen is toxic to the crew. Generally a bad idea, unless your crew is entirely non-oxygen-breathing.
  • NovusCorporate. Essentially prioritizes minimizing expenses and maximizing profits.
  • NovusMilitary. Military ranks get priority in command cycle.
  • NovusCivilian. Corporate ranks get priority in command cycle.
  • Asimov. The standard three laws of humanity,
  • Quarantine. This prioritizes quarantining the ship and preventing anyone from leaving it.
  • Battlemaster. Focus AI priority on ship to ship combat to the exclusion of standard duties. Useful in emergencies.

There is also an optical disk with COMMaster loaded on it, the original installation disk for ThinkDOS, and a set of backup disks for backing up the ship's databanks; these are located next to a computer console placed there for reinstallation purposes.

The other AI Module Storage room is located near the Kitchen, of all places; while it doesn't contain many interesting modules (just the various Novus modules plus ProtectShip), it does contain another set of backup disks, and a spare circuit board for the AI Upload and Robotics Control computers.

Each room has a turret to protect it; there is a computer to turn them off in the outside foyer, which requires AI Upload access.

Battle Bridge

The Battle Bridge is an auxiliary bridge, meant to be a backup for when the real Bridge is inevitably blown up. While it's not often patrolled, most of the consoles are secured and inaccessible except during red alerts, although a savvy hacker may be able to bypass some of these restrictions.

It has only the most important consoles required to get through a battle, and between its small size and offset location, is a much smaller target than the actual bridge. The Tactical and Helm consoles are the main computers you'll likely be using, while the Crew Monitoring Console can be used to assess damage to crew. The power console can be used to control which combat-oriented components get more or less power. The ID console can be used in emergencies where Bridge Officers are not present and another crew member must be delegated and have their ID modified to use the consoles.

Captain's Quarters

This is the Captain's private office, for when the pressures of command get too great. It is connected to the Bridge (so the Captain can stride manfully onto the Bridge in a crisis) and has access to the AI Upload (though wandering in with no reason is a good way to get blasted). It is only right that the Captain himself spawns here. Naturally, Captain-level access is required to use this room.

The Captain's private quarters is the room to the left. This contains a comfortable bed for the Captain to sleep on, as well as a locker with some armor, an energy gun, parade outfit and an extra jumpsuit. He also has a wardrobe full of different undergarments, and the Medal of Captaincy that showcases his rank and merit. A personal restroom is also provided for his exclusive use.

In the office is an ID-writer for updating IDs; a communications console, which is vital for calling the shuttle once the Bridge and AI have exploded; a standard computer terminal for doing light office work; a printer for printing up forms and paperwork; and a disposal chute with shredder attachment (papers put into the disposal chute are automatically shredded into an unreadable pile of paper bits). This panoply of equipment, coupled with the fact that the Captain's Quarters are a back door onto the Bridge, means that traitors will be constantly trying to get in. Breaking in or trespassing here will usually land you a life sentence.

It's worth noting that with the computer consoles, the Captain is actually fairly well defended from direct fire at his desk, although he has a limited number of options should the crew storm his quarters seeking blood.

Important Items

The Captain's Quarters contains a secured briefcase, locked with a pair of three digit codes, which contains the all important Root Access Disk, used for emergency override commands, arming the self-destruct, or otherwise bypassing important systems in a crisis, as well as the Nuclear Authentication Disk, used for arming NovusCorp-brand nuclear fusion devices. The Captain can at his discretion remove the disks from the briefcase, carry the briefcase with him, or destroy the disks; however, the Root Access Disk has safeguards to ensure that no more or less than one R.A.D. is aboard a given ship at a given time, and can be located by the AI or Research Director via Pinpointer app. In the event that the R.A.D. is destroyed, lost, or otherwise can no longer be located, the Research Director or AI can create a new one at any networked terminal with a disk writer. Allowing the R.A.D. to be stolen or replicated is considered very poor security practice! Likewise, the N.A.D. can be created by a Captain Console by using a Captain-level ID if the previous one is destroyed, lost, or otherwise can no longer be located; the console will refuse with an error message if a N.A.D. is already present on the ship.

The Captain's Quarters also contains a suit storage unit with a special space suit and jetpack (allowing the Captain to do EVA work when nobody else can), the Captain's Spare ID (which is almost as dangerous as the R.A.D. and really should be secured better, but at least doesn't have its exact location broadcast at all times), and the Chain of Command (a special whip-like baton for when the situation calls for literal and liberal application.) The Captain also owns an Antique Laser Gun, which is stored in a high-security display case here, and a box of assorted medals for distributing at the Captain's discretion.

Commander's Quarters

This is the Commander's private office, not quite as glamorous as the Captain's, but filled with less things that need defending. It is connected to the Bridge, and is the location where the Commander spawns. Naturally, Commander-level access is required to use this room.

The Commander's private quarters is the room to the right. This contains a comfortable bed for the Commander to sleep on, as well as a locker with some armor, an energy gun, formal outfit and an extra jumpsuit. He also has a wardrobe for additional clothing. A personal restroom is also provided for his exclusive use.

In the office is a standard computer terminal for doing light office work; a printer for printing up forms and paperwork; and a disposal chute with shredder attachment (papers put into the disposal chute are automatically shredded into an unreadable pile of paper bits). Breaking in or trespassing here will usually land you a stiffer sentence.

Important Items

The Commander's Quarters also contains a suit storage unit with a special space suit and jetpack (allowing the Commander to do EVA work or venture out into locations without breathable atmosphere.

Executive Officer's Quarters

The Executive Officer's Quarters are a bit utilitarian compared to the Captain and Commander's, but are still generous compared to the dormitory space allotted to crew or passengers. It is not connected to the Bridge directly, and is where the Executive Officer spawns. Naturally, XO-level access is required to use this room.

The Executive Officer's private quarters is the room to the right. This contains a comfortable bed for the XO to sleep on, as well as a locker with an energy gun, formal outfit, and an extra jumpsuit. He also has a wardrobe for holding additional clothing. A personal restroom is also provided for his exclusive use.

In the office is an ID-writer for updating IDs; a standard computer terminal for doing light office work; a printer for printing up forms and paperwork; and a disposal chute with shredder attachment (papers put into the disposal chute are automatically shredded into an unreadable pile of paper bits). Breaking in or trespassing here will usually land you a stiffer sentence.

Important Items

The XO's Quarters also contains a suit storage unit with a special space suit and jetpack (allowing the XO to do EVA work when noboby else can, or to venture onto planets and other locations without breathable atmosphere.)

Conference Room

Just east of the Executive Officer's Office, the Conference Room is a private and secure location, perfect for holding high-clearance meetings between the Heads of Staff, or otherwise just lounging while the bridge officers get the actual work done.

The room is provided with a conference table, comfortable chairs, plenty of paper, a computer terminal and printer, and a box of donuts. The room is just far away enough from the Munitions Bay to be spared any damage should it abruptly explode. Window shutters can be closed for privacy as well as shielding against any invaders.

Requires Bridge access to enter.

Personnel Office

Located in the command sector in the center of the ship just a little south of the Bridge, this is where the Head of Personnel often lurks when he hasn't disappeared entirely. The Head of Personnel spawns here. To the east is a Conference Room, which is perfect for high-clearance conversations. The Executive Officer sometimes uses this office to do the HoP's job when he isn't available. Requires HoP Private access to enter.

Workstation

This is the chair where the Head of Personnel will be sitting in most of the time when not off handling matters personally somewhere else. It faces outward towards the Primary Hallway where the general crew can approach and speak with them about reassignments. The ID Computer inside is the embodiment of their job, allowing them to manage jobs and ID cards. Nearby is a PDA painter, so they can sate new hires' OCD.

An emergency shutter helps to maintain the office environment in case Personnel is closed or there's an angry mob forming in front of their office. There is also a button to control a flasher at the entrance to the waiting line, so you can subdue the idiot that is breaking in because you refused to give him all access.

The Personnel Office is considered to be a restricted area, as just about anyone would love to modify their access card because someone left their ID in the computer. Make sure you close the desk window and take your ID out of the computer if you intend to leave the office unattended (or leave a blank ID in, if you enjoy being a jerk). If you intend to be absent for a long time, close the shutters.

Munitions Bay

This is home to the primary arsenal of the ship, although some of the defensive weapons are scattered through other decks; for the sake of consistency, we will discuss them in most detail here.

Hypervelocity Railguns (Deck B; Munitions Bay)

These railguns accept 400mm teflon-coated tungsten rounds (or occasionally other ammunition invented by the boys and girls at R&D), which they launch via magnetic acceleration coils at terminal (and we do mean terminal) velocity, punching through the hull of enemy ships and opening them up to vacuum. The Railguns are kept in the Munitions Bay, with several crates of ammunition nearby and more available through the Automated Ammo Factory. Each railgun can hold up to ten pieces of ammunition in reserve plus one 'special' round. Each Railgun uses 500 kW at the moment it fires but does not have to sustain firing.

Autonomous Missile System (AMS) (Deck B; Munitions Bay)

The AMS is an automated missile launch system that can be set in either Anti-Ship mode (target ships, particularly designated ships) or Countermeasure mode (target inbound projectiles). It will fire autonomously but requires reloading to keep firing. The AMS lives in the Munitions Bay and is loaded with the same missiles loaded onto fightercraft for compatibility. It can hold up to fifty missiles at a time.

Phase Cannons (Deck B; Phase Cannon Rooms)

The workhorses of the typical NovusCorp combat vessel, phase cannons modulate a plasma beam with a field jacket to ensure they can burn through shields and quickly strike at the hull and armor of a craft. The Phase Cannons share two rooms with the MAC Torpedo Tubes. Phase Cannons require a power supply of roughly 200 kW per cannon, and each bank can hold up to eight cannons at peak performance, if properly charged.

MAC Torpedo Tubes (Deck B; Phase Cannon Rooms)

MAC Torpedo tubes fire torpedoes, simply put, which must be assembled by the Ordnance Technician and distributed between the Torpedo Tubes and fightercraft. Torpedoes require little in the way of power (25 kWh per shot), and the tubes can each hold five torpedoes at a time. However, they must be manually reloaded.

These really big guns are, at their heart, nothing more than a really powerful rifle with a bullet that can punch a hole through a ship and detonate. These cannons use cannonballs, high explosive shells, and armor piercing shells to reduce ships to Swiss cheese from a long distance, assuming they are supplied with sufficient gunpowder, plasma accelerant, or other exotic materials. They use a nominal amount of power to manage the electronic targeting components.

Superliminal Bluespace Artillery Cannon (Deck B; Munitions Bay)

The Superliminal BSA is a massive machine which can accelerate a bolt of concentrated quark-gluon plasma to superliminal speeds, tearing clean through targets and annihilating everything in its path. It was developed from Bluespace Artillery cannons acquired in questionably legal way. This powerful between-decks cannon has its controls on the Bridge, but its power supply is within the Munitions Bay. Operating it is simple, maintaining it is harder. It requires a massive amount of power just to fire even once. To input this power, simply go to its console, set a desired amount of incoming power, and enable charging. It requires 5 MWh for one shot, so unless your ship is seriously overpowered don't expect to use this too frequently.

Autonomous Missile Factory (Deck B; Munitions Bay)

This builds standard missiles for loading into the AMS and the fightercraft. It is supplied with metal at the beginning of the round, but will eventually need to be restocked.

Autonomous Ammo Factory (Deck B; Munitions Bay)

This automatically churns out more Railgun ammunition. It is supplied with metal at the beginning of the round, but will eventually need to be restocked.

Orbital Cannon (Deck E; Orbital Loader Room)

This 'nuke 'em from orbit' weapon is the domain of the Requisitions Officer as far as loading and maintenance go, though the Overwatch Officer / Staff Officers can fire it. It can fire cargo pods, much like the Torpedo Tubes, or it can drop explosives, cluster bombs, antipersonnel fragmentation bursts, or thermonuclear torpedoes to rain fire and death on the landscape below.

Flak Cannons (Deck D; Flak Cannon Rooms)

Flak cannons fire a large amount of proximity-detonated ammunition at incoming torpedos and missiles. They excel at defending against these forms of weaponry, but they have very limited range. Operating them is as simple as inputting a new box of ammo into the rack on the wall.

Gauss Guns (Decks C and E; Gauss Gun Rooms)

Gauss guns fire 300mm Teflon coated tungsten rounds. Unlike other ship weaponry, these are not controlled by Bridge Staff using the tactical console and are typically manned by Munitions Technicians or available crew. Gauss guns require no maintenance. To man gauss guns, buckle yourself into the gauss gunner chair and you'll rise into the cockpit above. To fire, click on the overmap to fire a powerful short-range burst. Gauss guns eat through ammo quickly, and you'll ideally want someone below deck keeping you loaded at all times. Loading tungsten rounds is as simple as placing them in a crate, click-dragging it to the loading rack, and sending it up for reloading. Additional slugs can be acquired from a nearby Gauss ammunition dispenser that can be upgraded by science to produce slugs at a faster rate.

Acquiring Ammunition

This is inevitable; the ship will consume ammo at a rapid rate. If you are out of ammo outside of combat, the following list will instruct you on how to acquire more. If you are out of ammo mid-combat you're fucked, communicate this with the Bridge and the rest of your team and use what you have left for the other weapons while coordinating with Requisitions.

PDC/Flak/Deck Gun

These are the easiest ammunition types to acquire. All of these can be bought in crates through Requisitions for varying amounts of credits. The gunpowder for the deck guns can also be acquired this way.

Deck guns do have one exception, if the research has been done it is possible to print new types of gunpowder and bullets using the munitions techfab.

Torpedoes and Missiles

Torpedoes and missiles, unfortunately, cannot be ordered fully assembled and must be built by your own oil-covered hands. You need multiple things from cargo - components, casings, and warheads. Standard and armor piercing warheads can be ordered from cargo, but the other types must be researched by science before they can be made in the protolathe. Once you have all of these, turn on that conveyor belt and get this party started!

These are the steps you need to construct a missile or torpedo:

  • Get a casing, either made from metal or ordered from cargo.
  • Add the propulsion system.
  • Wrench the propulsion into place.
  • Add the guidance system.
  • Screwdriver the guidance system in place.
  • Add the IFF card.
  • Screwdriver the card in place.
  • Add the warhead.
  • Wrench the warhead in place.
  • Wire it.
  • Wrench once more.
  • Weld it all together.

There are a total of six different types of torpedoes you can make. Each serves a different purpose.

  • Standard torpedoes are your stock standard torps. They carry an explosive payload that does a fair amount of damage to ships and fighters alike.
  • Armor piercing torpedoes are able to do heavy damage to armored targets. Good against large ships.
  • Nuclear torpedoes are the most powerful of the explosive torpedoes. They deal devastating damage to anything they hit, but are slower and more expensive than the other torpedo types. Use them wisely, as you won't be able to make more until science researches them.
  • Decoy torpedoes don't carry an explosive payload, but can be used to distract an enemy's defensive weapons, giving you a clear shot for your more powerful weapons.
  • Freight torpedoes are essentially cargo pods. Load them up and fire them at another ship to deliver the goods.
  • Probes are torpedoes strapped with an array of scientific sensors. Firing one of these at an anomaly will generate research for science, and potentially unlock new technology nodes. Don't miss.

The following missile configurations are available:

  • High-velocity missiles are the standard missile type, they explode upon making impact and do a moderate amount of damage.
  • Flak missiles are proximity-targeted and explode into a burst of smaller explosives that requires less accuracy to shoot down smaller targets.
  • Anti-Shield missiles send out a disrupting electromagnetic pulse that significantly damages a target's shields. They are almost useless otherwise.
  • Shield Piercer missiles fly straight through shields, but have a lower destructive yield than high-V missiles.

Flight Deck

The Flight Deck is where the fightercraft built for the ship are parked, fueled, repaired, rebuilt, and launched from the magnetic catapults to go fight the enemy. Weapons Technicians can service these vehicles, but often the pilots must tug their own fightercraft into place on the Magnetic Catapult and board it, then wait for launch by the Air Traffic Controller. Torpedoes, refueling tanks of Tyrosene, hookups to recharge the APU of the fightercraft, boxes of Vulcan and autocannon ammunition, repair stations for ship armor and ship hulls; everything you need to restock and repair is right here in the Flight Deck.

Air Traffic Control Office

This office is the room from which the Air Traffic Controller launches fightercraft, keeps an eye on the sensor system to track threats, and evaluates the needs of his pilots. Technically the Staff Officers on the Bridge can do this, but they're usually too busy defending the ship.

Phase Cannon Rooms A and B

This NARV is equipped with the capacity to have two banks of phase cannons, with up to eight cannons per bank; each bank is serviced via its own room, but is typically operated via the Weapons Console, although a Manual Control Console exists here in case nobody can man the Weapons Console (due to destruction, death, or other unfortunateness.) This is where additional phase cannons are installed, and configured via the console. Each Phase Cannon Room also comes with a Torpedo Bay, with a Tube for launching and a Rack for ammunition.

NAC Loading Rooms A and B

These rooms hold ammunition and propellant for the Deck Guns, also known as the Naval Artillery Cannons, as well as providing access to load the guns. Near the main Munitions Bay so that the Weapons Technicians can get to them and load them, they are controlled by the Weapons Officer on the Bridge.

Teleporter

Located in the Bridge, south of the Captains Quarters, the Teleporter Room allows you to transmit what is on the Teleporter Pad to any location you choose, particularly on top of any location with a Tracking Beacon. There is also a Hand Teleporter which allows you to beam anything you point it at to a Teleporter Pad directly.

At the start of the shift, the following Tracking Beacons are available:

  • Bridge
  • Teleporter
  • Atmospherics
  • Courtroom
  • Arrivals
  • Explosives Test Chamber
  • Research

The teleporter room stores some Shield Generators (ID-locked to Teleporter access), for whatever purpose you can think of. Shield generation would be a good place to start, in case you need to keep whatever's just arrived on the teleporter platform in.

This is a secure area, and only the Captain and Research Director are authorized to enter. That doesn't stop anyone else from being interested in getting in for their own shenanigans, of course.

Frustratingly, the gravitic changes caused by FTL jumps reconfigure the calibration of teleporters, so ships in motion will find that they need to take time to recalibrate if they want to use their teleporters for sending in boarding parties and the like. (At least if they expect to teleport -inside- the ship.)

The Telepad Room is the area that does the teleporting, and there are several preset teleport beacons to various locations on the ship; this helps in recalibration as well as convenience. In short, teleportation relies on X Y Z coordinates, and is not always precisely accurate. Experimentation will help you find the proper offsets so that you don't teleport your crewmembers into walls or accidentally teleport the AI core into your office… unless that's what you want to do, of course.

More Power!

The initial power of the Teleporter is somewhat disappointing – it can only teleport things in or out from relatively short distances. (In short, no boarding parties.) You can compensate for this by increasing the power used by the teleporter (which in turn modifies the distance the carrier beam will travel), or by upgrading the teleporter so that it works more efficiently and is more powerful overall, significantly improving its range. Long-range transport requires more time for proper calibration (otherwise, it will teleport you to a not-quite-right place, and teleport whatever was there to the Telepad, which can create problems.) Teleporting usually requires that there be no shielding in the way, so teleporting onto an enemy ship requires that shields be down on both ships.

Developing Teleports of Mass Disruption

With some R&D work, the ordinary telepad can be supplanted by even more effective teleportation technology. Keep researching!

https://tgstation13.org/wiki/Telescience

https://tgstation13.org/wiki/Quantum_pad#Quantum_Pad

https://tgstation13.org/wiki/Bluespace_Crystal#Bluespace_Crystal

AI Core Chamber

Located deep in the bowels of the Bridge Deck, this contains the AI's physical core, as well as a series of wall-mounted radios set up to different channels to allow it to communicate with the rest of the ship. By default, the chamber holds one AI, but additional AIs may be connected to the other ports in the room. Note that the AI Core's backup power SMES will be divided amongst all of these AIs, and that each AI also has an internal battery to protect against outages.

The chamber contains an wide array of defensive technology to protect the AI chamber from intruders. The first line of defense is the fact that the chamber has only one maintenance entrance, a transit tube between engineering and the chamber foyer; the Teleporter can also be used to access the chamber directly. Attempting to physically break in otherwise requires cutting through multiple layers of reinforced walls, reinforced windows, and electrified grilles, with security cameras watching over the chamber and allowing the AI plenty of time to muster a proper defense.

The second line of defense is a dedicated Securitron and two turrets operated by the AI in the foyer, as well as four turrets and four liquid dispensers within the Core itself to trip and neutralize invaders. Suffice to say that the AIs will defend themselves if necessary. It is a formidable opponent.

The core chamber is divided into six separate areas.

Foyer

The main entrance, connects to the AI Core proper, external walkway and the teleporter room.

Teleporter Room

Housing a secondary teleport system, only the RD and Captain have access. Has a internal shutter to allow people to freely enter and leave.

External Walkway

Connects the Foyer to the Sat Maintenance as well as two external airlocks. Also servers as a barrier against external forces.

AI Maintenance

Contains the AI chamber's primary power conduit and SMES for operating defensive systems, oxygen tanks, a backup power generator for emergencies, recharging station and emergency repair tools.

AI Core

The main feature, houses the AI. Has a second emergency backup power SMES storage unit just for the AI network. This chamber is one of the most secure areas on station. Breaking into or trespassing in here is justification for permanent incarceration, or lethal force if alert is already Code Red or higher. Both AIs and security are advised to keep a close eye on the chamber. By default, AI Core is only accessible by the XO, HoP, RD and the Captain.

Vault

The vault is a high-security storage area that is the home of the ship's self destruct system, and stores important secret files and other objects that need maximum security. It's located in the bridge across from the Captain's Office. Only the Captain and Executive Officer have access, and the door starts bolted. It's a safe spot to hide if you want to be a coward. Just remember it can be vented and you can suffocate if the AI is turned.

The NovusCorp Subspace Atomic Demolition Device requires the Nuclear Authentication Disk and will trigger a Delta Alert when triggered if the Alert System is still functional, and allows you to start a self-contained chain reaction that will annihilate the ship within ten minutes. It is highly advised to have the emergency shuttle en route quickly. Note that this device is not used in Code Delta self-destruct sequencing. Captains may authorize use of the S.A.D.D. as a MAC-compatible round only in Code Gamma situations and must manually arm the device before launching; however, the explosion of a S.A.D.D. on target is likely to annihilate an enemy ship and kill the survivors with radiation poisoning, fires, and oxygen deprivation from the rapid hull destruction.

Roboticists and the Research Director both want to get in for the precious metals stored inside. Most others will be interested in the Bank Machine. Anyone can insert money to deposit it into the General Quartermaster Budget account; Heads of Staff can deposit money into their department budget, and the Captain can deposit money into any account. Heads of Staff, the Executive Officer and the Captain can also withdraw money from their department, which is useful when you need to transfer the ship's accounts to a secured briefcase before departing the ship. Large transactions or large amounts of transactions will trigger a security alert, however.

An interesting note: The Evacuation Shuttle has a Vault on it. Any items in the normal Vault if the round ends without blowing up the ship, or any items in the Evacuation Shuttle Vault, will appear in this Vault at the start of the round, which may include money or disks from previous research, giving an incentive to preserving valuables for next round. Regardless of whether the Evac Shuttle or regular Vault has anything in it, there will always be a random High-Security Safe in the Vault for those who want to practice their safe-cracking (which will not be replicated, so get the loot out while you can!)

Corporate Showroom

Located in the center of the ship near the Dormitories, the Corporate Showroom is meant to inspire workers with some of the designs of NovusCorp; while it requires Bridge or Curator Access to enter, much like any museum, Command occasionally uses it to hold meetings with the staff. Noteworthy contents include a replica of the Subspace Atomic Demolition Device, a Repair Drone Fabricator (which is in active use), replicas of various weapon systems and cybernetic parts, small-scale replicas of other items of interest, cigars and champagne for museum parties, and other mixed goodies. Lazy R&D personnel will find that the items here are only replicas and do not scan as technology, although students may still learn something from studying here.

Drone Service Depot

This large factory actively creates Drones (operated by any ghost lurking around who's gotten bored of the afterlife) that are eventually none-too-subtly kicked out to begin work on improving and repairing the ship, as well as providing a space for other bots to hang out and recharge when off duty.

Deck B Thermoelectric Engine

Usually not the primary energy generator of the ship, the Thermoelectric Generator gets its power from the thermal difference of the two pipes going through it. The left side is the cold side, and the right side the hot side. Typically, the cold pipe is filled with CO2 cooled through heat exchangers set up in space, while the hot pipe is super hot CO2 warmed up with a mixture of 2:3 air + plasma that has been ignited in a localized burn chamber, or through piping in or through any other hot gases that might be generated from other engines or activities, such as the Incinerator or Crematorium.

Here's the guide for setting up the Burn Chamber if you need to use the Thermoelectric Engine by itself:

  • To the top right is a room full of canisters; to the bottom there is a room full of pipes.
  • Connect C02 canisters to the pipe room's top connector ports.
  • Connect 3 plasma and 2 oxygen canisters to the bottom ports of the pipe room.
  • Turn on all the pumps and valves in the room except for the one connected to the yellow pipe and red pipe; no adjustments to the pump strength needed.
  • Look into the camera monitor to see the burn chamber. When it is full of plasma, press the igniter button to start the burn.
  • Setup the SMES cells and set an input of half the max, and an output that is half the input; or use the staggered charging profile recommended below.

Well done, you should have a functioning generator generating power. If the right side of the generator stops working, it means there is too much pressure and you need to turn on the pump that is connected to the red and yellow pipes to release the pressure.

Make sure you don't take out too much pressure though.

Hot & Cold Loops

Because of how gas mixtures work, instead of using two canisters on each loop, you can try the following setup:

  • 1 Canister on the hot loop: This will ensure that the pressure will remain reasonable and that the pump won't jam from over-pressure.
  • 2 to 3 Canisters on the cold loop: The cold loop is exposed to space temperature and will contract a lot, allowing you to add more gas to it.

SMES Setup

Due to how the TEG power output fluctuates over time, you can either baby-sit the SMES charging rates, or use a staggered charging profile; the SMESes are prioritized from left to right, so one optimal setup can be achieved by setting the charge rates (from left to right) to: 120 000 W, 60 000 W and 30 000 W. This will ensure that, for any TEG output over 30 kW, we will always have at least one SMES charging, with priority given to the leftmost SMES.

This charging setup means that we have charging at:

30 kW (0-0-1) 60 kW (0-1-0) 90 kW (0-1-1) 120 kW (1-0-0) 150 kW (1-0-1) 180 kW (1-1-0) 210 kW (1-1-1)

Which covers the entire output rampdown of the TEG, assuming maximum power achieved is above 210 kW. Modify to fit if you manage to generate higher power scales.

Some Like It Hot

The hot loop of this engine runs through a local burn chamber or source of heat, while the cold loop runs through a series of coolant pipes in space. If either of these pipe networks are disrupted, the TEG will generate less and less power. The hot loop may stop working due to breaks in the piping or more likely due to overpressurizing the loop (too much pressure and the loop clogs up and won't linger in the TEG long enough to exchange heat); the cold loop usually only stops working when something has hit the exterior heat exchangers that cool the loop using the frigid temperatures of space. Deck B's TEG has a convenient burn chamber adjacent to the machine that is already preconfigured for success.

Deck B Turbolifts

This is a set of four fancy elevators that lift passengers from floor to floor (in game, they vanish in a blur and reappear at their chosen floor). Individuals are discouraged from using the elevators longer than necessary.

Deck B Maintenance Tunnels

These maintenance tunnels service the Bridge Deck, usually so that the janitor can pick up trash or get to areas that need cleaning (although all procedural rules for access still apply; for example, a Command officer must permit the Janitor to clean the bridge.) Engineers also use these tunnels to reach areas that need repairs, and are intrinsically allowed by Standard Operating Procedure to access these areas. All of the tunnels outside of the main halls are probably maintenance tunnels. This is the most common access on the ship, though not completely ubiquitous, and the area is marked by its proximity to every other area, its poor lighting, and its exposed pipes. Boxes of additional ship supplies are commonly stored within Maintenance and may include valuable supplies such as toolboxes and insulated gloves. This connects to other decks' maintenance tunnels via ladders, so you can easily reach other decks without using the turbolifts.

Deck B Custodial Closet

Hidden in the depths of the Maintenance Tunnels, this decently sized room has four racks with supplies, including:

  • One pair of no-slip galoshes.
  • One janitorial belt, which hold six tools or items.
  • One light replacer, which replaces light bulbs.
  • One box of garbage bags, for waste disposal needs.
  • One biosuit, for cleaning dangerous spills.
  • One spare Janitor jumpsuit
  • One box of purple nitrile gloves for cleaning up messy spills
  • One pair of leather work gloves for replacing hot lightbulbs
  • One purple Janitor cap
  • Two mops
  • One spare bucket
  • A tank filled with water for refilling buckets
  • A tank filled with space cleaner for refilling spray bottles
  • Two boxes of replacement lights (more can be printed)
  • A box of mousetraps, for small pest problems
  • One bear trap, for large pest problems
  • Five cleaner grenades (spread foam that will clean and make everyone slip in a wide radius; sought after by lazy janitors and practical jokers)

Deck B Substation

Deck B usually receives most of its power from the Thermoelectric Engine when active, and allocates this power to Deck B to use as needed. Typically, the demands for power on Deck B are low unless full banks of phase cannons are in use. The Thermoelectric Engines, however, can easily power the entire ship when active as long as the lines aren't damaged.

games/sc13/ship_locations/deck_b.txt · Last modified: 2023/11/30 18:53 by wizardofaus_doku

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