Nov 28, 2016 12:15 am

18. GUNWELL CHAMBER Access ladders to dorsal and ventral turret gunner stations.
SCALE: One square = 1.33 meters (4 feet).
DECK PLAN KEY
1. Cockpit: 4 crew. Pilot (front row, left seat), Co-Pilot (front row, right seat), and two Systems operators (second row, two seats). Gunwell (18) turret weapons cannot be directly fired from here. Other weapon systems, depending on any upgrades you acquire, may be used from any of the four positions in the cockpit or Gunwell Turrets. Again, this depends on the upgrades and how/where they are installed.
Pilot: If not actively flying the ship (e.g., on cruise), the Pilot has access to all actions. Pilot control of ship flight may be granted to the Co-Pilot position via 3 separate toggle switches on the console between the Pilot and Co-Pilot positions (the three switches are meant to safeguard against accidental control authorization). Control can be returned to the Pilot position via the same set of toggles.
Co-Pilot: If not actively flying the ship, the Co-Pilot position has the exact same capabilities as the Pilot.
Systems Crew: Two multi-system consoles allow access to all actions except Piloting/Co-piloting.
2. Holo-terminal Chamber: BROKEN: REQUIRES intragalactic multi-phasic frequency modulator. Encrypted communication. Useful for holo calls, especially to your handler and immediate superiors in Sith command. Longer distances will delay communication, sending something more like 'holo messages' (imagine increasing lag between instant messages, getting worse as distance increases), whereas closer distances will allow for real-time communication. Other variables come into play as well (e.g., the route the message takes to get to it's intended recipient, as facilitated by networks across the galaxy). Similar to how ship's traveling through hyperspace takes time, despite the extraordinary speed, messages can take time as well, depending.
3. Crew Quarters. Comfortable 4x4 m (12x12 ft) quarters with bed, desk, and limited storage as standard issue.
4.Crew Lounge: A spacious and comfortable room for crew to relax. Conveniently located next to the Auto-Chef (aka Kitchen/Galley).
5. Auto-Chef: Even Sith need to eat.
6. Ceiling Hatch: Access to the dorsal (top) side of the ship via ladder hatch.
7. Airlock: Allows safe access to exterior of ship in space. No ramp, lift, or ladder. With a tractor beam, could be used to board other ships in space via skilled alignment of both vessels' airlocks.
8. Space Suit Storage: Useful if you're planning on surviving out in the void of space. Two space suits:Collapsible duraform outfitting allows for one size fits all. Electro-magnetic traction boots for exterior hull walking. Recycling air tank system enables approximately 3 hours of continued use (may vary by species and individual). Low power pulse jets allow for multi-directional 'flight'' (using any Piloting skill).
9. Escape Pods: Comfortably seat one individual; if necessary, two could fit in each pod. Each pod contains emergency rations/water for 7 days.
10. Fuel Injection: A separate system powering the escape pods; allows pods to work even when all other systems fail.
11. Sublight Engines: Allow travel outside of hyperspace.
12. Hyperdrive: Allows for hyperspace travel, which can take weeks depending on distance and other variables. Much slower back up hyperdrive on separate system nearby.
13. Storage Room: For your various storage needs.
14. Hygiene: Three sinks and a shower for all your personal needs. Hyperspace travel can take weeks. Be considerate.
15. Cargo Hold 1 ('Small Bay'): Tool Bench/Work Area included. Entire floor operates as a cargo lift. Depending on storage usage, allotted parking spaces allow up to 2 bike type or 1 multi-passenger vehicle to be parked, with maglocks to secure them in place. Bikes count as 20 encumbrance toward the ship's threshold of 180, multi-passenger vehicles as 40.
VEHICLES IN CARGO HOLD 1:
Expanded Capacity Utility Landspeeder (ECUL)
16. Boarding Ramp: The easy way to enter and exit the ship. If setting down in a 'hot' landing zone, training dictates that this side be furthest from the enemy, if possible, as the ramp will provide cover. This, of course, increases the distance to your target, which you may, or may not, prefer.
17. Cargo Hold 2 ('Large Bay'): Tool Bench/Work Area included. Entire floor operates as a cargo lift. Depending on storage usage, allotted parking spaces allow up to 2 bike type or 1 multi-passenger vehicle to be parked, with maglocks to secure them in place. Bikes count as 20 encumbrance toward the ship's threshold of 180, multi-passenger vehicles as 40.
18. Gunwell Turret Access: This chamber has ladders leading to dorsal (upper) and ventral (lower) turrets. Each turret has room for one Gunner and a 360 degree fire radius. Gunners do not have access to Systems type consoles, and as such, do not have access to those actions. They can, however, perform Damage Control by allowing guns to cool down or the like, reducing/relieving stress on the ship by doing so.
TERMINOLOGY:
Fore: Front of the ship.
Aft: Rear of the ship.
Port: Left side of the ship.
Starboard: right side of the ship.
Dorsal: Top, upper.
Ventral: Bottom, lower.
A NOTE ON ACTIONS IN STARSHIP AND VEHICULAR COMBAT
This supercedes any information describing possible actions at various ship stations.
Damage Control is an action used primarily to reduce system strain. From your station on the ship, you are essentially relieving strain from the ship by putting less stress on the systems. Instead of performing another action, which increases the ship's workload, you are actively taking steps to mitigate stress to the ship, optimizing power, allowing system to cool, etc. Everyone can perform a Damage Control action on their turn from any station on the ship, using Computers or Mechanics to do so. The Engine Bay enhances attempts to do so via Mechanics checks, allowing greater access to the ship's guts, so to speak. Add one boost die to Damage Control checks made via Mechanics in the Engine Bay.
Repairing Hull Trauma: The once per combat hull trauma repairs that can be performed as part of a Damage Control action can only be accomplished from the Engine Bay. I don't imagine you guys going for space walks during combat. As such, this 'hull' repair will be viewed as making mechanical adjustments or something similar of a more critical nature than system strain. I don't want to take away the 'hull trauma' repair, but at the same time, repairing the hull during combat is not realistic.
Plot Course: If multiple crew members in the cockpit are working together to plot a course, only the best result will be used, rather than pooling collective results. This is to reflect the realism of one individual coming up with the best solution given the terrain and pertinent factors.
SHIP CAPABILITIES
Intercom systems are available in every room/chamber, allowing closed communication to individual intercoms in other rooms/chambers, with options to address multiple rooms as desired, or the entire ship via public address.
Slice Enemy Systems action is unavailable as the ship lacks the 'powerful computers' needed for electronic warfare to that degree.
COCKPIT

HOLOTERMINAL CHAMBER (ACCESS TO COCKPIT OFF TO THE RIGHT SIDE OF THE IMAGE)

CREW QUARTERS CORRIDOR (FACING DOOR TO HOLOTERMINAL CHAMBER)

GUNWELL CHAMBER (VIEW FROM HALL OUTSIDE CREW QUARTERS CORRIDOR)
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ENGINEERING (WORKSHOP WITH TOOLS, SUB LIGHT ENGINES, HYPERDRIVE, AND FUEL INJECTION)

CARGO HOLD

SHIP LOUNGE FROM TABLE FACING DOOR TO ROOM #6, AUTO CHEF AREA TO RIGHT

SPEAR OF AKRULTA, LEAVING THE VEIL, 8 ABY (FRONT VIEW, LOOKING AT COCKPIT)

SPEAR OF AKRULTA MULTI-ANGLE VIEW
