- Local time
- Today 12:05 PM
- Messages
- 668
- Pronouns
- They/Them
So thought it would be worthwhile laying out some of the sections on board the Xenophon.
The bridge: The central command centre where once the captain and his command crew managed the ship's various systems. Comms, helm, security, navigation etc. Also contains the pilot's seat which requires brain implants to interface properly with his systems.
Central mainframe: A room located a few decks beneath the bridge containing Xeno's neural core and dozens of racks of additional processing centres. Essentially his brain. Always kept at a sub-zero temperature to ensure smooth running. Xeno keeps this room firmly locked and off limits to the crew.
Officer's lounge: a room on the crew deck adjoining the officer's quarters, where high ranking members of the crew can socialise.
Briefing room: Adjoining the bridge, a room where the commanding officers of the ship can meet to discuss threats and situations the ship may face.
The ship's kitchens and mess halls: The Xenophon has two main eateries on board the ship, one on the port side an done on starboard. The 'kitchens' primarily consists of a bunch of food fabricators that can print tasteless, if nutritious meals for the crew and dispensers that provide pre-canned meals from the cargo hold. Large amounts of condiments and sauces are recommended. Both have large windows into space, a jukeboxes playing music and screens to play videos from the ship's library.
Fitness centres: the Xenophon has several fitness centres on board the crew deck, two of which were for servicing the general crew, one for the officers and one for the Imperial Marines that were once stationed onboard. The standard gyms have most of the exercise equipment you'd expect, but the Marine's gymnasium also includes a firing range and obstacle course for them to train. The officer's gymnasium also includes a small adjoining spa.
Library: A section of the ship designed to keep the crew mentally stimulated during long voyages and between shifts. Consists of an electronic library and holographic learning centers from which the crew can pull up records from anything in the ship's database (although said database is currently five centuries out of date).
Med Bay: The primary medical facility on board the ship, which is equipped with several advanced medical pods and drones that can support the ship's doctor in the absence of nurses. Also has an adjoining room containing tanks where replacement body parts can be grown if required, or to grow in vitro meat to feed the crew on special occasions.
Hydroponics: A large room full of tanks inside which grow various genetically modified strains of seaweed. These plants also serve to keep the air oxygenated, and there is an adjoining waste filtration centre that recycles nutrients. They can also be broken down to provide raw nutrients for the food fabricators, allowing the ship to be partly self-sufficient in terms of food.
Engineering: A large room deep in the guts of the ship full of catwalks and vital systems such as fuel storage, shield generators and the ship's main reactor in an adjoining chamber. The reactor is firmly sealed at all times except in an emergency, as radiation levels inside can quickly kill.
EVA operations: Several rooms adjoining the ship's airlocks. Contain spacesuits, EVA equipment and emergency gear.
Gun decks: where the crew was once able to get access to the ship's particle lance cannons, flechette railguns and missile pods for maintenance. The lance cannons are the ship's primary armament, firing blue-hewed beams of high-energy particles that can tear through solid matter with ease. The railguns fire clouds of small metal projectiles at relativistic velocities, essentially the space equivalent of grapeshot that can make quick worm of groups of smaller targets. The missile pods are equipped with various different payloads, from ship-to-ship missiles, interceptors for taking out incoming salvoes and planetary bombardment warheads. The Xenophon has limited capability to manufacture missiles to replace expended stocks. Also, the exterior of the ship is dotted with small point-defence lasers for those enemy missiles that get past the interceptors.
The armory: where Xeno keeps what was once the marine complement's weapons and armour, including a mix of both kinetic and energy weapons of various imperial designs. Although antiquated in terms of design, they are no less potent.
Hanger bay: Houses the ship's complement of auxiliary craft. Contains several light personnel shuttles and their heftier cousins for transporting cargo, heavily armed dropships for the rapid transport of marines in their combat exoskeletons into surface warzones, and even more heavily armed gunships for long range patrols and interdiction missions as well as about a dozen or so easily replaced drones for scouting.
Cargo bay: Where Xeno houses raw materials, crew supplies and other cargo.
The brig: A region deep in the guts of the ship that contain cells that the Empire once used to house prisoners, mutineers and suspected criminals. Also has an adjoining specialised medbay that Imperial officers once used for 'interrogation' purposes.
Turbolift: A transportation system with numerous stops to allow the crew to quickly get about the 1400m long ship.
The bridge: The central command centre where once the captain and his command crew managed the ship's various systems. Comms, helm, security, navigation etc. Also contains the pilot's seat which requires brain implants to interface properly with his systems.
Central mainframe: A room located a few decks beneath the bridge containing Xeno's neural core and dozens of racks of additional processing centres. Essentially his brain. Always kept at a sub-zero temperature to ensure smooth running. Xeno keeps this room firmly locked and off limits to the crew.
Officer's lounge: a room on the crew deck adjoining the officer's quarters, where high ranking members of the crew can socialise.
Briefing room: Adjoining the bridge, a room where the commanding officers of the ship can meet to discuss threats and situations the ship may face.
The ship's kitchens and mess halls: The Xenophon has two main eateries on board the ship, one on the port side an done on starboard. The 'kitchens' primarily consists of a bunch of food fabricators that can print tasteless, if nutritious meals for the crew and dispensers that provide pre-canned meals from the cargo hold. Large amounts of condiments and sauces are recommended. Both have large windows into space, a jukeboxes playing music and screens to play videos from the ship's library.
Fitness centres: the Xenophon has several fitness centres on board the crew deck, two of which were for servicing the general crew, one for the officers and one for the Imperial Marines that were once stationed onboard. The standard gyms have most of the exercise equipment you'd expect, but the Marine's gymnasium also includes a firing range and obstacle course for them to train. The officer's gymnasium also includes a small adjoining spa.
Library: A section of the ship designed to keep the crew mentally stimulated during long voyages and between shifts. Consists of an electronic library and holographic learning centers from which the crew can pull up records from anything in the ship's database (although said database is currently five centuries out of date).
Med Bay: The primary medical facility on board the ship, which is equipped with several advanced medical pods and drones that can support the ship's doctor in the absence of nurses. Also has an adjoining room containing tanks where replacement body parts can be grown if required, or to grow in vitro meat to feed the crew on special occasions.
Hydroponics: A large room full of tanks inside which grow various genetically modified strains of seaweed. These plants also serve to keep the air oxygenated, and there is an adjoining waste filtration centre that recycles nutrients. They can also be broken down to provide raw nutrients for the food fabricators, allowing the ship to be partly self-sufficient in terms of food.
Engineering: A large room deep in the guts of the ship full of catwalks and vital systems such as fuel storage, shield generators and the ship's main reactor in an adjoining chamber. The reactor is firmly sealed at all times except in an emergency, as radiation levels inside can quickly kill.
EVA operations: Several rooms adjoining the ship's airlocks. Contain spacesuits, EVA equipment and emergency gear.
Gun decks: where the crew was once able to get access to the ship's particle lance cannons, flechette railguns and missile pods for maintenance. The lance cannons are the ship's primary armament, firing blue-hewed beams of high-energy particles that can tear through solid matter with ease. The railguns fire clouds of small metal projectiles at relativistic velocities, essentially the space equivalent of grapeshot that can make quick worm of groups of smaller targets. The missile pods are equipped with various different payloads, from ship-to-ship missiles, interceptors for taking out incoming salvoes and planetary bombardment warheads. The Xenophon has limited capability to manufacture missiles to replace expended stocks. Also, the exterior of the ship is dotted with small point-defence lasers for those enemy missiles that get past the interceptors.
The armory: where Xeno keeps what was once the marine complement's weapons and armour, including a mix of both kinetic and energy weapons of various imperial designs. Although antiquated in terms of design, they are no less potent.
Hanger bay: Houses the ship's complement of auxiliary craft. Contains several light personnel shuttles and their heftier cousins for transporting cargo, heavily armed dropships for the rapid transport of marines in their combat exoskeletons into surface warzones, and even more heavily armed gunships for long range patrols and interdiction missions as well as about a dozen or so easily replaced drones for scouting.
Cargo bay: Where Xeno houses raw materials, crew supplies and other cargo.
The brig: A region deep in the guts of the ship that contain cells that the Empire once used to house prisoners, mutineers and suspected criminals. Also has an adjoining specialised medbay that Imperial officers once used for 'interrogation' purposes.
Turbolift: A transportation system with numerous stops to allow the crew to quickly get about the 1400m long ship.