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Know Your Ship!
[Excerpts From The Far Orbit Project]
Imperial Navy Personnel
Volunteers. A large proportion of the Imperial Navy is made up of young people who have joined to fight against the well-publicized and heavily propagandized "chaos and piracy in the galaxy," and defend the Empire from a vaguely defined alien threat. Volunteers tend to be somewhat idealistic and Imperialist. The bulk of the officers are volunteers.
Conscripts. An equally large proportion of the Imperial Navy consists of young people pressed into service, either directly by the Empire or by their local government to meet Imperial Navy quotas. While the draftees are generally willing to serve, they largely do so because they are compelled by social and legal pressures -- avoiding service is a criminal offense, punishable by up to 20 years of hard labor. The bulk of the deckhands are draftees.
Careerists. Some Navy personnel choose to
remain in the service after their initial term of service ends; others are compelled to
remain -- typically deckhands -- but they remain in service, because they enjoy their
duties, like to travel, have found a vocation, or simply have nowhere else to go. Senior
officers and long-term deckhands are careerists.
Navy Natives. A constantly shrinking percentage of Naval personnel is made up of
"Navy natives,' people who belong to families that have served in the Navy for
generations. With the rise of Palpatine and the commitment of some of the Navy families to
his policies, control of the Navy has largely slipped into the hands of come-lately
careerists and Imperial political agencies. Natives are neither volunteers or draftees;
they move into the Navy is their youth as a way of life.
Imperial Naval Vessel Section Commands
Each section is commanded by an officer -- Chief Engineering Officer, Operations Officer,
and so on -- and has a corresponding station on the main bridge.
Command Section
Command section has the overall responsibility for the ship as a whole and is the link to
Line Command -- the mind of the ship. All other sections ultimately answer to the Command
Section Chief, referred to in all but the most legalistic situations as the Captain. In
the Imperial Navy, the Captain is an officer of at least junior commander rank. Combat
vessels are commanded by at least commanders, and most capital vessels by actual captains.
Operations Section
Operations (Ops) is the largest single section and its commander has the broadest
responsibility of any of the section chiefs. Ops is responsible for the overall running of
the ship and smooth integration of all the other sections to that end. Several other
sections report directly to Ops, and the Ops Officer is usually the ship's
second-in-command. In the Imperial Navy this command goes to an officer of at least junior
commander rank.
Flight and Vehicle Operations
Flight and Vehicle Operations -- commonly called FVO -- is in charge of operating and
maintaining all the ship's carried craft, including shuttles, starfighters (typically
TIEs), escape pods, and ground vehicles. FVO answers to Ops. On an Imperial Star
Destroyer, there is the addition of a wing commander who answers directly to the captain.
Ship's Doctor
The Ship's Doctor answers to Ops. See Sick Bay below.
Quarters
Quarters section is responsible for the maintenance and housekeeping of the living
sections of the ship. Enlisted personnel keep their own areas neat, but there is a small
staff of deckhands and droids that clean the officer's quarters and the common areas of
the ship. Quarters also runs and maintains the galley and autochefs. This is a minor
administrative post and the most junior section command aboard ship. Except on the largest
Imperial ships, Chief of Quarters is usually headed by a junior lieutenant who answers to
Ops.
Sensors and Communications
Sensors and Communications (SenCom) is split into three main areas: the main sensor
section, the primary communications section and the secondary communications section. The
sensor and communications arrays are physically separated to reduce interference, but
administratively tied because they are technically similar. SenCom is the eyes, ears and
voice of a ship. Directly under the Chief of SenCom are two experts more directly
responsible for their respective specialties: the Sensor Officer and the Communications
Officer. Each subsection has its own station on the bridge. The SenCom Chief is primarily
an administrative position answering to the Captain. [SenCom is also known as ComScan.]
Weapons and Security
Weapons section is responsible for the operation and maintenance of the ship's weapons and
shields. The gunners and shield operators are crucial to the ship's survival. The Weapons
Officer is also the administrative head of a ship's security via a security chief
commanding the Naval troops. Stormtroopers have their own internal administration and
although they generally obey the security chief, they are more directly under the captain
and CompForce Observer.
Deflectors
Deflector section is run out of a heavily armored, cramped module just off the engineering
section. The deflector module is only occupied when the ship is in combat-readiness
posture, and is a high-priority target in any ship-to-ship action. Most simple combat
repairs can be made to the deflector module by the operators (who are generally trained in
this unusual repair specialty.) Section administration takes place on the top level of the
engineering module. The Deflector Chief answers to the Weapons Officer.
Engineering Operations
Engineering operates and maintains the ship's engines, supplies power, and is responsible
for the hardware and technical aspects of the ship's operations. The Chief Engineering
Officer has several sections under his authority and is stretched as thin as the
Operations Officer. Engineering Operations is run out of main engineering.
Secondary Engineering
Secondary Engineering is responsible for power, maintenance and repair for the ship, as
well as emergency power if the command module is cut off from engineering. Secondary
Engineering is usually referred to as "Power" to avoid confusion with Primary
Engineering; the section commander is commonly referred to as the Power Chief. The Power
Chief, at least a lieutenant in the Imperial Navy, answers administratively to Engineering
and functionally to Ops.
Life Support
Life Support is one of the most critical sections on any ship. "Life" operates
and maintains the atmosphere tanks, air scrubbers, water delivery and reclamation systems,
gravity generators, and temperature controls aboard ship. The Chief of Life Support (CLS)
works closely with Power and answers to Engineering.
CompForce Observation Officer
Observation units are despised almost to a being by the regular military. Observation
units are members of SAGroup selected for their political loyalty. In theory, they are
sent to observe the Imperial military in action so they might learn how the Imperial war
machine works. In practice, they are spies who insure that the officers and enlisted folk
of the Imperial military are acting with the proper respect for the New Order.
Everyone knows they are spies (with the possible exception of CompForce assault teams, who
are pretty blind to the shortcomings of the New Order), and officers and enlisted
personnel alike detest having to pretend otherwise. Acting in an insulting manner to an
Observation officer is a good way to have a promising career cut short, and Observation
knows this very well.
When their stint with Observation is up, most volunteers forego joining the military but
opt for the ISB or other COMPNOR group instead.
Wing Commander
On an Imperial Star Destroyer, a Wing Commander answers directly to the Captain.
Locations on an Imperial Warship
Water Tanks. The water tanks actually hold only enough water to last about one day. The
water is almost fully reclaimed in the water reclamation station in the Life Support
section.
Hangars.
TIE Flight Decks. The flight deck is the launch and landing deck for the ship's TIE
fighter squadrons. It houses a short-range catapult/cushion tractor beam, TIE racks,
repair bays, and flight control center. There are two TIE hangar bays in the main hangar
of an Imperial Star Destroyer, each holding half a wing of TIE fighters. There are two
Docking Bays on a Nebulon-B frigate (in addition to the TIE flight decks). Larger ships
would probably have more of them:
Docking Bay One (Nebulon-B). This docking bay is used to land small freighters and
shuttles on board for unloading into the command module. The bay is equipped with a
launch/land tractor beam, allowing pilots to avoid a tricky hover-up and land maneuver.
Some of the ship's shuttlecraft, including the captain's shuttle, are stored in a forward
section of the bay. The bay can be a tight fit, and wide craft are docked using the
docking tubes.
Docking Bay Two (Nebulon-B). This docking bay is very similar to Docking Bay One. It is
used to unload supplies to the propulsion module and as a repair bay.
Docking Tubes. The docking tubes are used to provide access to docking shuttles and
freighters too large to fit into the docking bay.
Crew Quarters. The full crew is squeezed into a series of tight, cramped, uncomfortable
compartments. The triple bunks can just fit an average human. The quarters have limited
entertainment facilities and basic common refreshers.
Crew Galley. The crew galley is where the enlisted crew is intended to eat. This area is
too small to feed the entire crew simultaneously and the crew usually eats in shifts. The
galley is run by a small staff of hands with the aid of several cook droids and
low-capacity serving droids.
Storage. There are storage compartments all over the ship. Main storage compartments
contain a wide variety of goods, from power packs to ready-to-eat meals, but no weapons,
parts or specialized tools.
Troop Deck. This is a practice facility, firing range, and briefing room for the ship's
troopers. Small arms lockers can be found here, but the weapons are stored in the armory
when not scheduled for use.
Troopers' Quarters. The Naval troopers and stormtroopers are quartered between the main
crew quarters and officers and command sections. This is intended to slow the progress of
a mutiny. If a large fraction of the officers and the bridge is kept out of the hands of
mutineers, the ship should be recoverable. Of course, this has the parallel benefit of
forcing boarders to go through not only the crew but also the troops decks on their way to
the bridge.
Primary Communications. Primary communications (PrimeComm or P-Com) houses the long-range
subspace transceiver, with a range of over 100 light years. Communications arrays allow
contact between local traffic and long-range receivers. PrimeComm has a secure
transmission room for critical and sensitive communications.
Short-range Communications. Short range communications (ShortComm or S-Com) processes
local, light-speed transmissions, usually among ships of the same line and local system
assets. ShortComm also handles intercom traffic and maintenance. ShortComm uses its own
antenna, scrambles its own comm traffic, and is able to function without aid from
PrimeComm (important in the event one of the communications sections is damaged in
combat).
Boarding Bay. This is the main boarding bay for foot traffic while docked with other ships
or space stations. It is also a primary embarkation facility for troop shuttles that are
about to undertake a boarding action. The bay is equipped with cutting devices (3D
capital-scale damage), a universal airlock, and armored repeating blaster positions to aid
boardings and slow counter-boardings.
Sick Bay. The ship's main medical
facility is able to handle all normal injuries and illnesses. The ship's doctor, who
answers to Ops, has a small staff of human medical technicians, supplemented by a full
complement of MD-series medical droids. (MD-0 through MD-5). All droids receive regular
memory wipes.
MD-5 is the general practitioner of the complement, and performs all check-ups and routine
minor surgery. MD-5 has all officers' medical records on file and can access the medical
records of any crew hand in a matter of seconds.
Patients reporting illnesses are first seen by MD-0, the diagnostic droid, who can perform
a thorough diagnostic in a matter of minutes. MD-0 also performs emergency triage during
combat, and acts as MD-5's aide in regular physical examinations.
Sick bay (in a Nebulon-B) has eight single-occupant bacta tanks, able to heal almost any
injury within hours. Bacta tanks are not emergency treatments. Standard procedure requires
critically injured patients to be stabilized before bacta treatment is attempted. The
bacta unit is managed by MD-3, who also operates the pharmacy.
The surgery unit is equipped to handle a full range of procedures, from amputations and
cybernetic replacement to microsurgery. This facility is overseen by MD-4, the ship's
surgical droid, with the assistance of MD-2, the anesthesia/life monitor droid. A limited
supply of replacement limbs and prosthetics are on hand, and more can be assembled with 24
hours notice. These replacements are primarily functional -- they do not appear organic.
The medical lab is not particularly specialized, but able to handle routine pathological
investigations. The lab is run by MD-1 with occasional consultation with MD-2 and MD-3.
Brig. The security detention facility (brig)
is not as impenetrable as a full security wing. It is still quite secure, with
remote-activated locks and multiple security cameras. Imperial and Victory class Star
Destroyers possess large detention blocks. The brig of a Nebulon-B frigate is able to
retain up to 36 prisoners at a time -- 72 if the prisoners are crowded in.
Officers' Quarters. Officers' quarters are not luxurious, but they are far less crowded
than crew quarters. Junior officers share quarters (two to a room). Senior officers have
their own small room to themselves. Each officers' room has a small entertainment console
and a limited-function autochef, able to dispense hot and cold beverages and a selection
of pre-packaged hot or cold meals.
Guest Quarters. Guest quarters are functionally the same as officers' quarters.
Officer's Mess. The officers' mess is where officers can share a communal meal. Some
captains require all senior officers to join him for dinner (stiff, formal and unpleasant
affairs) while others find this annoying and are more informal. The junior officers eat as
dictated by their watches, usually after the senior officers.
Officers' Lounge. This is a small social area used for communal entertainment, fast meals
and occasional sabaac games. The lounge also has a fully functional autochef.
Main Bridge. The bridge is the command station
and the locus of information and order relaying. Each of the bridge stations can override
its section controls, with their section head's rank cylinder. The Captain has the ability
to override all ship functions from the bridge by using the Captain's rank cylinder. This
is intended to limit the effectiveness of capturing a ship and reduce the odds of a
successful mutiny.
Bridge Stations
Operations Station. At this station, the Operations Officer can patch into nearly any ship
controls, issue lockout commands and communicate with any section control station. While
it is possible to access ship's controls from here, only one system can be accessed at a
time and it is generally more efficient to patch in at a dedicated station or the main
section controls.
Sensors Station. The sensors station has a direct link to sensor reports as they feed into
the sensor computer, relays sensor orders, and directs and monitors scanning modes. Only
one scanning mode can be compiled at a time.
Communications Station. The communications station can patch directly into the
communications arrays. The comm operator is responsible for internal communications and
external short- and long-range communications. Routine transmissions can be routed from
the bridge, but secure transmissions are made from the primary comm section.
Gunnery Station. The gunnery station is primarily a command relay point. (Orders for
coordinated fire can be relayed in one round.)
Security Station. The security station on the bridge is a coordination center for boarding
actions, boarder repelling, riot suppression, and other activities involving the ships'
troops.
Deflector Station. The deflector station relays shield switching orders from the bridge.
Engineering Operations Station. This is a monitoring station for situation reports. Almost
all actual controls for engineering are in the engineering section.
Helm Station. The helm controls the ship's primary and lateral thruster in realspace. This
control can be overridden in engineering. Helm also engages the hyperspace motivators, on
the astrogator's release.
Astrogation Station. This station is where the ship's astrogator calculates hyperspace
jumps, with the aid of the ship's navigation computer. The astrogator then relays the
calculation to the helm and releases the hyperspace motivator for use.
Power Systems Station. This station is primarily a relay and monitoring station, although
system-to-system power switching can be controlled from here in an emergency.
Life Support Station. Also a relay and monitoring station, with override controls. From
here the station controller can shut off ships' deck gravity, air or water, and open or
close any hatch. This is a damage control station, responsible for fire and life support
resource control during combat.
Officers' Ready Rooms. The ready rooms are the
administrative centers for officers. All of the command module section officers have ready
rooms in this area.
Armory. The ships' armory is kept firmly in the physical control of the officers. Only the
senior officers' rank cylinders will open the armory -- a heavily armored room with
blaster pistols, blaster rifles, light repeating blasters, munitions, and all other
boarding weapons safely tucked away under security lock (Very Difficult security roll to
open without the appropriate rank cylinder):
BlasTech DL-18 Blaster Pistols (4D)
Stormtrooper Two Blaster Carbines (5D)
BlasTech Riot Gun Light Repeating Blaster (5D+1, Special)
Fragmentation Grenades (5D/4D/3D/2D)
Merr-Sonn Stun Grenades (6D/5D/3D Stun, Rechargeable)
Gatrellis Plasticine Thermite Gel Cubes (20D per kilogram, 2D per 100 grams)
Power Control. Power control has the routine duty of regulating power flow to all sections
and making sure the power is "clean" (uncontaminated by frequency
irregularities). In combat, power control switches energy flow (according to combat
priority) and handles backup and emergency power in the event the energy lines from the
propulsion module are cut or extra power is required.
Emergency Batteries. The emergency batteries provide additional power under combat
conditions and emergency power to the command module or subsections should it be cut off
from main power.
Life Support. This is the control center for the ship's air, water and gravity. Life
support has the duty of making sure that air and water flows through their respective
channels unimpeded and that gravity is uniform on every deck (to within .05 Gs). Life
Support also has hatch override control, with a higher priority than security's override.
If a fire should break out, life support extinguishes it by sealing the compartment and
allowing the oxygen to be consumed.
Water Reclamation Station. Very little of a ship's projected consumable and water is
actually kept on board. Every ship must recycle air and water thousands of times, using
water filtration and air-scrubbing units. The recycling station has a 99.5% efficiency
rating, purifying hundreds of kilograms of air and water every day.
Sensors. The sensors are the eyes and ears of any ship. This section houses the sensor
computer, technicians and operators. The computer correlates, reports and records all
sensor data. Using the information acquired, the computer can make sophisticated analysis
on a wide variety of subjects.
Sensor Units. The sensor units have a full range of sensors from standard electro-photo
receptors, full-spectrum transceivers, dedicated energy receptors, and lifeform indicators
to more exotic crystal gravfield traps and hyperwave signal interceptors, used for
specialized long-range scans. The crystal gravfield traps (CGTs) are used to detect
stealthy ships and dark objects at long range, while the hyperwave signal interceptor
(HSI) is able to detect a ship entering or exiting hyperspace and at what vector.
Astrogation can then, possibly, calculate the ship's heading. The HSI is also useful for
intercepting hypertransceiver and subspace transceiver signals, which are recorded and
passed on to P-Com for decryption.
Primary Weapons. Although the ships' weapons are spread all over the ship, this is the
primary weapons section, by virtue of having the most guns and being the first guns to
receive targeting sensor data. These are, therefore, the lead forward-firing weapons on
board. The other forward-firing weapons follow their fire. This section also houses the
main weapon power processing units, targeting computers and central blaster gas tanks. All
the guns operate on battery power and with their own reserve of blaster gas, and would
continue to operate if this area were destroyed. However, detonating the blaster gas tanks
would result in a phenomenal explosion. This section is accordingly very well-armored.
Engineering Quarters. Very similar to the crew and officer quarters. These quarters are
perhaps slightly grimier and more cluttered from the lubricants, parts and tools the
engineers bring back to quarters. The deflector crew is also housed in this area, for
combat readiness.
Hyperspace Motivator. Imperial Navy ships are propelled through hyperspace with a
military-grade motivator.
Fuel Tanks. The fuel tanks carry a number of years of fuel equal to the ship's consumables
rating. This is a high-priority target in a to-the-death ship action, and the tanks and
housings are constructed out of high-grade quadranium to prevent breaches.
Main Engineering. This is the control and monitoring center of the ship. All ship's
primary functions can be controlled from here with the engineer's rank cylinder, although
the engineer's cylinder is third in priority after the captain and operations officer.
Main Reactor. The reactor converts fuel into energy for use in the engines. For safety
reasons, the reactor is housed at the very bottom of the propulsion module. If the
generator does start to go critical, engineers can shut if down with a Moderate capital
ship repair roll or eject it with a Difficult roll.
Bulkheads. Any main wall, external or
internal, is a bulkhead. Exterior bulkheads are the hull. Interior armored bulkheads and
blast doors are also hull-grade. Other interior bulkheads and hatches are lightly armored
(same as hull rating, but only starfighter-scale).
Turbolifts. These high-speed lifts can transport passengers from deck to deck in as little
as one round if not stopped to load new passengers. The turbolifts can be overridden by an
officer's rank cylinder to force it to ignore calls. The turbolifts are not continuous and
not every deck is serviced, for security reasons. Much deck-to-deck traffic is done via
vertical hatches equipped with ladders.
Supplies. A ship carries basic supplies -- air, water, food and fuel -- equal to its
consumables rating.
Weapons. Turbolasers and light laser cannons feed off the same power systems and blaster
gas tanks, although they run off independent power cells and gas tanks for combat (to
limit the impact of destroying a gun emplacement; this does not prevent weapon damage as
per the rules on p. 128-129 of the main rules from occurring, just from being worse).
The tractor beams run off main power, and require no expendable fuel. They have an
effectively limitless "ammunition" supply. They are used to secure a ship and
reel it in for increased fire control or boarding.
Ships also have several cargo and docking tractor beams -- one in each docking bay, one in the boarding bay, and one in each TIE flight deck. These require a crew of 3 each, use the capital ship gunnery skill, fire control 2D, space range 1-2/5/--, damage 2D. They are ordinarily used to fasten a docking ship, reel in shuttles, and launch or land TIEs, and also in ship-to-ship boarding actions to secure a ship that has been brought alongside.