Asgard: A few IC internal notes on Asgard: this needs edited as yet for Akira class

Created by Captain Raymond Wulfe on Thu Nov 21st, 2013 @ 12:16am

How the Asgard works! A few clarifications so we are on the same page:

External Sensors:

FLIGHT: Long range navigation sensors, main setting is to locate flight path hazards. If detect another ship can determine ship is has a known transponder code.

TACTICAL: Weapons threat ranged, can ID ship types. Main strength is detecting threat level; Acquiring targets; Tracking weapons on target. Can forecast possible maneuvering patterns as well based on type and race.

OPERATIONS: Long range detect and ID ships, bases in range; Short range locate personnel, lifesigns, and other possible pertinent data. Ensure transporter target area safe .

SCIENCE: Long range seek power sources, the possible peculiar objects. Short range composition of items, and compare the unknown with vast database

INTELLIGENCE: precise information, can often penetrate narrow focus scans in hard to reach areas. Are best at searching and locating individual people/items

Internal sensors:

SECURITY: Except for personal quarters, The intelligence crypt area, parts of medical, and a very deadzones, the entire ship is monitored with cameras and listening devices in most spectrums.

OPERATIONS: Can locate any commbadge and known biosignature on the ship except for a few areas were power sources interfere with feeds.

NOTE: Any station can with proper authorization access sensors. Foe example if Security is searching for someone, they can access Operations feeds.


Crew number per department broken down to shift and duty station:

Command: 1 officers / 2(1) enlisted:: Shift 1: bridge= 1 officer / 1 enlisted; Shift 2 & 3: bridge Duty officer / 0 enlisted Shift 3: CoB

Flight: 3 officers / 8 enlisted:: Shift 1: bridge/Deck-1= 1 officer / 4 enlisted; Shift 2 & 3: bridge/Deck-1=1 officer / 2 enlisted

Security: 8(9) officers / 18 enlisted:: Shift 1: bridge=2 officers / 2 enlisted, main security= 2 officers / 6 enlisted, Brig= 2 enlisted; Shift 2 & 3: bridge = 1 officer / 1 enlisted, main security= 1 officer / 2 enlisted, brig= 1 enlisted

Operations: 4 officers / 40 enlisted:: Shift 1: bridge= 1 officer / 2 enlisted, transporter stations= 3 enlisted, messhall= 3 enlisted, main operations= 12 enlisted; Shift 2 & 3: bridge= 1 officer / 2 enlisted, transporter stations- 1 enlisted, messhall= 2 enlisted, main operations=5 enlisted.

Engineering: 4 officers / 18 enlisted:: Shift 1: bridge= 2 enlisted, main engineering/engine room= 2 officers / 8 enlisted; Shift 2 & 3: bridge- 1 officer, main engineering/engine room= 4 enlisted.

Science: 4 officers / 12 enlisted:: Shift 1: bridge= 1 officer, Science labs= 1 officer / 6 enlisted; Shift 2 & 3: bridge= 1 enlisted, Science labs= 1 officer / 2 enlisted.

Medical: 5(4) officers + 2 counselor / 12(9) enlisted + 1 counselor's aid:: Shift 1: main sickbay= ? officers / ? enlisted, Counselor on the bridge or in office / Counselor's aid in office; Shift 2 & 3: sickbay ? officers / ? enlisted.

important links for medical:

Medical drugs and treatments.

Medical equipment

Intelligence: 3 officers / 3 enlisted:: Shift 1: bridge/crypt/outer offices= 2 officers / 2 enlisted: Shift 2: bridge/crypt/outer offices=1 officer; Shift 3: bridge/crypt/outer offices= 1 enlisted.

VT-51/VCF-19 : 8 pilot officers / 26 Tech support to repair and arm fighters and shuttles.

Notes on pilots: Every fighter pilot and shuttle pilot has a personal flight control joystick that can plug into any Federation fighter, shuttle, or runabout. This allows pilots to change from one craft to another and be assured of having the proper flight controls for their particular number of digits and arranged for their dominant hand. The joysticks follow the concept of HOTAS (Hands On Throttle And Stick) which incorporates as many vital flight controls into the stick and engine controller so that the pilot never has to release the controls during combat. Each switch has a particular type of button with a unique texture, so that the pilot can confirm which control he is operating by feel alone.

The fighter/shuttle can be flown with just the flight control. However for difficult conditions or combat more option are needed. The helmet HUD, the control console, and both feet can be used for finer control and for the top 10% of pilots super-maneuverability maneuvers. Among this group on the Asgard are LT Brad Talon, LTJG Ryder Hawken, 2ndLT Mai Hikomi, and 2ndLT Ryder Gawyn. LT Yukime Winters is approaching this level, she has the skills but lacks the training.


This is coming up more often so I better clarify. Civilians on board:

Stellar Lounge deck-1 : 2 people, Open but no one present between 0100hrs and 0900hrs.
Lounge: 10 total people. Lounge manager/bartender; Waitress Dawn Sumner (NPC Amar),

Ethel Brown, Jem and Stev Amar (ages 13)
Brayden Wulfe (age 16) shares quarters with Chief Gavar
Loria Jameson and her two kids (ages 8 & 5 )
Joshua Wayne (age 4)
Mei-Lian Harris (age 2)
7x kids ages 3-8 (Belonging to other crew families)
Suzanna Whitier (NPC Amar)& Yi Zhen Harris (née Zhao)(NPC Helena Berges) & Loria Jameson & Ethel Brown & 2x daycare professionals work 1st shift
2nd and 3rd shift each have a Crewperson from Operations and 2x dedicated childcare professionals

We are expecting several babies to be born. Not all will have nannies. Those who do have nannies will report to the classrooms with all other civilians on alerts. (exception lounge employees can go to the lounge on deck-10 as it is a back up secure area)
Nanny for Kraggar/Mai Hikomi baby: M'ekon, an older Klingon warrior cursed with arthritis and unable to fight with respect

So as of 29 Dec we have 30 civilians total on the ship.


On Asgard holodeck rules:

1. Safeties are never tampered with legally. If the safeties are tampered with Security is immediately notified by way of alarms in main security.

2. This is how I see the decks working. A code word is in each program, Exercise, Adventure, Romantic, Combat. These rules adjust the sensitivity of the holoddeck for violence. Although a weapon taken to hand will always reset the parameters to combat at least as long as the weapon is in hand.

3a. Exercise: Mild abrasives and bruising to muscle strain/sprains possible

3b. Adventure: Same as above, combative situations activate stronger combat mode just as if using a weapon normally would

3c. Romantic: Least active precautiouns, bruising and other injuries can happen before safeties activate.

3d. Combat: a force field around each combatant redistributes force. a light wound can be felt like a mild electrical shock when a killing or critical blow might feel like a strong electrical jolt. Death of a combatant has two possible results. One is to be dropped from the program. Two is for causalties in a senario. Anyone determined killed is wrapped in a protective force field so no farther damage can occur, but they can be moved or transported within the scene.


Lounge operating rules for the Asgard.

We have two lounges, the main Lounge is operated by a civilian. The other on deck-1 is operated by Laela Solaris. All people working in the lounges are civilian. There are two that work an 8-hour shift each on deck-1. There are ten people working in the Barley Mow on deck-10. Unless on shoreleave it is a dry ship. Only sythenol is served unless on shore leave and even during shore leave a person can only get real stuff in the Barley Mow. That is only during shore leave, no exceptions. We have not had a drunk yet lol but you never know. When the ship is not on shore leave it is considered on duty so no alcohol or drugs or anything like that are allowed.


Systems Diagnostics

All key operating systems and subsystems aboard the ship have a number of preprogrammed diagnostic software and procedures for use when actual or potential malfunctions are experienced. These various diagnostic protocols are generally classified into five different levels, each offering a different degree of crew verification of automated tests. Which type of diagnostic is used in a given situation will generally depend upon the criticality of a situation, and upon the amount of time available for the test procedures.

Level 1 Diagnostic - This refers to the most comprehensive type of system diagnostic, which is normally conducted on ship's systems. Extensive automated diagnostic routines are performed, but a Level 1 diagnostic requires a team of crew members to physically verify operation of system mechanisms and to system readings, rather than depending on the automated programs, thereby guarding against possible malfunctions in self-testing hardware and software. Level 1 diagnostics on major systems can take several hours, and in many cases, the subject system must be taken off-line for all tests to be performed.

Level 2 Diagnostic - This refers to a comprehensive system diagnostic protocol, which, like a Level 1, involves extensive automated routines, but requires crew verification of fewer operational elements. This yields a somewhat less reliable system analysis, but is a procedure that can be conducted in less than half the time of the more complex tests.

Level 3 Diagnostic - This protocol is similar to Level 1 and 2 diagnostics but involves crew verification of only key mechanics and systems readings. Level 3 diagnostics are intended to be performed in ten minutes or less.

Level 4 Diagnostic - This automated procedure is intended for use whenever trouble is suspected with a given system. This protocol is similar to Level 5, but involves more sophisticated batteries of automated diagnostics. For most systems, Level 4 diagnostics can be performed in less than 30 seconds.

Level 5 Diagnostic - This automated procedure is intended for routine use to verify system performance. Level 5 diagnostics, which usually require less than 2.5 seconds, are typically performed on most systems on at least a daily basis, and are also performed during crisis situations when time and system resources are carefully managed.

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