It is the year 3530.
After the First Conference of Interspecies Cooperation in 3525, Tali'Zorican president Mew Mæow XVI set to work penning resolutions in both his nation and on the international stage to help accomplish the goals laid out by the Conference, which the President deeply supported, in a reasonable timeframe. However, in addition, he helped set in motion one of the greatest experiments in known history - crewing a starship with beings from across the universe. It would be the ultimate in interspecies cooperation.
Commissioning the design of a starship in 3527, it was extraordinarily difficult to consider the challenges of the design - functionality for multiple types of lifeform, habitability, structure, technology. It was determined that, not only would the ship be a pioneer in interspecies relations, but it would also take a leading role in technology, flying with a revolutionary 'negative-mass' warp drive, which functioned on the same basic principle as the warp drive whilst also giving the ship negative mass, allowing it to reach intergalactic speeds of more than one light year per second.
Christened and launched on May 18, 3530, the Starship Yorktown <NCX-1717> - affectionately known as the Starship Togetherness - launched under the command of Captain Karisa Aveyo from Kardon IV to much fanfare. When Yorktown finally cleared the Kardon sector, however, that fanfare turned to sorrow.
The Kaliem Galaxy is often in a state of spatial flux. Unstable zones in the fabric of space-time can cause unpredictable errors on board a starship. The Yorktown warped right into one of these zones, and the unthinkable happened.
The warp drive of the starship greatly intensified the instability, which in turn caused an exponentially stronger space warp. In mere seconds, the Yorktown was thrown three billion light years across the universe. Even if Yorktown were to somehow slave the engine into running at its maximum cruising speed 24/7, to say nothing of fuel, it would take ninety-five years for the ship to return home...
So, why don't I get right down to business and explain what's up?
This RP is adapted from a F7 Star Trek concept I created earlier this month, and have largely decided to scrap, given that it is facing a lack of interest.
To put things simply, Starship: Togetherness is a concept I've created as a companion series to my current interspecies cooperation RP, Bridging the Species Divide. It details the story of the Tali'Zorican Starship Yorktown <NCX-1717>, a great experiment literally and figuratively, in that it is not only a pioneer in international and interspecies relations, it is also a pioneer in much of its technology.
Lost in Space, the first chapter of this series, details what happens when not all of the variables are taken into consideration - and, with the 'unstable zones' described in the backstory a major variable (they're created by an unknown source somewhere near the center of my nation's galaxy, and can spring up anywhere at anytime), it was too good of a story opportunity to pass up.
So, here's all the details.
The Starship Yorktown <NCX-1717>
The Starship Yorktown <NCX-1717> is the first Tali'Zorican starship ever meant to be designed for interspecies operation - that is to say that it can be fitted and retrofitted for a crew consisting of beings from all over the universe. At 382 meters long, 177 meters wide, and 59 meters in height, the 18-deck starship can sustain a crew of 412.
The Yorktown is a revolution in Tali'Zorican starship design - most notably her bridge being totally revamped from the "captain's chair and stations facing main viewscreen" motif.
<warning: LONG!>
After the First Conference of Interspecies Cooperation in 3525, Tali'Zorican president Mew Mæow XVI set to work penning resolutions in both his nation and on the international stage to help accomplish the goals laid out by the Conference, which the President deeply supported, in a reasonable timeframe. However, in addition, he helped set in motion one of the greatest experiments in known history - crewing a starship with beings from across the universe. It would be the ultimate in interspecies cooperation.
Commissioning the design of a starship in 3527, it was extraordinarily difficult to consider the challenges of the design - functionality for multiple types of lifeform, habitability, structure, technology. It was determined that, not only would the ship be a pioneer in interspecies relations, but it would also take a leading role in technology, flying with a revolutionary 'negative-mass' warp drive, which functioned on the same basic principle as the warp drive whilst also giving the ship negative mass, allowing it to reach intergalactic speeds of more than one light year per second.
Christened and launched on May 18, 3530, the Starship Yorktown <NCX-1717> - affectionately known as the Starship Togetherness - launched under the command of Captain Karisa Aveyo from Kardon IV to much fanfare. When Yorktown finally cleared the Kardon sector, however, that fanfare turned to sorrow.
The Kaliem Galaxy is often in a state of spatial flux. Unstable zones in the fabric of space-time can cause unpredictable errors on board a starship. The Yorktown warped right into one of these zones, and the unthinkable happened.
The warp drive of the starship greatly intensified the instability, which in turn caused an exponentially stronger space warp. In mere seconds, the Yorktown was thrown three billion light years across the universe. Even if Yorktown were to somehow slave the engine into running at its maximum cruising speed 24/7, to say nothing of fuel, it would take ninety-five years for the ship to return home...
So, why don't I get right down to business and explain what's up?
This RP is adapted from a F7 Star Trek concept I created earlier this month, and have largely decided to scrap, given that it is facing a lack of interest.
To put things simply, Starship: Togetherness is a concept I've created as a companion series to my current interspecies cooperation RP, Bridging the Species Divide. It details the story of the Tali'Zorican Starship Yorktown <NCX-1717>, a great experiment literally and figuratively, in that it is not only a pioneer in international and interspecies relations, it is also a pioneer in much of its technology.
Lost in Space, the first chapter of this series, details what happens when not all of the variables are taken into consideration - and, with the 'unstable zones' described in the backstory a major variable (they're created by an unknown source somewhere near the center of my nation's galaxy, and can spring up anywhere at anytime), it was too good of a story opportunity to pass up.
So, here's all the details.
The Starship Yorktown <NCX-1717>
The Starship Yorktown <NCX-1717> is the first Tali'Zorican starship ever meant to be designed for interspecies operation - that is to say that it can be fitted and retrofitted for a crew consisting of beings from all over the universe. At 382 meters long, 177 meters wide, and 59 meters in height, the 18-deck starship can sustain a crew of 412.
The Yorktown is a revolution in Tali'Zorican starship design - most notably her bridge being totally revamped from the "captain's chair and stations facing main viewscreen" motif.
(A Deck is at the top of the ship. The engineering section begins on G Deck, and the saucer section ends in the 'bump' of H and I Decks - on the bottom of the saucer.)
Primary (Saucer) Section
A Deck Main bridge, captain's ready room, main conference room
B Deck Science labs, Ship Resources' office
C Deck Environmental control, science labs
D Deck Senior officers' quarters, VIP docking port, emergency batteries
E Deck Senior officers' lounge, senior officer's mess, junior officers' quarters, cargo storage, upper phaser bank controls
F Deck Crew quarters, crew mess rooms, crew's lounge, personnel airlocks, gangway hatch, turbolift maintenance, impulse engineering, impulse deflection crystal, fusion reactors
G Deck Transporter rooms, briefing room, armory, rec deck, bowling alley and racquet ball facilities, cargo storage, life support, water tanks, battery systems, waste recovery, saucer section landing struts, main brig, gymnasium, lower phaser bank controls, main sickbay, chapel. Commonly considered the center of activity of the ship, at least for the crew.
H Deck Planetfall ramp, auxiliary fire control, laundry
I Deck Science labs
Secondary (Engineering) Section
G Deck Battle bridge (auxiliary control)
H Deck Saucer-engineering section latches for separation, main docking ports, fabrication facility
I Deck Viewing lounges, specialized passenger cabins
J Deck Primary circuit breaker room, specialized passenger cabins
K Deck Main sensor array monitoring station, specialized passenger cabins
L Deck Photon torpedo storage, torpedo exhaust system, photon torpedo room, torpedo tubes, docking ports, auxiliary torpedo fire control
M Deck Engineering computer monitoring room and bay, Inertial dampening system, observation deck, deuterium storage, Warp drive reaction upper core injectors
N Deck Main power transformers, sensor subsystems, horizontal intermix chamber, dilithium reactor room, landing bay control room
O Deck Main Engineering, shuttlebay, navigational deflector, long range sensors, secondary hull main battery room, chief engineer's office, secondary briefing room, primary maintenance, turbolift repair, landing bay observation galleries, landing bay tractor beam
P Deck Emergency transporters, circuit breaker room, cargo storage inspection balcony, docking ports, landing bay, botanical section, shuttlecraft maintenance
Q Deck Environmental systems, auxiliary brig, antimatter storage pod, regulation pool sun deck, main tractor beam housing
R Deck Main tractor beam, waste recovery, water tanks, swimming pool
Engine Nacelle Corridors (Alpha Deck roughly corresponds with D Deck. Beta Deck is roughly between E and F Decks. Gamma Deck roughly corresponds with G Deck.)
Alpha Deck Upper warp drive field coil access, upper catwalk
Beta Deck Primary plasma manifolds, warp drive distribution node, Bussard collector control, catwalk
Gamma Deck Lower warp drive field coil access, lower catwalk
Turboshaft Service
The turbolifts (elevators) service the following decks (there are multiple turbolifts for each turboshaft group:
Turboshaft 1 A Deck to I Deck
Turboshaft 2 A Deck to I Deck
Turboshaft 3 C Deck to G Deck
Turboshaft 4 B Deck to G Deck
Turboshaft 5 D Deck to M Deck
Turboshaft 6 G Deck to P Deck
Turboshaft 7H Deck to O Deck
Turboshaft 8L Deck to R Deck
Turboshaft 9M Deck to R Deck
Turboshaft 10 (Express) A Deck, G Deck, and O Deck
Primary (Saucer) Section
A Deck Main bridge, captain's ready room, main conference room
B Deck Science labs, Ship Resources' office
C Deck Environmental control, science labs
D Deck Senior officers' quarters, VIP docking port, emergency batteries
E Deck Senior officers' lounge, senior officer's mess, junior officers' quarters, cargo storage, upper phaser bank controls
F Deck Crew quarters, crew mess rooms, crew's lounge, personnel airlocks, gangway hatch, turbolift maintenance, impulse engineering, impulse deflection crystal, fusion reactors
G Deck Transporter rooms, briefing room, armory, rec deck, bowling alley and racquet ball facilities, cargo storage, life support, water tanks, battery systems, waste recovery, saucer section landing struts, main brig, gymnasium, lower phaser bank controls, main sickbay, chapel. Commonly considered the center of activity of the ship, at least for the crew.
H Deck Planetfall ramp, auxiliary fire control, laundry
I Deck Science labs
Secondary (Engineering) Section
G Deck Battle bridge (auxiliary control)
H Deck Saucer-engineering section latches for separation, main docking ports, fabrication facility
I Deck Viewing lounges, specialized passenger cabins
J Deck Primary circuit breaker room, specialized passenger cabins
K Deck Main sensor array monitoring station, specialized passenger cabins
L Deck Photon torpedo storage, torpedo exhaust system, photon torpedo room, torpedo tubes, docking ports, auxiliary torpedo fire control
M Deck Engineering computer monitoring room and bay, Inertial dampening system, observation deck, deuterium storage, Warp drive reaction upper core injectors
N Deck Main power transformers, sensor subsystems, horizontal intermix chamber, dilithium reactor room, landing bay control room
O Deck Main Engineering, shuttlebay, navigational deflector, long range sensors, secondary hull main battery room, chief engineer's office, secondary briefing room, primary maintenance, turbolift repair, landing bay observation galleries, landing bay tractor beam
P Deck Emergency transporters, circuit breaker room, cargo storage inspection balcony, docking ports, landing bay, botanical section, shuttlecraft maintenance
Q Deck Environmental systems, auxiliary brig, antimatter storage pod, regulation pool sun deck, main tractor beam housing
R Deck Main tractor beam, waste recovery, water tanks, swimming pool
Engine Nacelle Corridors (Alpha Deck roughly corresponds with D Deck. Beta Deck is roughly between E and F Decks. Gamma Deck roughly corresponds with G Deck.)
Alpha Deck Upper warp drive field coil access, upper catwalk
Beta Deck Primary plasma manifolds, warp drive distribution node, Bussard collector control, catwalk
Gamma Deck Lower warp drive field coil access, lower catwalk
Turboshaft Service
The turbolifts (elevators) service the following decks (there are multiple turbolifts for each turboshaft group:
Turboshaft 1 A Deck to I Deck
Turboshaft 2 A Deck to I Deck
Turboshaft 3 C Deck to G Deck
Turboshaft 4 B Deck to G Deck
Turboshaft 5 D Deck to M Deck
Turboshaft 6 G Deck to P Deck
Turboshaft 7H Deck to O Deck
Turboshaft 8L Deck to R Deck
Turboshaft 9M Deck to R Deck
Turboshaft 10 (Express) A Deck, G Deck, and O Deck
Like all Tali'Zorican bridge modules, the Yorktown's main bridge design has three main components: the main control room, conference room, and ready room.
The main room does not have a main viewscreen in the traditional sense. Instead, the captain sits (or stands) in the center of the room, and all primary stations - of which there are seven - face her. The captain, first officer, tactical officer, and up to three additional advisers are seated around the conn table, whose surface allows the captain to confer with her officers, view the current contents of any other bridge console, and set down a cup of coffee. The captain can also turn around to face the other central display system, the sphere - a large holographic field which normally shows the ship, its internal component status (much like the MSD), and other ships and objects in its vicinity - or any other station on the bridge. The sphere takes up most of the open floorspace between the conn table and the Helm station; the captain can stand and interact with it somatically, instead of having to calculate courses and positions in her head.
The single port (Ship Resources) and single starboard (Operations) stations are inside raised and hooded alcoves (OoC: a nod to Tuvok and Kim's stations on Voyager from Star trek). In addition, all five of the bridge's main entrances - two from the corridors, one from an access tunnel, and two from turbolifts - are placed in the back of five additional alcoves, which shields the command area from the distraction of routine comings and goings (and offers an extra security buffer). The alcoves also allow officers to have semi-private discussions and concentrate on delicate tasks, while still having a good vantage point over the entire room.
In contrast, the two fore (Helm and Tactical) and one aft (Contact) stations are sunken a few steps, which allows the captain to see over their heads. The far walls at these ends are occupied by two wide viewscreens. These screens are configurable for any purpose, and often show images from the ship's exterior cameras. However, they also have two unique features. First, they are semi-transparent (OoC: like the "windshield" viewers from the 2009 Star Trek movie), allowing an unobstructed view between space, the conference room, and the bridge. They can, of course, be blanked out in one or both directions. Second, each screen may be divided into as many as six modular workstations, which augment the abilities of the five main stations.
The bridge is designed to be expandable - in addition to the extra stations described above, all five main stations have just enough room to seat a second assistant or relief officer. Thus, the same facility which runs with only seven core officers can accommodate a crew of twenty-eight (albeit a little cramped). This allows the standard bridge module to scale to a wide range of operational complexities.
The ready room is pretty self-explanatory. It's designed to serve as auxiliary quarters for the captain, should she need to be available at a moment's notice. The transparent displays allow her to keep an eye on the bridge from any part of the room. She's also just one door away from the bridge, a turbolift, or the corridor.
The conference room is actually a small suite of utilities which serve the bridge crew. The meeting area itself is flanked by two small hallways, separated by glass walls and open doorways, which provide access to the turbolift, head, and storage lockers for emergency defense, medical and survival supplies. The area does not have direct access to the rest of the ship; instead, it is separated by a security checkpoint, which is the entrance normally used by civilians, visitors, and low-ranking enlisted men who lack the necessary clearance. The center area is dominated by the conference table, which seats ten people, and features touch consoles and a holo-projector similar to the one on the bridge. On one side, it has two modular consoles and the viewscreen which it shares with the bridge; on the other, it has a raised observation window, which looks out into space past the stern of the ship.
The main room does not have a main viewscreen in the traditional sense. Instead, the captain sits (or stands) in the center of the room, and all primary stations - of which there are seven - face her. The captain, first officer, tactical officer, and up to three additional advisers are seated around the conn table, whose surface allows the captain to confer with her officers, view the current contents of any other bridge console, and set down a cup of coffee. The captain can also turn around to face the other central display system, the sphere - a large holographic field which normally shows the ship, its internal component status (much like the MSD), and other ships and objects in its vicinity - or any other station on the bridge. The sphere takes up most of the open floorspace between the conn table and the Helm station; the captain can stand and interact with it somatically, instead of having to calculate courses and positions in her head.
The single port (Ship Resources) and single starboard (Operations) stations are inside raised and hooded alcoves (OoC: a nod to Tuvok and Kim's stations on Voyager from Star trek). In addition, all five of the bridge's main entrances - two from the corridors, one from an access tunnel, and two from turbolifts - are placed in the back of five additional alcoves, which shields the command area from the distraction of routine comings and goings (and offers an extra security buffer). The alcoves also allow officers to have semi-private discussions and concentrate on delicate tasks, while still having a good vantage point over the entire room.
In contrast, the two fore (Helm and Tactical) and one aft (Contact) stations are sunken a few steps, which allows the captain to see over their heads. The far walls at these ends are occupied by two wide viewscreens. These screens are configurable for any purpose, and often show images from the ship's exterior cameras. However, they also have two unique features. First, they are semi-transparent (OoC: like the "windshield" viewers from the 2009 Star Trek movie), allowing an unobstructed view between space, the conference room, and the bridge. They can, of course, be blanked out in one or both directions. Second, each screen may be divided into as many as six modular workstations, which augment the abilities of the five main stations.
The bridge is designed to be expandable - in addition to the extra stations described above, all five main stations have just enough room to seat a second assistant or relief officer. Thus, the same facility which runs with only seven core officers can accommodate a crew of twenty-eight (albeit a little cramped). This allows the standard bridge module to scale to a wide range of operational complexities.
The ready room is pretty self-explanatory. It's designed to serve as auxiliary quarters for the captain, should she need to be available at a moment's notice. The transparent displays allow her to keep an eye on the bridge from any part of the room. She's also just one door away from the bridge, a turbolift, or the corridor.
The conference room is actually a small suite of utilities which serve the bridge crew. The meeting area itself is flanked by two small hallways, separated by glass walls and open doorways, which provide access to the turbolift, head, and storage lockers for emergency defense, medical and survival supplies. The area does not have direct access to the rest of the ship; instead, it is separated by a security checkpoint, which is the entrance normally used by civilians, visitors, and low-ranking enlisted men who lack the necessary clearance. The center area is dominated by the conference table, which seats ten people, and features touch consoles and a holo-projector similar to the one on the bridge. On one side, it has two modular consoles and the viewscreen which it shares with the bridge; on the other, it has a raised observation window, which looks out into space past the stern of the ship.
The Yorktown’s bridge design is based on the following concepts:
Command dais
The captain sits or stands at the exact center of an open dais, which sits at the vertical and lateral center of the bridge - which itself is the command center of the entire ship. Thus, the captain is the ship’s nucleus, in no uncertain terms. The captain sits equidistant from the five stations of the bridge. All five face the center, enabling eye contact and communication with the captain, and with each other. In addition to her officers, the captain is also adjacent to the two central information consoles: the conn table, and the situation sphere.
Conn table
The commander, executive officer, and tactical officer are seated with direct access to the conn table. Aside from being a convenient surface for charts, tablet computers or a cup of coffee, the entire table is a touch computer interface through which the commander can observe a fully-functional duplicate of any workstation on the bridge (minus analog instruments). Duty officers may “ping” the conn table, which prompts the commander to view their station and track the movements of their hands. This system allows the commander to interact with any station without needing to physically move to that station.
Situation sphere
A large portion of open floorspace on the command dais is reserved for the main situation display: a holographic projection, which typically consists of the ship, its internal component status, and the positions of other vessels and objects in the ship’s immediate area. Clearly visible from any point on the bridge, the display is of particular use to the commander and the Helm officer, making it easy and intuitive to visualize the ship’s position and make rapid decisions in combat. During normal operations, the situation display is only used when needed; however, during a heightened state of alert, the display’s default view activates automatically, and the bridge lights change to the appropriate illumination to maximize its visibility.
Alcoves
All of the normal entrances to the bridge - from the outside corridors, stairs to upper and lower decks, and lifts - are located behind the port and starboard stations, which are raised and hooded. This shields the command dais from the distraction of routine comings and goings (and offers an extra security buffer). The alcoves also provide a semi-secluded area for the commander to confer with an officer, manage sensitive procedures, or conduct simultaneous tasks without overlap, while still maintaining a good vantage point of the entire bridge.
Modulars
The entire fore and aft walls of the bridge are occupied by wide display screens. The Helm and Tactical consoles are recessed to ensure a clear line of sight to these displays. Like the sphere, their contents can be chosen from Tactical or the conn table; they often show visual vantage points from the ship’s exterior cameras. More importantly, each one can be converted into as many as six modular workstations, which can access any ship function through the central computer under a variety of configurable templates - science, navigation, EVA mission control, etc. (Standard procedure is to leave as much uninterrupted width as possible for the common displays.) The fore and aft areas also provide access to the conference room, commander’s office, and a manual access ladder.
In addition to the twelve modular consoles, all five core stations are wide enough to seat an assistant or relief officer, and the conn table has room for up to three more advisers, flag officers or visitors. Thus, by minimizing analog instruments and concealing extra seating beneath consoles, a facility which is normally staffed by seven officers can accommodate a crew of twenty-eight.
Crew
Tactical
Tactical’s purpose is to track the states, positions and headings of the ship and every object in its vicinity. He is responsible for using the ship’s sensor suite to identify and analyze specific targets and fields, and for defeating enemy countermeasures in order to produce an accurate picture of the ship’s surroundings.
He does so by manipulating the tactical grid: a central dynamic database, essentially a map, by which all ship assets understand their relative position in space. Course headings, rally points and target objectives are all defined as nav points - coordinates within a virtual space - which are instantly available not only to every tactical system on the ship, but to the ship’s flight group, which consists of all units under the umbrella of the ship’s command. This system allows information to travel up and down the chain of command almost without interruption. Every other element of the bridge makes some use of it.
Tactical declares new contacts; oversees the designation of enemy and friendly targets for the Contact and Operations officers, to be relayed to the ship’s fighter wings and gun batteries, respectively; and verifies gravitational and electromagnetic fields for the Helm officer during long-range and FTL or temporal slipstream flight operations, all through the tactical grid. While these tasks are largely automated, a human officer is necessary to organize the cacophony of information available to the ship’s sensors, and to guard against computer error and enemy misdirection.
The Tactical officer is probably the most vital member of the Yorktown bridge crew. To reflect his position as a central pillar of ship functions, his station is adjacent to the conn table, and his console is the default view of the main situation display. When neither the commander nor the executive officer are present on the bridge, the Tactical officer usually serves as Officer of the Watch.
The Tactical officer may be assisted by an electronic counter-warfare (ECW) specialist, an expert in spotting and compensating for advanced forms of sensory deception and concealment.
Contact
Contact’s purpose is to oversee all communications to and from the ship. She controls all remote connections to the ship’s computer network, and is further tasked with adding and releasing units from the flight group, by way of granting or revoking access to the tactical grid.
Above all, her chief responsibility is to coordinate the status and activities of the ship’s flight group, ensuring that all of the ship’s far-flung elements work together as a unit. Despite the name, the “flight group” includes not only fighters and other dependent spacecraft, but EVA crews, ground missions, satellites and probes. Contact authorizes landings and takeoffs from the ship’s hangar, and relays supplemental commands by voice or text between CIC and squadron leaders. During combat, she coordinates the group’s objectives, attack patterns and firing solutions, much as Operations does for the ship’s internal gun crews.
Contact is trusted to transmit messages on the commander’s behalf. She authenticates the ship’s identity to other flight groups, and receives authentication from them in turn, working with Tactical to corroborate their identities. She uses information from other crafts’ sensors and verbal reports to update the tactical grid, creating and revising nav points - ubiquitous among general communiques, mission plans and rendezvous orders - with final approval by Tactical himself. She also downloads regular updates to the grid database from the fleet-wide navigation network, which Tactical uses to synchronize the ship’s absolute position and validate nav points already in the grid.
Finally, Contact is also responsible for maintaining and modulating the encryption algorithms which are mandatory for all wireless communications to and from the ship. She may be called upon to intercept and interpret enemy signals and supply corresponding disinformation. For these tasks, in addition to the ship’s basic communications array, Contact has access to programs for integrating the ship’s sensors and other modular assets into her signal patterns, with permission from Tactical and Operations, respectively. She can also, with cooperation from her counterparts on other ships, send and receive from any comm array in the flight group.
Contact may be assisted by a number of flight operators to oversee mission-specific subdivisions of the ship’s flight group, freeing her to manage the common channels. Beyond merely relaying information; flight operators monitor the status of both personnel and equipment, and direct medical, repair and resupply assets to where they are needed. A flight-op may also be used to provide one-on-one assistance to a craft with mechanical difficulties; if the pilot is unresponsive, it may take some degree of direct control over the craft. In addition, like Tactical, Contact may be joined by an ECW specialist to assist with encryption, decryption and interception.
Helm
Helm’s purpose is to plan and control the movement of the ship. Unlike Contact and Operations, whose jobs often consist of relaying orders to subordinate crews, the Helm commands direct control over the ship’s impulse and maneuvering engines. When possible, the Helm officer merely executes pre-calculated flight patterns, but must always be prepared to exercise manual control over the ship’s roll, pitch and yaw, in one of the rare uses of analog instruments affixed to the console on the bridge.
At all times, Helm relies heavily on the accuracy of nav points on the tactical grid, which provide not only the positions and headings of ships and objects, but electromagnetic and gravimetric data crucial for plotting and maintaining course on long-distance journeys. In turn, his own flight pattern is written to the grid, where it can be referenced by other stations: Contact requires close cooperation with Helm during landing and docking procedures, and he must account for the objectives of Operations’ weapons and defense crews, which are often constrained by the orientation of the ship.
Helm’s most challenging duties are to orchestrate a faster-than-light (FTL) operation. These delicate processes requires the participation of the entire bridge. The Tactical officer acts as coordinator, using the ship’s sensors to maximize the accuracy of the ship’s positional data; Contact supplements him with live updates from the navigation network and sensor reports from other ships in the flight group. Meanwhile, Ship Resources and Operations coordinate to ensure that the ship’s internal assets are stable and gravimetrically neutral, and that the ship's FTL drive is functioning properly. Only after all five officers report their readiness does the captain order the jump - the actual execution of which is entrusted to Helm’s calibrations.
Helm may be assisted by a navigator to set, adjust and report flight paths, and communicate with other stations, while he is occupied with manual maneuvering.
Operations
Operations’ purpose is to coordinate the ship’s discrete internal assets, much as Contact does with its external assets. With a few exceptions, discrete systems are installed as independent modules, requiring only power and computer connections to integrate with the ship’s core systems; this connection is made by and through Operations. As a result, the functional role of Ops systems may change drastically depending on the class and configuration of the ship.
Systems under the purview of Operations include the ship’s weapons, shields, point defenses, countermeasures, stealth systems, mooring, tractor and repulsor devices, engine configuration, and particle deflectors. While the Ops officer may take direct control of most systems, it is often more efficient, especially in combat, to relay orders to local crews. The tactical grid keeps the entire crew informed of the ship’s position, flight path and objective targets, which affords Ops a relatively passive role during combat.
That said, the Ops officer bears all of Contact’s analogous responsibilities: he must monitor each system’s physical status, including its material and energy consumption, and conduct unified firing patterns with the participation of numerous gun batteries. These include not only precision barrages against enemy targets, but continuous bursts to suppress and constrain small craft; these bursts must be carefully modulated to prevent the emergence of gaps.
Ops may be assisted by a number of dedicated weapons control stations, as well as science stations, which allow a department specialist to manage system modules specific to his field.
Ship Resources
Ship Resources’ purpose is to oversee ship assets which are not bound to any specific location or system. Security, medical, maintenance and repair teams are directed by the Ship Resources officer. She monitors and controls power consumption, hull and infrastructure strength, air quality, radiation, pathogens, and compression on all decks. She also manages the engine systems on board the ship, keeping them in tip-top shape for the repeated strain of FTL and temporal slipstream. She is responsible for opening and sealing airlocks, hangars and docking ports. Alongside Contact, she administers connections on the internal side of the computer network.
In combat, Ship Resources’ major responsibilities are damage control and power flow. During a heightened state of alert, dedicated DC teams take up positions in emergency response nodes located throughout the ship. In addition to containing a range of tools to manage fire, decompression and airborne toxins, the stations are physically self-contained, and can be sealed off from the surrounding deck, providing shelter from hazardous elements. Nodes are connected by a series of manual access passages which are isolated from regular corridors, stairways and lift shafts, ensuring access to most of the ship even in the event of a compounded hull breach.
Finally, Ship Resources is in control of a set of functions which constitutes blackout: the last line of defense against a catastrophic breakdown of ship cohesion. The Ship Resources officer may disconnect any part of the ship, by system or location, from the ship’s energy grid and computer network. In so doing, she can sever Contact from the ship’s communications equipment (or leave her helpless in a landlocked router); Helm from the engines; Tactical from the sensors; Ops from the weapons and shields. He can lock and depressurize any airlock, docking port, or hangar; and he can do the same for any equipment or department modules attached to the ship, or even eject it into space. Most “blackout” functions require the authorization of the commander and a majority of senior officers.
Ship Resources may be assisted by security, medical and damage control operators when multiple emergency situations exist.
Command dais
The captain sits or stands at the exact center of an open dais, which sits at the vertical and lateral center of the bridge - which itself is the command center of the entire ship. Thus, the captain is the ship’s nucleus, in no uncertain terms. The captain sits equidistant from the five stations of the bridge. All five face the center, enabling eye contact and communication with the captain, and with each other. In addition to her officers, the captain is also adjacent to the two central information consoles: the conn table, and the situation sphere.
Conn table
The commander, executive officer, and tactical officer are seated with direct access to the conn table. Aside from being a convenient surface for charts, tablet computers or a cup of coffee, the entire table is a touch computer interface through which the commander can observe a fully-functional duplicate of any workstation on the bridge (minus analog instruments). Duty officers may “ping” the conn table, which prompts the commander to view their station and track the movements of their hands. This system allows the commander to interact with any station without needing to physically move to that station.
Situation sphere
A large portion of open floorspace on the command dais is reserved for the main situation display: a holographic projection, which typically consists of the ship, its internal component status, and the positions of other vessels and objects in the ship’s immediate area. Clearly visible from any point on the bridge, the display is of particular use to the commander and the Helm officer, making it easy and intuitive to visualize the ship’s position and make rapid decisions in combat. During normal operations, the situation display is only used when needed; however, during a heightened state of alert, the display’s default view activates automatically, and the bridge lights change to the appropriate illumination to maximize its visibility.
Alcoves
All of the normal entrances to the bridge - from the outside corridors, stairs to upper and lower decks, and lifts - are located behind the port and starboard stations, which are raised and hooded. This shields the command dais from the distraction of routine comings and goings (and offers an extra security buffer). The alcoves also provide a semi-secluded area for the commander to confer with an officer, manage sensitive procedures, or conduct simultaneous tasks without overlap, while still maintaining a good vantage point of the entire bridge.
Modulars
The entire fore and aft walls of the bridge are occupied by wide display screens. The Helm and Tactical consoles are recessed to ensure a clear line of sight to these displays. Like the sphere, their contents can be chosen from Tactical or the conn table; they often show visual vantage points from the ship’s exterior cameras. More importantly, each one can be converted into as many as six modular workstations, which can access any ship function through the central computer under a variety of configurable templates - science, navigation, EVA mission control, etc. (Standard procedure is to leave as much uninterrupted width as possible for the common displays.) The fore and aft areas also provide access to the conference room, commander’s office, and a manual access ladder.
In addition to the twelve modular consoles, all five core stations are wide enough to seat an assistant or relief officer, and the conn table has room for up to three more advisers, flag officers or visitors. Thus, by minimizing analog instruments and concealing extra seating beneath consoles, a facility which is normally staffed by seven officers can accommodate a crew of twenty-eight.
Crew
Tactical
Tactical’s purpose is to track the states, positions and headings of the ship and every object in its vicinity. He is responsible for using the ship’s sensor suite to identify and analyze specific targets and fields, and for defeating enemy countermeasures in order to produce an accurate picture of the ship’s surroundings.
He does so by manipulating the tactical grid: a central dynamic database, essentially a map, by which all ship assets understand their relative position in space. Course headings, rally points and target objectives are all defined as nav points - coordinates within a virtual space - which are instantly available not only to every tactical system on the ship, but to the ship’s flight group, which consists of all units under the umbrella of the ship’s command. This system allows information to travel up and down the chain of command almost without interruption. Every other element of the bridge makes some use of it.
Tactical declares new contacts; oversees the designation of enemy and friendly targets for the Contact and Operations officers, to be relayed to the ship’s fighter wings and gun batteries, respectively; and verifies gravitational and electromagnetic fields for the Helm officer during long-range and FTL or temporal slipstream flight operations, all through the tactical grid. While these tasks are largely automated, a human officer is necessary to organize the cacophony of information available to the ship’s sensors, and to guard against computer error and enemy misdirection.
The Tactical officer is probably the most vital member of the Yorktown bridge crew. To reflect his position as a central pillar of ship functions, his station is adjacent to the conn table, and his console is the default view of the main situation display. When neither the commander nor the executive officer are present on the bridge, the Tactical officer usually serves as Officer of the Watch.
The Tactical officer may be assisted by an electronic counter-warfare (ECW) specialist, an expert in spotting and compensating for advanced forms of sensory deception and concealment.
Contact
Contact’s purpose is to oversee all communications to and from the ship. She controls all remote connections to the ship’s computer network, and is further tasked with adding and releasing units from the flight group, by way of granting or revoking access to the tactical grid.
Above all, her chief responsibility is to coordinate the status and activities of the ship’s flight group, ensuring that all of the ship’s far-flung elements work together as a unit. Despite the name, the “flight group” includes not only fighters and other dependent spacecraft, but EVA crews, ground missions, satellites and probes. Contact authorizes landings and takeoffs from the ship’s hangar, and relays supplemental commands by voice or text between CIC and squadron leaders. During combat, she coordinates the group’s objectives, attack patterns and firing solutions, much as Operations does for the ship’s internal gun crews.
Contact is trusted to transmit messages on the commander’s behalf. She authenticates the ship’s identity to other flight groups, and receives authentication from them in turn, working with Tactical to corroborate their identities. She uses information from other crafts’ sensors and verbal reports to update the tactical grid, creating and revising nav points - ubiquitous among general communiques, mission plans and rendezvous orders - with final approval by Tactical himself. She also downloads regular updates to the grid database from the fleet-wide navigation network, which Tactical uses to synchronize the ship’s absolute position and validate nav points already in the grid.
Finally, Contact is also responsible for maintaining and modulating the encryption algorithms which are mandatory for all wireless communications to and from the ship. She may be called upon to intercept and interpret enemy signals and supply corresponding disinformation. For these tasks, in addition to the ship’s basic communications array, Contact has access to programs for integrating the ship’s sensors and other modular assets into her signal patterns, with permission from Tactical and Operations, respectively. She can also, with cooperation from her counterparts on other ships, send and receive from any comm array in the flight group.
Contact may be assisted by a number of flight operators to oversee mission-specific subdivisions of the ship’s flight group, freeing her to manage the common channels. Beyond merely relaying information; flight operators monitor the status of both personnel and equipment, and direct medical, repair and resupply assets to where they are needed. A flight-op may also be used to provide one-on-one assistance to a craft with mechanical difficulties; if the pilot is unresponsive, it may take some degree of direct control over the craft. In addition, like Tactical, Contact may be joined by an ECW specialist to assist with encryption, decryption and interception.
Helm
Helm’s purpose is to plan and control the movement of the ship. Unlike Contact and Operations, whose jobs often consist of relaying orders to subordinate crews, the Helm commands direct control over the ship’s impulse and maneuvering engines. When possible, the Helm officer merely executes pre-calculated flight patterns, but must always be prepared to exercise manual control over the ship’s roll, pitch and yaw, in one of the rare uses of analog instruments affixed to the console on the bridge.
At all times, Helm relies heavily on the accuracy of nav points on the tactical grid, which provide not only the positions and headings of ships and objects, but electromagnetic and gravimetric data crucial for plotting and maintaining course on long-distance journeys. In turn, his own flight pattern is written to the grid, where it can be referenced by other stations: Contact requires close cooperation with Helm during landing and docking procedures, and he must account for the objectives of Operations’ weapons and defense crews, which are often constrained by the orientation of the ship.
Helm’s most challenging duties are to orchestrate a faster-than-light (FTL) operation. These delicate processes requires the participation of the entire bridge. The Tactical officer acts as coordinator, using the ship’s sensors to maximize the accuracy of the ship’s positional data; Contact supplements him with live updates from the navigation network and sensor reports from other ships in the flight group. Meanwhile, Ship Resources and Operations coordinate to ensure that the ship’s internal assets are stable and gravimetrically neutral, and that the ship's FTL drive is functioning properly. Only after all five officers report their readiness does the captain order the jump - the actual execution of which is entrusted to Helm’s calibrations.
Helm may be assisted by a navigator to set, adjust and report flight paths, and communicate with other stations, while he is occupied with manual maneuvering.
Operations
Operations’ purpose is to coordinate the ship’s discrete internal assets, much as Contact does with its external assets. With a few exceptions, discrete systems are installed as independent modules, requiring only power and computer connections to integrate with the ship’s core systems; this connection is made by and through Operations. As a result, the functional role of Ops systems may change drastically depending on the class and configuration of the ship.
Systems under the purview of Operations include the ship’s weapons, shields, point defenses, countermeasures, stealth systems, mooring, tractor and repulsor devices, engine configuration, and particle deflectors. While the Ops officer may take direct control of most systems, it is often more efficient, especially in combat, to relay orders to local crews. The tactical grid keeps the entire crew informed of the ship’s position, flight path and objective targets, which affords Ops a relatively passive role during combat.
That said, the Ops officer bears all of Contact’s analogous responsibilities: he must monitor each system’s physical status, including its material and energy consumption, and conduct unified firing patterns with the participation of numerous gun batteries. These include not only precision barrages against enemy targets, but continuous bursts to suppress and constrain small craft; these bursts must be carefully modulated to prevent the emergence of gaps.
Ops may be assisted by a number of dedicated weapons control stations, as well as science stations, which allow a department specialist to manage system modules specific to his field.
Ship Resources
Ship Resources’ purpose is to oversee ship assets which are not bound to any specific location or system. Security, medical, maintenance and repair teams are directed by the Ship Resources officer. She monitors and controls power consumption, hull and infrastructure strength, air quality, radiation, pathogens, and compression on all decks. She also manages the engine systems on board the ship, keeping them in tip-top shape for the repeated strain of FTL and temporal slipstream. She is responsible for opening and sealing airlocks, hangars and docking ports. Alongside Contact, she administers connections on the internal side of the computer network.
In combat, Ship Resources’ major responsibilities are damage control and power flow. During a heightened state of alert, dedicated DC teams take up positions in emergency response nodes located throughout the ship. In addition to containing a range of tools to manage fire, decompression and airborne toxins, the stations are physically self-contained, and can be sealed off from the surrounding deck, providing shelter from hazardous elements. Nodes are connected by a series of manual access passages which are isolated from regular corridors, stairways and lift shafts, ensuring access to most of the ship even in the event of a compounded hull breach.
Finally, Ship Resources is in control of a set of functions which constitutes blackout: the last line of defense against a catastrophic breakdown of ship cohesion. The Ship Resources officer may disconnect any part of the ship, by system or location, from the ship’s energy grid and computer network. In so doing, she can sever Contact from the ship’s communications equipment (or leave her helpless in a landlocked router); Helm from the engines; Tactical from the sensors; Ops from the weapons and shields. He can lock and depressurize any airlock, docking port, or hangar; and he can do the same for any equipment or department modules attached to the ship, or even eject it into space. Most “blackout” functions require the authorization of the commander and a majority of senior officers.
Ship Resources may be assisted by security, medical and damage control operators when multiple emergency situations exist.