components: (Default)
nadine visser ([personal profile] components) wrote2016-11-16 02:09 am

on ships.






the palmyra.
A starpowered giant belonging to Hathor Industries, its jump drive core isn't so much chemical radiation as it is planetary radiation, fueled by the same energies that collapse a dying star, all tidied up and contained within Hathor trademarked magnetic fields. It's a hulk of a ship. Though the engine outstrips any jump drive by far, its black hole core means great distances not as frequently. It's got plasma turrets, space mine deployment, EMP cannons, kinetic shielding, stealth systems, anti-projectile lasers; the works. All operatives work with callsigns.

Decks 1 - 6: bridge, med bay, hangars, armory, gunneries, a crew quarter ready to house 50+, a command center the size of a penthouse. hot water 24/7. literally anything you can think of.
Deck 7: engineering quarters. while the captain's quarters are on deck 1, she can often be found here, observing.


the nostra.
Model Ibis; the only thing the Nostra has in common with others of its type is the exterior, and that's about it. Inside, it's been gutted to hell and back by its crew, but is geared for speed rather than war. It works on a standard jump drive that's been retrofitted for increasing the frequency of jump capabilities. It breaks down more often, but they can cross the galaxy several times over, as long as they don't accidentally flood the entire deck with radiation because of an ill-watched leak. So. Be kind to your often stressed and overworked engineer(s). Most smuggler enterprises don't work with call-signs, but an increasing number of them have taken to the practice as both a 'fuck you' to the establishment. And, well, it's actually kind of handy.

Deck 1: the cockpit, airlock, bridge, briefing room, data center, emergency escape pods.
Deck 2: commons/mess hall, observation decks, crew quarters, med bay, captain's quarters.
Deck 3: hangar bay (1 working shuttle), cargo hold, brig, armory, engineering.