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The Madness is a Corona-class Line Frigate, currently serving as a privateering vessel under Captain Arcturus Utan Sorrows and his crew. The Madness has a total of five decks, each linked together by turbolifts. When describing decks, number one will be the highest and closest to the top of the ship, with five being the lowest and being closest to the belly of the ship. It should also be noted that access to each deck is facilitated by a central cluster of six turbolifts, which runs through the exact center of the ship, to each of the five decks.

Deck One:

Deck one is the smallest deck, and contains the bridge, navigation, and communications.

The bridge is located near the nose of the ship, and contains five separate consoles and seats, situated in a half circle around a central captains chair. Each console belongs to a senior bridge officer, each the chief of there respective divisions of navigation, communications, gunneries/weapons, shields, and engineering. Throughout the normal operations of the ship, these personnel will monitor the status of the ship, and report it so to the captain. The bridge has a single entrance, a normal bulkhead, with a set of secondary and tertiary blastdoors for use in emergencies. Adjoining the bridge are two small rooms; The captain's quarters, and the ready room. The captains quarters contains a full size bed, refresher, and multiple drawers and cabinets. The captain's quarters also contains a hidden compartment; one of the metal ceiling high cabinets is actually set on a track, and can slide out of the way to reveal a small closet, with room enough for a single person to stand in. This closet in actuality, is a small single person turbolift, which when needed, can whisk the occupant away to any of the decks on the ship. The ready room adjoins the bridge on the starboard side, and is basically a fair sized room, with a large table, and about ten chairs around it. A small holoprojector sits in the center of the table for displaying images and videofeeds.

Navigation is located on the port side of the ship, and contains all of the navigation equipment for the ship. It is manned by thirty seven navigation officers, and is responsible for sensors, target acquisition in concert with gunnery stations, hyperspace navigation, internal security and surveillance, and the launching and receiving of craft into the hangar bays (which includes the release and securing of docking clamps). Navigation itself has two entrances, one directly to the left of the bridge entrance, which is closest to the nose, and a secondary entrance close to the rear of the ship. In all, navigation has thirty seven various consoles, each with functions unique to different aspects of navigation, which are manned at all times by there officers.

Communications is located on the starboard side of the ship, and contains thirty seven consoles pertinent to the communications of the ship. In all, communications is in charge of ship to ship communications, the intercom system that is prevalent throughout the ship, as well as the more silent inter-departmental communications that takes place when data is sent from one part of the ship to the next. It should be noted that communications can remotely access all departments information, though it cannot directly control the functions of that department. Like Navigation, communications has an entrance to the right of the entrance tot he bridge, as well as a rear entrance, that sits directly across from the entrance to navigations.

Deck Two:

Deck two contains the gunnery stations, forward launch tubes, and the port and starboard mine chutes.

The gunnery stations are located in the rear of deck two. Totaling twenty in all, the gunnery stations are specialized chairs with three dimensional holographic displays, and specialized control sticks for weapons control. In all, there are ten turbolaser stations, four warhead launcher stations, four ion cannon stations, and two tractorbeam stations. An additional thirty six auxiliary consoles with associated technicians regulate power to the gunnery stations, as well as monitor damage control, and coordinate logistics with the other departments. In total, there are fifty six gunnery personnel. The gunnery stations are also highly regulated, with a single entrance, and a double set of blastdoors.

The forward launch tubes contain the multi purpose warhead launchers, as well as the missile racks that contains the dozens of various types of missiles. It is located at the nose of the ship, directly under the bridge, and is essentially two walls (port and starboard) of missile racks, a mechanical loading arm, and a final wall filled with loading tubes for the missiles themselves. This final wall has a total of four tubes, in which the arm is used to manually load the missiles into the tubes. Upon which, the missiles are fired. because of the nature of this section, there is only one entrance, which is protected by secondary and tertiary blast doors. It should be noted that only designated personnel, or the captain himself has access to this area.

The port and starboard mine chutes are very similar to the warhead room. Essentially two long halls on the port and starboard sides of the ship, these rooms contain a magazine style laugh tube, in which rails will hold up to four mines in a magazine, for rapid fire deployment. Along side the free walls of these rooms, mines have been secured via force field protected racks, which require a technicians or captains command code to unlock. These amines are loaded individually by type, via a mechanical loading arm, much like the warhead room.

Deck Three

Deck three contains the hangar bays, ships garrison, and armory.

The hangar bays are located on deck three. Labeled "A" and "B" respectively, these is one hangar bay on the starboard and port sides of the ship. Each is equipped with eighteen freighter sized landing pads, arranged in a straight row, for a total of thirty six landing pads. Each pad is equipped with four magna-lock docking clamps, which in the case of boarding procedures, will lock onto the ship in question. In addition to the docking clamps, a ships-grade conner net launcher is mounted on rails on the hangars ceiling. This launcher has approximately one shot before it must be reloaded, but, can be positioned over any of the pads to be fired. The hangar bay itself has a small technicians bay located on the innermost walls of the ship. These technician bays are in charge of refueling, repairing, or in the case of captured vessels; evaluating a recent catch. The hangar doors themselves consist of a blast door, which can slide shut when under assault, but is left open. An electromagnetic bubble generator is kept within the hangars, in order for the hangar to be left exposed to open space; the generator keeping all the oxygen from leaving the hangar. In times of emergency, the blast doors will close, but, in addition, ray shields will activate on both sides of the doors. You have been warned. Lastly, the ships two tractor beam generators are located on the port and starboard sides respectively. However, it should be noted that these projectors are mounted on tracks, making it so that they can guide a ship into the hangar itself. This track extends all the way into the middle of the hangar bay, to just above the hangar bay entrance. The hangar bays only entrance and exit to the rest of the ship, are located at the nose of the ship. This access point is basically a set of three blast doors, which leads directly to the ship garrisons. No one, whether it be captain or crew mate, or guest or captured persons, may go anywhere without passing through the garrison first. The doors themselves are a pair of three foot thick blast doors, which may be magnetically sealed when needed.

The ships garrison is located at the nose of the ship, and sits directly adjacent to the ships waiting room. The ships garrison is composed of the garrison barracks - about eighty wall to ceiling ship style bunks - as well as the garrisons galley and training rooms. The garrisons galley is essentially a long table with enough room for eighty people as well as a small kitchen, it is connected directly to the bunks. The training room is a relatively small room, that contains a small firing range, and several training matts. The ships garrison at any given time will have eighty sentients who live, eat, and sleep in its confines. Ready to go at a moments notice. Should an alarm sound, the garrison will mobilize, and troops will either take one of two exits; the first exit is a set of wide blast doors, which lead to the gun slots of the waiting room. The other, is a set of secondary blastdoors, which leads down a long hall, totaling the length of the ship, to the central turbolift nexus of deck three. From there, they will be dispersed throughout the ship accordingly.

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