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Lonicera Deckplan and Walkthrough
Deck One -- Hangar Bay:
1.) Utility Room. The equipment in this room maintains and controls the ship's life support systems. The stairs lead directly down to the crew lounge.
2.) Hangar. The hangar bay can accommodate most craft up to approximately 30 feet (9 m) in length and includes repair/resupply facilities. The bay doors are in the ceiling of the chamber, retracting to fore and aft for launch. A magnetic atmosphere seal prevents depressurization of the hangar when the bay doors are open (although the seal is non-operative in the event of a ship-wide power loss). A pair of storage rooms at the aft end of the hangar bay house maintenance equipment and EVA gear. Smaller lockers hold personal effects, flight suits, and miscellaneous items.
A small hatch at the forward end of the bay leads down to the other decks. The hatch is large enough to accommodate characters in EVA suits or power armor (although the deckplan does not seem to indicate that). This passage is also used to access the dorsal and ventral exterior hatches.
If no small craft is housed in the hangar bay, it can be used to haul an additional 200 tons of cargo. When this is done the craft is either left at dock or magnetically clamped to the exterior hull (usually over the closed bay doors).
Deck Two -- Main Deck:
3.) Engine Room. This room allows direct access to the power system and to the FTL drive. Supply closets on either side hold a variety of tools and small replacement parts. Panels in the walls, floor, and ceiling allow access to various systems. A secondary E-clip recharging facility can also be found here.
4.) Medical Bay. Although still a far cry from the advanced medical facilities throughout the CCW and on other civilized planets such as Center, the Lonicera has a relatively well-stocked medical bay. A partition separates the examination/operation area from the recovery area. Medicines and various medical gear are secured in a locked closet.
5.) Galley. The galley boasts a large walk-in refrigeration unit, autochef, rehydration unit, and stove/grill/oven in addition to other standard gallery features.
6.) Escape Pods. Four escape pods are accessible along either side of the crew lounge. A single person can survive up to 6 days inside one of these pods; two small people can fit inside, but there is only one grav-couch. The pods are designed for both extended stays in space and a single re-entry (they are not reuseable).
7.) Crew Lounge. Arguably the most comfortably-furnished part of the entire ship, this room features soft lighting, plants, rugs, and tasteful decor to soften the hard edges of the otherwise spartan surroundings. The starboard side holds a long dining table while the port side has a smaller gaming table. In between is a large couch facing a wall-mounted vidscreen.
8.) Recreation Room. Originally two crew cabins, Kruxxis knocked out the partition wall to provide a more open space for exercise and training of the crew. The rec room features a punching bag, floor mat, and other exercise equipment (stored in lockers along the wall).
9.) Restrooms. Non-gender-specific restroom with sink and toilets.
10.) Laundry Unit. A small laundry room with stacked washer/dryer units is located just foreward of the crew lounge. Originally a small auxillary refresher unit for use by the ship's crew, the relatively cramped unit was rarely used and subsequently re-furbished after Kruxxis took over the ship.
11.) Weapons Lockers. One of the crew cabins was converted into five vault-like lockers containing shelves for storing a variety of weapons, armor, and ammunition/E-clips. Kruxxis has yet to stock these lockers, preferring to let the crew member select their own equipment (he has little use for hand weapons anyway).
12.) Science Lab. Yet another former crew cabin was converted by Kruxxis into a multi-purpose laboratory in which various research and experiments could be conducted on board. Kruxxis usually stores his research equipment in the lockers here.
13.) Workshop. This area is used as a general purpose workshop and contains a dense collection of electronics and mechanical equipment. The workstation and shop table can be used to perform any sort of small repair or construction project. Energy weapons can be recharged here thanks to an E-clip charging facility; specialty ammunition can be created here as well. The workshop is open to the hallway outside, though a heavy curtain can be pulled across the entrance to keep in the noise/mess when someone is working.
14.) Main Deck Cargo Bay. This secondary cargo bay is used to hold general ship's stores and other non-commercial freight (replacement parts, food stuffs, and even personal belongings). Maximum capacity is 70 tons.
15.) Air Locks. A large air lock is located on either side of the main deck. These are used primarily to load cargo into the Main Deck Cargo Bay. When on land there is no easy way up to these airlocks; the crew must rely on the docking facility to have a cargo ramp or other loading equipment.
16.) Hydroponics. A small workroom was converted into an indoor garden (one of the few modifications that were made before Kruxxis took over the ship). An assortment of metal bins and tubs has been filled with potting soil and supports a variety of vegetables and flowering plants. Sprayers and grow lights hang from the ceiling; water is often puddled on the floor.
17.) Kruxxis' Cabin. The original design of the ship placed the captain's cabin adjacent to the bridge. As owner of the
Lonicera, Kruxxis has taken over this cabin. The room contains a bed, workstation, walk-in closet and private bathroom facilities. Various tropies and souveneirs from Kruxxis' exploits in the CAF -- as well as various images of beautiful females from several races -- line the walls and shelves.
18.) Conference Room. A large table surrounded by 8 chairs fills the side chamber. A large vidscreen (with controls built into the table) is mounted on the wall at one end. There is a computer station in the main part of the room, but it is otherwise kept clear as this is the primary entry into the bridge.
19.) Bridge. There are five dedicated crew station on the bridge -- pilot, co-pilot/navigator, sensors, communications, and weapons -- although the ship can be flown efficiently with just three personnel present if the communications and/or weapons consoles are not needed.
The front of the room has three large windows, presenting a good view of the field ahead. The ship's primary sensor and communcations systems are also in the bow of the ship and can be accessed through wall/ceiling panels in this room.
Deck Three -- Passenger Deck:
20.) Passenger Lounge. A larger companion to the Crew Lounge, this area is set up for dining on the starboard side and general relaxation/vid viewing on the port side. Lockers and cabinets hold an assortment of well-used books, games, and other diversions. The decor is similar to that of the Crew Lounge, softening the otherwise hard edges of the ship's architecture.
21.) Passenger Cabins. These cabins now house the crew after Kruxxis' modifications have re-purposed the crew cabins on Deck Two. The various cabins can hold up to 18 people. Each has a bed (single, double, or bunk), a locker or cabinet, and a wall-mounted video unit. The unit can double as a simple computer and communication terminal.
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22.) Forward Storage. This narrow storage room at the forward end of the deck also has engineering controls for some of the ship's power systems and back-up life support. This area was originally used mainly to hold passenger luggage and other miscellaneous items.
9.) Restrooms. Non-gender-specific restroom with sink and toilets.
10.) Shower/Refresher Unit. The units on this deck are much larger and preferred by passengers and crew alike. A small auxillary refresher unit is located just foreward of the Passenger Lounge.
15.) Air Locks. A pair of short hallways serve as air locks for this deck. Outside the ship, the doors are about 20 feet off the ground; a stairway is usually set up to allow easy access to the ground when these airlocks are used (a collapsible stair is kept in the main cargo bay for ports that cannot provide one). There are also swing-out ladders attached to the exterior hull for use when stairs are not feasible.
These locks were usually secured during flight so that they were inaccessible to passengers. Clearance from the bridge is needed to unlock the doors.
Deck Four -- Cargo Deck:
23.) Aft Hold. A step up from the main hold brings one into the aft cargo area. From here stairs lead up, through a pressure door, to the Passenger Lounge. There is room for up to 30 tons of cargo in this area.
There are small "vaults" (reinforced closets with electronic locks) along either wall -- 4 on each side -- with environmental controls built in. These were normally used to transport sensitive goods and passenger valuables; they now serve as crew members' personal private storage.
24.) Main Hold. The belly of the
Lonicera is a single large cargo area 65 feet long and 50 feet across. The ceiling is only about 9-10 feet high, which seems claustrophobically low given the depth of the room.
Well packed, the main hold can carry 300 tons of cargo. even though they are reminiscent of a parking lot, the lines on the floor are just guides to help with inventory tracking.
At the forward end of the hold are a pair of heavy bay doors. These slide open to allow access to the air lock beyond (as with the Hangar Bay, a magnetic seal prevents loss of atmosphere when opened in space). The exterior door on the other side of the lock lowers to act as a ramp. There is also a personnel hatch (with standard couplings) that can be accessed from the lock area. It leads down out the bottom of the ship and up to the passenger deck. When grounded, the exterior hatch is not usable.
Special Feature: the
Lonicera's main and aft holds are designed to enlarge in order to accommodate oversized cargo. If used as a secondary hangar bay, it can accommodate a ship as large as a
Proctor-class interceptor (barely), albeit not without penalties:
- The pilot of the ship housed in the main hold must pass a piloting skill roll whenever pulling into/out of the hold (with a -10% additional penalty under combat situations). A failed roll results in -4D6 MDC to both the ship and the Lonicera as it strikes the sides of the hold on its way in/out. Additionally, if the ship is leaving the Lonicera its pilot is -1 to strike/dodge for one melee round as he/she momentarily has to regain full control.
- If a ship of the Proctor-class interceptor's size is stored in the main hold, no additional cargo may be stored.
- The hold section when expanded alters the Lonicera's flight dynamics and makes the ship harder to control: -10% to piloting skill and -1 to dodge when the hold is expanded.