Derail game: Sunrise
You are the captain of the ARC "Heaven's Gate", a mighty warship sent to purge the noncompliant planet of Sol-3. You have been informed that there are at least five rebel ships in system - all inferior to the Gate, of course.
You are currently standing on the Captain's Deck in the command nexus, looking at the bright dot which is all that can be seen of the system from two hundred AU out. In ten minutes the shard drive will spin up, and you will be fighting for the integrity of the Armageddon Redirection Coalition, but for now, there is peace in the stars.
Despite being vastly superior to anything these disorganised rebels could possibly hope to master, you are short on staffing, and only have 10,000 crew on board. This is your final chance to reassign them to battlestations before the shard spin.
SHIPCOMS: 400/500 - Allows orders to be given. Very tough, requires few crew to man.
SHARDCOMS: 10/20 - This tiny structure, situated above the bridge, allows for superluminal conversion with Orion Command
BRIDGE: 890/1000 - The control center. Keep this running at all costs! Requires minimum of 500 crew to man
MAIN GUN: 3200/5000 - This relic weapon has splintered planets, burned fleets, and is the main armament upon the Gate. It requires 4000 crew to man fully, but is capable of operating with barely a thousand, as long as "Rapid fire" is nowhere on your list of plans.
REACTOR 1:2000/2000 - The only fully-manned part of your ship, and the only part you don't understand, or particularly feel like experimenting with in battle.
REACTOR 2: 300/500 - Backup reactor, in case of critical damage to the main. Will just about let you spin up the Shard and flee, if operating with full capacity and Reactor 1 is offline.
SHARDDRIVE: 1000/1500 This superluminal warp fragment, no larger than a fist, and encased in a containment block the size of a city, allows you to travel both interplanetary and interstellar. If you lose this, the ship will either detonate instantly or just be stranded.Either way, you'll be removed from command.
ENGINES: 500/1000 skyscraper-sized rocket pods for in-system movement. Largely autonomous, each one is manned by just twenty crew. You have a lot.
SUBWEPS: 1500/6000 : This refers to all your multitude of other weapon systems, such as ICBMs, point defenses, interceptors, rail turrets the size of office blocks, and so on. Most of them are sitting idle in their cradles, however. It's a pot-shot as to which crews will be ready to fire at any time as it is.
The foe awaits, Captain.