Character sheet:
Command:Batista
Name: Batista
Race: Hundgaar (Humanoid, slightly stronger)
Gender: Male
Age: 42
Rank:Commander
Appearance: Average Height, Fit, Red hair and eyes
Profession: Command
Assignment: Commanding Officer, CNS-15322 Swiftwing
Special Ability/Adventage: Natural leader ( +1 when interacting with his crew)
Disadventage: Mourner (Penalty for some turns when teamates/major crewmates/major friendly ships perish, length and severity depending on situation)
Skills:
Very good Crew Commander
Good Firearms user (Normal for small arm, No bonus from skill itself when using Class-3 weapons like a HEPPC rifle)
Above-Average Diplomat
Trained(below-average) in pressure management (successful roll on this could reduce the effect of pressure, depending on actual roll and situation)
Very good Strategist (Pre-planning gives bonus depending on situation at GM's discretion)
Trained and tested(Average) in the Navy Officer-styled lying
Above-Average Intimidator
Background: Classified. Clearance level X7 required. Some people say that he was given his first command after playing a key role in winning the last war.
Inventory:
Coffee-splashed Standard Command Uniform(worn, with a commander's rank insignia on the shoulder)
Access E-Pad(Connected to main computer of CNS-15322 Swiftwing, May work as all normal consoles aboard or interface equipments as long as you got the security clearance, No disadventage to -1 on usage beyond information access, 198/200 use left before recharge, 5/5 power unit, right hand)
Combadge(worn on uniform, 100 use before charge, 1/1 power unit)
Confederated Technology RX3 HEPPC pistol(Class 2, incapable of wide-beam)(worn, on belt in a holster)
--Energy cell(60 charges, 12/12 power unit)
Space-ink pen(in lower right pocket, uniform)
Position: Deck 2 aft, Corridor, Just outside officer's lounge
Temporary Status:
Bad Mood(stat.disadv. to -1 on roll involving interaction with others)
Medical:Faden
Name: Faden
Race: Denedani(a bipedal avian race, taller than a human when standing as tall as possible. For the body configuration/proportions, think of a heron. They can grasp with both their wing-arms and their feet, but their wing-arms have more precision. They are brightly colored.)
Gender: Female
Age: 28
Rank:Lieutenant Junior Grade
Appearance: Faden's feathers are primarily gold and deep blue, but most colors are represented in small quantities. Faden trims her wing feathers so that she can work without them getting in the way, but as a result cannot fly.
Profession: Medical
Assignment: Chief Medical Officer, CNS-15322 Swiftwing
Advantage: Bookworm (Statistical advantage when learning from books), Latent capability of atmospheric flight(You can activate this ability to active after a successful Medical Treatment roll(You can still glide if this is the only success)and a Fitness training roll(Enables actual flying), but that would invoke a statistical to -2 penalty on all action done by hand though as described, No effect otherwise)
Disadvantage: Highly visible (+1 or -1 to stealthy actions)
Skills:
Good First aid doctor
Above-average in Pathology
Above-average in Alien Medicine[+1 Given for your good Background description]
Medical Treatment(Above-average Pharmacist)
Fitness Program (Very good fitness trainer)
Below-Average Counselor
Fast Talk (Good Tongue Twister)
Good departmental commander
Background: After leaving the university, Faden spent several years volunteering at free clinics on various underdeveloped worlds before she signed up for the CNF. The most relevant reason to her decision to join CNF was a lack of funds, until now she had been living off of funds from her parents.
Inventory:
Denedani-sized Medical Uniform(worn, with a Lieutenant J.g.'s insignia on the shoulder)
Standard Issue Medical Kit(Worn with a belt on shoulder)
--Mini medication synthesizer(10/10 raw material, 10/10 power unit, 1 each used each vial, dosage per vial at GM's discretion)
--2 empty hypospray
--5 doses of broad-spectrum antitoxin/antivenom in 1 hypospray vial
--5 doses of stimulant in 1 hypospray vial
--5 doses of strong painkiller(slightly addictive) in 1 hypospray vial
--2 pairs of white one-use medical gloves
--Denedani-sized one-use medical protection suit
--Breath mask and hand pump(Adaptable to most humanoids and avians)
--Medical Scanner(100 use left before recharge, 5/5 power unit)
--Medical Probe
--1 roll of Bandage(200 cm left)
--A pair of splints
--1 piece of thermal blanket
Combadge(Worn, on uniform, 100 use before charge, 1/1 power unit)
Position: Corridor, Confederation Navy Medical Command, Geneva, Earth
Temporary Status: None.
Operations/Engineering:Nirur Torir
Name: Nirur Torir
Race: Human
Gender: Male
Age: 23
Rank: Lieutenant Junior Grade
Appearance: He is short and "stoutly built." He hates being called fat. He wears his brown hair in a ponytail.
Profession: Operations/Engineering
Assignment: Chief Engineer, CNS-15322 Swiftwing
Special Ability/Advantage: Engineering Aptitude(Stat. adv. to all engineering roll)
Disadvantage: Terrible accuracy with hand weapons.(-1 to-hit roll to class 1, 2 and 3 weapons)
Skills: Power Management (Very Good Energy Engineer) (Knowing how far a reactor can be pushed to generate more power, And rerouting power effectively)
Very Good Power Systems Repairman,
Good Damage Control Director
Emergency Repairs(Above-average)
Very good structral engineer
Morale Management(Very good Pep-talker),
Novice Counselor
Novice Persuader.
Background: Nirur is a fairly recent graduate from fleet school. When he was a child, his role model was Frederick, a teenager who lived next door. Ever since Frederick became a fleet officer, Nirur had dreamed of his own command.
In fleet school, he scored excellent marks on his engineering tests, but barely passed his personal combat training. After graduating, he was dismayed that his girth prevented him from passing the physical tests. He spent the next several months working at a fleet dock, where he gained experience building and repairing ships, rapidly being promoted to a team leader due to his skills, and eventually becoming the leader of an entire shift. He continued exercising, and passed the fleet's physical aptitude tests on his second try.
With the skills he learned in the dock, and with recommendation of Frederick, an experienced captain by this point, he was granted the position as head of the engineering on this starship. He now eagerly awaits his chance to prove himself.
Inventory:
Standard Operations Uniform(worn, with a Lieutenant J.g.'s rank insignia on the shoulder)
Standard issue Engineering toolkit(worn on back)
--Hyperspanner(Used to open access panels, also works as wretch)
--Engineering Scanner(100 use before need to recharge, 5/5 power unit)
--Engineering probe
--Small microfusion reactor(capable of providing 1 power unit per second at most, 1800/1800 power unit)
--Small replacement part synthesizer(25/25 raw material, 25/25 power unit, size upper limit is 10cm x 10cm x 10cm, power unit and raw material required for parts is on discretion of GM)
--Welding Torch (1-20 power per use depending on situation, 40/40 power unit)
--2 "Action Bar" Food Bars
Combadge(Worn on uniform, 97/100 use before charge, 1/1 power unit)
Location: Temporary Quarter, Earth Spacedock.
Temporary Status:
Drunken Hangover(short, stat.disadv. to -1 on rolls that require intelligence/concentration, stat.disadv to all action rolls.)
Science:Sxtan(smjjames)
Name: Sxtan
Race: Ki'scri'caa. An arthropod species which has eight limbs (lower two pairs are walking limbs, the upper two are manipulatory), vaguely resembles a cross between a mantis and a scorpion and an antman, and is about the height of a typical human. Also, their respiratory system evolved in a similar way as mammals, that is, they have the equivalent of lungs and are able to hold their breath.
Gender: Male
Age: 30
Rank:[4]Lieutenant junior grade
Appearance: (see above for general physical appearance) A light metallic blue carapace with dark green mottling on the back, has distinctive lighter green striping and spots on the face which are used for individual identification, every pattern is unique. The upper pair of limbs roughly resemble a humans in function, except they have four claws total, two are the equivalent of fingers and two (one on either side of the hand) function as thumbs)
Profession:
ScienceAssignment:
Science Director and
Chemistry and Xenobiology Researcher, CNS-15322 Swiftwing
Special Ability: Natural multitasker (has four arms and hands, and so could do two things at once or do something quickly,
negates dual-wielding penalty), Natural Toughness(Stat. Disadv. to -2 on damage roll against you depending on what you're up against at the discretion of GM)[For balancing off, and good characterization
], All-terrain(No reduce to -1 on terrain penalty depending on situation)
Disadvantages: Being a cold blooded species, he has problems in cold environments without special clothing, as such, he prefers ambient temperatures of at least 90 degrees Fahrenhelt (32 degree Celsius), but can handle standard temperatures (75 degrees F and 24 degrees C) quite well with a simpler heating garment under the crew outfit. Its when the temperature drops below 60(15 degree C) that he begins to slow down(disadventage on movement related roll) without protection, eventually going into torpor around 40 degrees(4 degrees C, All movement-related roll autofail on this point).
Skills:
Below-average xenobiology researcher
Average Scanner Analyzer(science)(mainly analyzing the data from hand scanner and shipboard sensor)
Above-average chemistry researcher
Average melee combatant
Below-average departmental commander
Good Field instrumental repairer
Above-average conversationist
Above-averagedly logical
Background: Hailing from a Ki'scri'caa frontier colony world, he started his career in science quite early as was his interest, so he has gotten used to working in rugged terrain. However, despite the opportunities right there on his birthworld, he was well aware of the outside universe and when he came of age, signed up for the CNF. Its been a couple of years since he graduated from the academy, so this is probably his second or third assignment.
Inventory:
Ki'scri'caa-sized Science Uniform with heating capability(worn, have a certain limit on how low temperature this can handle on GM's discretion.
--Heater battery(on back, small, can keep on functional for 36 hours without charge in room temperature, or 5 hours at 0 degree celsius, 43% left, 7/15 power unit)
Science scanner(in the upper right pocket, uniform, 99/100 use left before recharge, 5/5 power unit)
Access E-Pad(Connected to the main computer of Swiftwing, may work as all normal consoles aboard or interface equipments as long as you got the security clearance, No disadventage to -1 on usage beyond information access. 200 use left before recharge, 5/5 power unit, right lower hand)
Combadge(Worn on uniform, 97/100 use before charge, 1/1 power unit)
Location: Crew Lounge, Deck 4, CNS-15322 Swiftwing
Temporary Status:
Bad Mood(stat.disadv. to -1 on roll involving interaction with others)
Operations/Security:Flintus
Name:Flintus
Race: Human
Gender: Male
Age: 24
Rank: Lieutenant Junior Grade
Appearance: Tall and well built from heavy training. Has dark clean cut hair and green eyes.
Profession:Operations/Security
Assignment:Head of Security, CNS-15322 swiftwing
Special ability: Athletic(stat.adv. to +1 on strength and agility related roll on GM's discretion), Good with crew members(stat.adv. when interacting with crew of own ship).
Disadvantage: Inexperienced(Stat.disadv in experience-related rolls), Mistrusted by higher ranking officers(stat.disadv. on interaction with all higher ranked officer).
Skills:
Good Rifleman(covers all rifle type class 3 weapon)
Very good melee combatant
Small arms(covers all class 2 weapons)
Below-average security system operator(both for using and hacking)
Average Martial Artist
Average Departmental commander
Somehow(below-average) Streetwise
Very good Conversationist
Background: Having grown up in a lower-middle class family star ship command was not a likely option for Flint when he was growing up but like many other children he was raised on stories of the exploits of the heroes of Confederation Navy and he quickly set his sights. Flint doesn't often talk about how he managed to get into the academy or the inquiry that was ordered relating to it, but regardless there was not enough evidence to press charges, unfortunately Flint still carries this blemish on his report. Life in the academy was easy enough Flint had trained his body to peak athleticism and was a naturally talented shooter. The academic side provided more of a challenge but Flint worked hard and passed with an impressive record showing excellent talent in his martial skills and was placed on security.
Flint has served on one ship and his relatively lower class upbringing saw him get along very well with the other crew members. Of course the questionable way he was able to get into the academy in the first place saw tensions between him and his officers however nothing too drastic ever came to pass. And excellent repour with crew members as well as a heroic performance in one of only two instances of space combat saw Flint promoted and he was sent back to Earth ready for his new posting.
Inventory:
Standard Operations Uniform(worn, with a Lieutenant J.g.'s rank insignia on the shoulder)
Standard issue light security armor (worn, covers upper body, both arm, both leg, stat.disadv to -1 on damage rolls against you depending on what you're up against)
Composite Engineering Mk5 HEPPC pistol(Class 2, incapable of wide-beam and full auto)(worn, on belt in a holster)
--Energy cell(50 charges, 10/10 power unit)
--Flash(4 use before recharge, 2/2 power unit)
Action Belt(worn)
--2 Energy cells for Composite Engineering Mk5 HEPPC pistol(each 50 charges, 10/10 power unit)
--1 "Action Bar" Food bar
--Communicator(100 use before recharge, 10/10 power unit, +1 to communication attempt roll(if needed))
Location: Promenade, Earth Spacedock.
Temporary Status: None.
Operations/NavigationNimitz
Name: Nimitz
Race: Human
Gender: Male
Age: 24
Rank:Ensign
Appearance: He is of average height for a human, and has a slim build. He is bald, his skin tone is light and his eyes are of a serious brown color.
Profession: Operations/Navigation
Assignment: First helmsman, CNS-15322 Swiftwing
Advantage(s): Expert pilot(Can use Starship Maneuvering for Small craft maneuvering without penalty, and stat.adv. for Starship Maneuvering), Highly Social (prefers to know his crew personally and keep relations warm, fascinated with aliens.(+1 to rolls with interaction to crew, stat.adv. when dealing with Aliens.))
Disadvantage(s): Emotional (In the sense that if crew members are injured/KIA, or if they fail a critical objective, it will affect his performance and mood negatively. If stressed enough, counseling is recommended to ensure that he remains fit for duty(Penalty On GM's discretion, probably would be heavy to balance out the adventages)), Never attended Academy(-1 to -3 penalty on rolls about the knowledge of the Academy)
Skills:
Starship Maneuvering(Good helmsman)
Hyper-light Flight(Very good hyperspace navigator)
Stellar Cartography(Good Space Knowledgeman)
Below-average at Emergency Maneuvers
Trained(below-average) morale influencer(Morale Management)
Average Small Arms user (Can use all class 2 weapons)
Below-average Conversationist
Very(Good) Charming
Background: Nimitz was born on humanity's homeworld, Earth, in the nation known as United America. After attending college for a few years, he decided to enlist in the Confederate Navy. At first, the harsh, no-nonsense lifestyle of the military was a bit difficult for Nimitz to get used to, but as time went on, he began showing potential to be a fine helmsman. At the end of training, he was among the top graduates, and was commissioned as an Ensign. Nimitz's first tour of duty will be spent on-board Captain Batista's ship, and he can't wait to get started.
Inventory:
White shirt(worn)
--Space-ink Pen(upper pocket)
Blue jeans(worn)
--Combadge(in right pocket, 89/100 use before charge, 1/1 power unit)
Nimitz's Suit Case(right hand)
--Standard Operations Uniform(folded inside, with an ensign's rank insignia on the shoulder)
--Lightspeed Computer Technology Insta-Map(tm) 3000 Gold Edition (Can use this as a source of navigation information(Or just use shipboard computer instead), or just look up for something(may help with Stellar Cartography roll). 142/200 uses before recharge, 15/20 pwr unit)
Location: Promenade, Earth Spacedock.
Temporary Status:
Good Mood(stat.adv. to +1 on roll involving interaction with others(further stat.adv. cause of Emotional Disadv.))
Operations/Tactical:Para(Paranatural)
Very good social rolls
Name: Para
Race: Human
Gender: Male
Age: 26
Rank:[1]Ensign
Appearance: Tall, with a goatee and broad shoulders, green eyes. Fast with his hands. Dark hair.
Profession: Operations/Tactical
Assignment: First Tactical Officer, CNS-15322 Swiftwing
Special ability: Works well under pressure(I.E. Combat and other High-Stress Scenarios, statistical reduce to -1 effect on stress/pressure penalty)
Disadvantage: Arrogant(stat.disadv with all social rolls)
Skills:
[4]Targeting(Above average fire control officer)
[1+2(failguard)-stat.disadv(epic fail)]Command(Below average leader)(No penalty to -1 without specialization depending on situation)
[5]Tactical Planning(Good Tactican)
[1+2(failguard)-stat.disadv(epic fail)]Sensor Use(Trained(below average) sensorman)
[3+1(Good characterization)]Well(Above average) Knowledged about Spacecraft Design (Familiar with lots of different crafts and what they can and can't do and stuff, Can also use as spot weakness without penalty)
[6]Professional(Very good)Liar
[6]Professional(Very good)Comedian(Lots of use...use this skill with creativity)
Background: As a young boy he was always interested in spaceships, the way some kids are with other vehicles. He started taking classes as soon as he was able to learn to fly a spacecraft, and started his training in earnest. He really prefers to pilot smaller craft, but is used to taking charge of situations, so finds himself on his post on this ship.
Inventory:
Standard Operations Uniform(worn, with an ensign's rank insignia on the shoulder)
Combadge(worn on uniform, 97/100 use before charge, 1/1 power unit)
Starstream Entertainment Technology Combat Starship Simulator XVII 2415 edition(12/30 use bofore recharge, 4/10 power unit, hardly useful for training as an entertainment device, but still good as pass time when you can't get your hand on the real thing, left lower pocket, uniform)
Para's suit case(right hand, heavy)
--Various personal stuff including a variety of clothes, manuals, souvenirs and ship-in-a-bottles, roll if you want to take out an specific item, or just unpack it at your new personal quarter when you arrive.)
Travel ticket(CSS-79374 Yeti, Pacific class atmosphere-capable interplanetary heavy passenger transport, due to departure at 8:00AM 2421.6.28, destination to San Francisco Spaceport, Earth)
Location: Economic Class, CSS-79374 Yeti, Pacific class atmosphere-capable interplanetary heavy passenger transport, in space near Mars.
Temporary Status: None.
Swan-class light cruiser, produced from 2316 to 2340, first ship CNS-12434 Swan launched from Earth Navy Spaceyard at 2316.7
Launched from Utopia Planitia Staryard, Mars at 2325.11 and entered service at 2326.3
The Swiftwing is one of the first(and sadly, also one of the last) ship of Swan-class Light cruiser.
Equipped with top-of-the-line technology, facility and equipment at it's prime, Swan-class formed a large part of the effective defence force throughout the last century, and performed well in both the Second and Third War, and as a result, many ship of this class has been lost in battle.
Originally designed with a service lifespan of 80 years, Swan-class performed beyond all expections, and is certfied of an additional lifespan of 20 years(Actually mainly because of the Third War).
Now this class of ship is meeting its end even with its extended lifespan, and began to show all sort of problem with aging.
Record of Major event:
2325.11 Launched
2326.3 Entered Service
2331.4-2342.9 Second War, Damaged and salvaged 2 times at 2338.5, 2340.11
2350.6-9 Major refit
2372.6 Damaged and salvaged in skirmish along the Border
2400.2-2405.7 Third War, Major refit 2400.4-7, Damaged and salvaged at 2404.12
2421.6 End of the 19th assignment cycle
Equipments(Firing arcs and stats are mostly statistical, and for brand-new equipment(hint hint)):
Weapons:
2 Confederated Technology HEP8-MK3A-3 Triple mount HEPPC Array (1 on fore dorsal(Class 8, 160 power to fire each array in standard mode, arc Fore 270 degree, Dorsal 85 degree), 1 on mid ventral(Class 8, 160 power to fire each array in standard mode, arc Fore 200 degree, Aft 50 degree(blocked by hyper-light engine) below Ventral 30 degree(Omnidirectional above), Ventral 85 degree))
4 Confederated Technology HEP6-MK5C-2 Dual mount HEPPC Array (2 on Starboard Aft(Class 6, 70 power to fire each array in standard mode, arc Starboard 160 degree, Dorsal 75 degree, Ventral 55 degree), 2 on Port Aft(Class 6, 70 power to fire each array in standard mode, arc Port 160 degree, Dorsal 75 degree, Ventral 55 degree))
12 General Weaponery GWHEP5-MK2P HEPPC Cannon(6 on each broadside, incapable of wide-beam, standard beam, 20 power to fire each array in standard mode, arc(Port: Port 170 degree, Dorsal 95 degree, Ventral 90 degree. Starboard: Starboard 170 degree, Dorsal 95 degree, Ventral 90 degree))
2 Confederated Heavy Weaponery ATT-2C Antimatter torpedo tube (both on fore, 80 power to fire each, 80/80 Ammo: 60 Standard CHW-Mk2 Antimatter torpedo, 20 CHW-Mk2E EMP torpedo(Heavy damage to shield and have a good chance to fry some delicate systems, low structral damage), self-guided, arc Fore 30 degree, Dorsal/Ventral 15 degree)
Propulsions:
2 Dynamic Technology DI-FIMk4A Fusion Impulse Ion Drive (Sublight movement, aft, cruise .2c, max .5c, 50 power each engine each second each .1c, Generates 100 power per second normally, 150 maximum)
2 Confederated Hyper-light Type 6/A Mk3 Hyper-light Engine (Hyperlight Movement,starboard and port overboard connected with pylon swept below the main hull, cruise 6.0, max.cruise 7 max 8.5 for 12 hrs, 100 power each engine each second each factor, actual speed X^3 c(X is the factor).)
Dynamic Technology DI-RCS5A-Mk2 Reaction control system(Sublight manueverability, statistical)
Power Generation:
Confederated Hi-Energy Type 7 Mk2 M/AM Reactor(fuel for 3 years normal operation:100%, Normal output 1400 unit, Can be boosted to 2000 unit for 12 hours)
Defences:
Earth Industry Association Class 7 Mk6A Shield generator(1200 power to initialize, 300 power per second to stay up, each 80 additional power spent recharge shield for 1% on a side, defences are statistical)
Earth Industry Association Mk4C ECM/ECCM Suite (Statistical influence and enables ECM/ECCM related roll)
Earth Industry Association Mk3E Sensor Array (Stat. influence and enables sensor realted roll)
Other Systems:
Confederated Metallurgy Class II Titanium Alloy Hull (12 decks)
Confederated Metallurgy Class III Titanium Alloy Powered Ablative Armor(15cm thick, 40cm in crit. locations, up to 400 pwr/sec on Tactical and Engineering's discretion)
Confederated Technology Mk3C-CL Life Support Suite(for a light cruiser, includes atmos , lighting and heating(30pwr/sec), artificial gravity(50pwr/sec) and inertial dampening(100pwr/sec)
Battery Array (maximum output 500pwr/sec, Capacity 60000/60000 pwr)
Facility:
Old(Poor) Science Facility(stat.disadv. to -1 to science roll)
Old(Poor) Medical Facility(stat.disadv. to -1 to medical roll)
Old(Poor) Crew Facility(Some mess hall with half-functional synthesizers, Holodeck exists, but only one, and pretty old too(hint hint))(stat.disadv to crew morale)
3000 cubic meter, 3000 ton cargo space
Cargo:
Supply due to Cephid 17 III : 2000 ton, 1200 cubic meter
Ship supply: 1000 ton, 1000 cubic meter(3 year's worth)
Crew:
Generally trained, and of average capability and pretty green, some of them are pretty eager on seeing the Final Frontier, some are not.
Command: 7/8 +1(Batista) (Average, Green)
Science: 15/16 +1(Sxtan) (Average, Green)
Operations:
Engineering: 49/50 +1(Nirur Torir) (Average, Green)
Security: 24/25 +1(Flintus) (Average, Green)
Navigation: 4/5 +1(Nimitz) (Average, Green)
Tactical: 39/40 +1(Para) (Average, Green)
Medical: 19/20 +1(Faden) (Average, Green)
Passenger: 0/80
Total: 157/164 +7(Players)
Descriptive Map:
All decks are connected with turbolift on aft and fore section, with access tunnels and gangways dotting around, described from aft to fore,(otb) for Open to below.
Escape pod can be found throughout the ship
Deck 1(subdeck 1/5 length on aft): Captain's ready room, Conference room, Bridge
Deck 2(subdeck 1/3 length on aft): Officer's quarter(You will live there), Astrometic, Officer's lounge.
Deck 3: Crew quarter, Science lab, Medibay, Crew quarter, Forward Class 8 mount.
Deck 4: Science lab, Matter storage, Crew quarter, Crew Lounge, Mess Hall, Teleporter room, Forward Class 8 support mechanism.
Deck 5: Upper Sub-light Engine room(otb), Crew quarter, Holodeck, Upper Engineering(otb), Security, Crew quarters, Forward torpedo mount support mechanism.
Deck 6: Middle Sub-light Engine room(otb),Upper Engineering(otb),12 Class 5 mount and support, Torpedo Magazine(otb), Torpedo Tube.
Deck 7: Lower Sub-light Engine room, Upper Engineering(otb), Engineering misc machinery,Torpedo Magazine,Forward torpedo mount support mechanism.
Deck 8: Sub-light Engine Support machinery, Main Engineering(otb), Engineering misc machinery, Gym and Botanic garden.
Deck 9: Misc machinery and storage,Hyper-light Engine Pylon, Lower Engineering(otb),Misc machinery and storage.
Deck 10: Misc machinery and storage,Lower Engineering(otb),Main Cargo bay(otb).
Deck 11: Misc machinery and storage,Lower Engineering, Ventral Class 8 support mechanism,Main Cargo bay.
Deck 12(subdeck 1/2 length on aft): Main Shuttle Bay, Antimatter Storage,Ventral Class 8 mount.
Damages and Malfunctions(Known):
Malfunction/Malicious modification, One of the food synthesizer, Officer's lounge, Deck 2.
EDIT: Forgot to update positions
EDIT2: Forgot to add some vital places on map...it's getting a bit too bulky
EDIT3: Some mistake on Faden's skill descriptions
EDIT4: Added the Damage and Malfunctions list to the ship stat.
EDIT5: Implemented the effect of the changed initial setup of Sxtan(smjjames)
EDIT6: Added a few more stuff on the map to spice the ship up a little.