TRANSPORTING AND RETRIEVING AWAY TEAMS
To commence safely transporting an away team, several conditions must be met. First, the target vessel must be within transporter
range. Second, you must have a direct line-of-sight with a downed shield facing on the target ship. Third, you must have sufficient
sensor lock strength to determine the class of the target vessel. If these conditions are met, you may begin the transport.
Transport occurs in groups of five to fifteen marines, depending upon the number of transport facilities aboard the ship.Typically, the
larger ships have more transporter facilities and are thus capable of higher transfer rates. A single group of marines, be it one marine
or the maximum number possible per group, takes six seconds to transport. Your Transporter Chief will automatically lower the
necessary shield face on your ship to facilitate the beam out, and will raise it once the full away team has been dispatched. If for some
reason the transport cannot be completed, such as the target pulls out of range or blocks the transporter lock with an active shield,
the remaining members of the away team will stay on standby in the transporter room(s) and will resume transport as soon as
conditions permit. You may only beam an away team to a single target at a time, but you may have multiple away teams active
concurrently. Retrieving your away teams is similar to transporting them out, and all the same conditions apply.
TRANSPORTER LOCK AND ACCIDENTS
During combat, it behooves every starship captain to prevent his ship from being boarded. Failing in this, the only other recourse is to
make the task of transporting as risky and as dangerous as possible. This can be done by interfering with the transporter’s ability to
lock in on a safe transport destination. Many things factor into the quality of a transporter lock. First, damage to your sensors can
introduce imprecision into the transport lock. Second, ECM of any kind, be it ship generated or naturally occurring,can severely hamper
accurate transporting. Third, range to target is a major factor. Transport locks can be improved by closing range and by boosting power
to the transporters system.
In cases where the transporter lock is less than one hundred percent, transporter operations may still be initiated but at some risk. For
each group of marines being transported, some may not rematerialise, be reassembled improperly, or materialise inside of another
object. It is up to you as the captain to determine if the benefits are worth it.
MEDICAL / SICKBAY
Crew casualties occur when the hull of your starship is damaged, or when enemy marines
board your ship, or if radiation penetrates the shields. These injured crewmembers are
classified in one of four conditions. In order from best to worse these classifications are:
active duty, wounded,critical, and dead. As the condition of injured crew changes they move
from their current classification to the next, degrading crew conditions shift down the list
towards dead. Healing crew shift up the list towards active duty. Thus, a critical crew
casualty will die if his condition worsens or shift to wounded status if he heals.
In order to save as many of their lives as possible and return them to active duty, power must
be allocated to the medical facilities in the ship’s sickbay.Activating sickbay power stabilises
the injured and enables the wounded and critical crew to heal. However, even in this age of
scientific and technological wonders, dead is dead. Sickbay power may be set to any one of
three status levels; Standby, Alert, and Emergency. Each level draws a larger amount of
power than the previous level but offers significant increases in healing rates. Standby is the basic setting, requiring the least amount
of power and healing crew at a modest rate. Alert requires significantly more power,but offers three times the healing rate of Standby.
Emergency is the most costly setting, but grants the greatest benefits. Emergency offers five times the healing rate of Standby. If
sickbay is not powered for some reason, it is destroyed, off-line, or simply shutdown,the condition of injured crew will gradually worsen
until all of the injured are dead.
CREW
It is often difficult to consider a starship’s crew as a system. Over time,they become your brothers, comrades who fight glorious battles
with you and bleed on the same distant battlefields as you. But, in the end, they are merely a resource to be used by the captain to
accomplish the goals of the Empire. They join the Imperial Navy to serve and die for the greater whole. While they are expendable, they
are nonetheless integral to the smooth operation of your vessel.
Starships are designed to operate best with a full complement of crew. A full crew is said to be at a staffing level of 100%.As casualties
occur, this staffing level is reduced, which has negative impacts on sensor and ECM operations, the effectiveness of the internal
security system, the tractor beam and transporter systems, shield reinforcement levels, and weapons recharge rates. Though these
systems are noticeably affected, by far the most serious affect of crew casualties is the reduction in your ship’s repair rate. (See
DAMAGE CONTROL for more information.)
As your crew completes missions, those who survive gain experience. The more crew that survives a mission, the higher the overall
experience level increases. This can and often does allow your ship to perform somewhat above its normal specifications. The items
that benefit from an experienced crew are the same systems and functions that suffer from crew losses; sensors, ECM, security,tractor
beam, transporters, shield reinforcement, weapons charge rates, and damage repair rates.
25