Space Station Asgard
| Asgard Station | |
An originally mismatched group of pilots assembled to fight against the Aerogator menace, Asgard has become a well trained and efficient army devoted to stopping the terror of Wilhelm and the Testaments. Asgard must play the balance of power and responsibility while doing everything they can to save the various worlds from the predations of whoever would invade them.
Recently, it was revealed that the funding and technology for the Asgard station have been provided by Klein Sandman and Banjou Haran.
Asgard Station Overview:
Asgard is a space station floating in the Lagrange points over the Earth. It's far enough away from the planet to keep it out of the way of attacks and to keep from being noticed too often when they engage in home turf battles. It's a battle station and primarily a docking station for ships and mecha used by it's pilot staff.
The station is divided in five main decks. Mecha; Systems; Utilities; Crew; Command.
All machines are located in the primary hangar, right next to the launching docks. The secondary hangar is in the opposite side of the station and is mostly used as a storage depot for spare parts and the Virgo II Mobile Dolls, but can be converted into the main hangar at a moment's notice. The factory block has direct rail-way to both hangars for parts and Virgo launch.
Tactical:
Command Center: Primary command center of the Asgard Station. A dozen command posts for on-base staff with several monitors, strategy engines and communications equipment. This room also serves as the primary monitor station of the Asgard station, with all ODIN information being sent through here. Special strategy centers have been added recently for Zero and Sumeragi Li Noriega. Also known as the Bridge due to the high number of Ship Captains.
- War Room: A meeting room for all command staff where strategies and plans are discussed with each other, located adjacent to the bridge. All command staff are required to meet in the war room when the meetings are called, and to make contact with the others if unable to attend for whatever reason. Zechs and Zero are required to take off their masks in the war room.
Command Staff Offices: Each of the Asgardian Command Staff and VIP have their own offices, all of them being near and around the command Center
- Bright Noah's Office: Description Pending.
- Char Aznable's Office: Description Pending.
- Jamil Neate's Office: A replica of his office aboard the Freeden. Books and war mementos abound accross the board, and over the room, as well as various other documents, all on Newtypes and/or people with advanced Spatial Awareness. There is also a picture on the desk of a beautiful woman.
- Murrue Ramius's Office: Murrue's Office is well-organized. She has never lost her interest in engineering, and is still involved in the development of upgrades for the Archangel and the mobile suits under her command; as a result, her bookshelves are loaded with binders filled with technical data.
- Sumeragi Li Noriega's Office: Description Pending.
- Teletha Testarossa's Office: Description Pending.
- Zero's Office: A classically decorated office with the Black Knight sigil on the front door and back wall. Chess paraphenelia decorates the entire room, as well as an ornate chessboard on the main desk. A spare cape and mask fit a mannequin in the back of the room, and a single picture is on the desk. There are two chairs on Zero's side of the desk and three more around the room proper.
Secondary Command Room: A more armoured, less compex command staff, with 10 straight command stations and an ODIN feed. This is the station commanders are supposed to go to when the station is breached or heavily damaged, or seized. This command station overrides all bridge operations.
Living Quarters:
Command Staff: The Command Staff's living quarters have a direct command terminal in case of an emergency meeting while they're indisposed, as there is no reason for command staff to shirk their duty and responsibilities to the station.
- Bright Noah's Living Quarters: Description Pending.
- Char Aznable's Living Quarters: Description Pending.
- Jamil Neate's Living Quarters: The room has a notable liquor cabinet and various pictures on the desk. This room is made for more relaxing and social situations than having a 'homey' feel.
- Murrue Ramius's Living Quarters: Murrue's quarters are lightly decorated and is loaded with photos of friends old and new, and crew members alive and dead.
- Sumeragi Li Noriega's Living Quarters: Description Pending.
- Teletha Testarossa's Living Quarters: Description Pending.
- Zero's Living Quarters: A large room with several bookcases and a two-level floor, with modern version of Britannian royal decorations. There are no pictures or portraits in the room, but comfortable rounded couches in the lower level, which can be used for discussion and strategy.
VIP Section: All VIP living quarters are larger, spacious living rooms, enough space to add things like a bookcase or liquor cabinets, a study area, and a separate bedroom and washroom with extra ameneties.
- Cagalli Yula Attha's Living Quarters: Description Pending.
- Dianna Soreil's Living Quarters: Description Pending.
- Kaname Chidori's Living Quarters: Description Pending.
- Lacus Clyne's Living Quarters: Description Pending.
- Relena Darian's Living Quarters: Description Pending.
Pilots Quarters: The pilots quarters are standard for the rest of the station. There is a slide in bed station in a closet space, next to the two closets (Regular clothes and Flightsuit closet), in a separated 'room' sction and a fully functional bathroom with personal shower. There is a small 'living' room with a test, computer station, utility couch and entertainment center with space to add your own additions (Video games, and the like).
Maintenance Staff Quarters: The Maintenance Staff has quarters on the same deck as the pilots, but in another area, since their shifts and the pilots' tend to not overlap. They have the same basic rooms as the pilots, though many of them have shared rooms, for split shift duties.
Services:
Command Staff Lounge: The Command staff's rest area. It has couches and other creature comforts, and a very small bar. The command staff is not forbidden to meet in the pilots' lounge, but this area is for when they need to have meetings in a more relaxed area.
Pilot's Lounge: The largest lounge area of the station. A multi-section rest area, with a full bar for the adults and a section for the younger pilots, as well as a mixed mingling area, with booths, tables and light music. All ammenities in bars are available in different areas, such as kareoke, both in booths and public, pool room, arcade, and dance floor. There's also multimedia stations for those who want to view a movie in a group or play video games in high-end comfort.
Maintenance Staff Lounge: Similar but less varied than the pilot's lounge, the maintenance staff lounge has similar bar and kareoke stations, as well as a children's play area, for staff members with families. (None of them do). The off-duty staff meets here regularily.
Cafeteria: Spanning two decks, the cafeteria is a very spacious, all-personel meeting area. While there are breakfast, lunch and dinner servings every day, most people can and do go in at all hours, though pilots ARE expected to eat three times a day to keep up their fighting strengths. There is cafeteria staff open at all hours, and there is a kitchen in the back, though food variety varries by time of day, sandwiches and coffee are always available for obvious reason. Crew capable of cooking is welcome and encouraged to help out in the kitchen, but all must obey the chef or risk being banned from the kitchen.
Physical Training Center:
Gymnasium: Fully equipped gym with muscle and weight training state of the art equipment, as well as older models like barbells. Another section is for cardio-vascular training, with treadmills and stationary bicycles. It's a large area.
- Locker Rooms: For the obvious reasons. Complete with showers. Separated men/women.
- Sauna/Hot Spring: Linked to the showers, there is a sauna and a hot spring, separated for men and women.
- Combat Training Area: A 'dojo', complete with mats and a ring, hard floors, and practice weapons, for pilots who practice more archaic styles of combat, or simply want to learn self-defense or CQC. All styles are tended to, and the area is large enough that people can train or spar without getting in each other's ways.
- Sports Field: A VERY large 'outdoor' area, like a school's various fields, which can be converted relatively quickly from a football field to a soccer field, and a baseball diamond, basketball court, lacrosse field.. etc. Around the sports field is a large track for running and cardio.
Shooting Gallery: Fully equipped shooting gallery with standard issue pistols (GLOCK-like, modified for space, made for combat in all environments.) Basic training isn't standard, so one must get an experienced shooter to show them, but targets and situations (hostages, cover, etc) are provided for.
Pool: Olympic-size swimming pool.
- Ice-Skating Rink: The pool can be frozen over for this, but only on special request.
Arboretum: Another 'outdoor' area, where plants, trees, a forest trail and a fairly large pond are located. It's adapted to have benches and water fountains for joggers or people having a day in the park, or picnics. This area is labeled as a station oxygen generator, and it serves as a back up in case the algea oxygenator tanks are disabled for any reason. There were more woodland creatures in the forest, but their tendency to leave the area when left unchecked had been a small problem, until Gai's small cat and Arthur were introduced to the station. Now they stay in there and dread the arrival of either of those.
Medical Bay: A fully equipped medical section, in the center area of the Utilities deck, for maximum protection. The medical bay contains an ER which also doubles as an ICU, a common room for less injured patients, and about 10 hospital rooms for those with extended stays. There is also a surgical sector with three rooms, a pharmacy and a medical laboratory (called the medlab) in the rather rare but possible case of toxic shock or chemical attacks. A staff of several doctors and nurses deals with any injury with top of the line medical equipment. The recent arrival of Celestial Being has brought their medical recuperation pods, which greatly accelerate any healing once the primary repairs are completed, and has been a boon to get pilots back to fighting shape. The pharmacy has made an issue of stocking gauze bandages in it's own depot with the label 'Super Robot Pilot Injuries'. All the gauze is tailored to be made into a head bandage.
Science Division: A series of labs located opposite the medical area, as some people need to work with both, expanded to accomodate all types of new and amazing technologies from various crew members and allied worlds. There is a chemical, radiation and energy, and even basic mechanical sector, as well as various other rooms made for analysis, theory and reverse engineering. One of the rooms is left to doctor Shikishima for his continued development of insanely dangerous weapons. One sector was dedicated entirely to the EVAs, but with Dr. Akagi's recent revelations, the sector is no longer considered private and others are often seen there to keep an eye on her, most notably Hayato Jin.
Class Rooms: A series of class and/or activities room for those pilots who can always benefit from more education, or will need it after this war is done. There aren't many rooms dedicated to this, but there is one for arts and crafts, a science lab which doubles as a biology and chemistry section, and some basic classroom amenities in the others. Attendance is mandatory for those without a degree, and those with one are still encouraged to further their knowledge. Advanced learning is available but one needs make the request specifically, preferably with a group.
AXIS: Asuka's Club. Organized like a school club room with tables, chairs and computers for the students to hang out together and relax. The main goal of this club has been to help integrate pilots into working together, which has worked for the most part.
Military:
Breifing Rooms (A-H): Very simply, breifing rooms. Auditorium shaped and with desk-borne monitors to display additional data during a breifing if the pilot needs it. All 8 rooms are the same. The reason there are so many is because of maintenance and staff also being briefed for other reasons at times, and in case more than one attack/response strategy has to be handled.
Security: Security consoles are located through the station, each monitoring sectors of the base, with main security rooms with guards and soldiers ready for deployment located on each deck. Security forces are equiped with light body armour and standard issue weaponry.
- Detainment Center - The Brig: An austere and unpleasant area, the brig is where prisoners of war or unruly crewmembers are sent. The Getter team members have their own room in there due to their preponderance for fighting each other, and Gou Ichimonji's name is listed on the cell's door due to his often breaking the sims in frustration. The rooms have a washroom, bunk beds, a sink and nothing else. Pilots are allowed to visit but security must always be present.
Weapons Rooms: One main room on each deck contains weapons in case of infantry missions and station defense. Only ranked staff has access to the weapons room, and is charged with dispensing weapons to the capable and according to skill. Asgard Station has it's list of weapons (see the Asgard Firearms page), though some people have their own personalised equipment and are allowed to keep it.
- Weapons Maintenance Area: Adjacent to the weapons rooms, a fully functional weapons maintenance room are open to the public, due to various pilots having their own weapons. Kabuto Koji's room is off limits to most people due to the technology there being different from most other's.
Simulator Pods: An unavoidable sector and the primary pilot meeting hub. Small rooms like kareoke booths are lined against a wall on both sides of a corridor, each linked to a simulator program which lets pilots use their machines without risking damage to them. The pod itself changes control setup based on the various models and technologies of the robot in question, and has vibration and impact simulations in case the pilot gets hit or shot down, obviously to a limited degree. There is also a main control room, installed originally to watch, but with the arrival of Zero and Sumeragi li Noriega, has had a strategy engine added for mass scale battle simulations, complete with pilot and machine data. EVAs, the Dann of Thursday and various other mecha have to be outwardly linked to the pods to function properly.
Primary Hangar: An incredibly large parts, repair and berthing depot used for maintenance and modifications by the various station mechanics, the hangar is mostly the location of every robot in Asgard, organized by type and size and usage. All machinery is scaled to be able to work on the robots and ships, and can be stored back into the inner walls of the hangar in case of breach or accident. Many pilots use this as a gathering point to watch work being done on their robots, or help with modifications and system upgrades.
- Ship Docking Area: A large section which can be moved from the hangar to the launch bay by exterior railings, this is the primary docking point of the Asgard station. This is, by definition, located on the outer rim of the hangar, but all machines can access them with the captain's permission.
- Sleipnir Docking Area: Asgard issue Jumpships are stationed in the Hangar at all times, and are rolled out to the launch bay via interior railing when it's time to launch. All of them require regular maintenance, like many other ships, as they are simply used to jump and not for extended stays or war scenarios.
- Mobile Suit Berth: Gundams and other MS are arranged here, taking up the highest number of standard sized berths in the station. Machinery scaled to MS sized (12-25m) are usually around this area. Notably, the Arm Slaves and Mazingers are also near the MS berths for the reason of their sizes.
- EVA Cages: Specialty storage tanks for the Evangelions with entry plug access and deployment capabilities, the EVA sector occupies a very large and noticeable place in the hangar, because of the ability of Asgard to seal them up in a rapidly solidifying liquid if the case arises, and limited access to power cables before entering the launch station.
- Large Unit Berth: Larger units (30-90m) are stored in the other side of the hangar from the EVAs, both for security reasons and for ease of access by all technical staff. The machinery there is scaled to their level
- Massive Unit Sector: All other machines of larger scale (100m+) are in this section of the hangar. Most machines do not attain this height, and are kept here as close to the ships as possible, both for station protection and for scaled equipment. Many of them, whenever possible, wouldbe equipped with Jump technology so they do not take up a whole ship on their own, or made to ride the hull of the transport ship.
- Jet/Get Machine Sector/Launch Access: Variable Fighters and Get Machines, more Jet-like vehicles are rolled into the sector like a jet hangar due to their different setup. Getter Robo is only rarely kept in full form and the Valkyries are made to be maintained in any form. Both of them, however, have direct access to a ramp which leads them to the launch area. VFs and jets can roll towards the launch bay from here, and the Get Machines can be lifted into their own launch ramps.
Secondary Hangar: Located on the opposite side of the station from the primary hangar, this hangar is used for parts storage and specialty work, but can be converted relatively fast to the primary hangar if it were damaged, and be used safely. Due to more limited access, security in this hangar is more vigilant, as no one but the mechanics have access to it, making this less of a gathering point than the first.
- Ship Docking Area: Similar to the one in the primary hangar, this is where the main repair stations and adaptation processes are done, to enable new ships to use the Jump technology and a communications with access to ODIN.
- Virgo II Deployment and Storage Deck: Primary location of all functional Virgo II defense system units. Those left unlaunched are stored here near the Launch Bay access to be sent out ASAP in case of base attack.
Launch Deck: Located on the outer rim of the station, to the halfway point between both hangars, the launch deck is where robots move to via direct access railings, to the ships or to launch directly outside. Robots not in need of maintenance are kept in the inner launch deck for quick deployment in case of enemy attack, and most ships, once properly maintained, are kept here as well. There are manual access airlocks in case of trouble or power loss located near the docking stations. All berths in the hangar are replicated here, with the exception of the EVA cages, which are replaced by specialized launch catapults for them.
- Locker Rooms: Pilot Locker rooms to rapidly change into their flight suits in case of emergency deployment. Men/Women separations.
- Ship Access Umbilicals/Ship Docking Interfaces: Crew and robots board the ships through these.
- Drydock Bays: Where ships ready for launch are stationned when awaiting departure. This area is rather well protected from direct attack, due to outer armour and area defenses.
- Electromagnetic/Gravatic Mecha Launch Catapults: For instant deployment, robots can step into the catapult, input their ID, and launch with scaled deployment immediately in case of attack.
- Hangar Access: The transport of robots to the ships mostly occurs here. Some machines can board ships from the hangar and ride the exterior rails for when they move to the drydock station's second level.
- Materials Loading/Unloading Conveyor: Linked from the hangars and fabrication systems.
- Emergency Medical Station: For use when pilots are injured and need immediate medical attention, for stabilization purposes before moving them to the ER.
Technical:
Factory Block: The main parts and machinery processing sector of the Asgard station. Large machine assembly lines are located here, mostly computerized, which are made to build replacement parts or adapt existing parts to new technology. This is one of the more dangerous parts of the entire station due to the noise and sheer size of the machinery systems in this place.
- Nanite Erosion Bath: For stripping burnt off parts and smoothing out minor damages, leaving the machinery intact.
- Virgo II Assembly Line: Virgos are built here and then immediately deployed to the secondary hangar
- Organic Raw Materials Growth Vats: Used especially for EVAs.
- Computer Controlled Milling and Cutting machines.
- Automated Forge.
- 3 Dimensional Metals and Composite Printer.
- Multi-Material Recycling Processors.
- Expendable compounds synthesizer.
- Heavy Assembly Racks.
Terminal Access Rooms (Alpha to Omega): Computer banks and databases which are used by the station to store and process the information accessible by their PDA. Pilots and staff has access to these rooms in limited quantity. Most information here is encrypted and classified, making it very difficult for anything to be used.
Oxygenation Tanks: Algea tanks located at specific points, the station oxygenates by pumping air through a series of algae tanks, in which the algae scrub out a long list of noxious gas byproducts of both biological and mechanical processes (particularly carbon dioxide, carbon monoxide, and hydrogen sulfide), producing clean oxygen as well as other useful secondary bioproducts.
Elevators: A dozen central elevators and various other border ones (with exterior view) are available within ten minutes of any room in the station, which lead to the various decks. There also freight and supply elevators in the less accessible areas (Factory, storage depot, kitchen supplies, etc).
Power Room: The Main power room is located in the bottom of the station so it can be jettisoned in case of a massive overload. The primary power system of the station is a powerful solar furnace with self-regenerating capacities (Due to nanomachines and constant solar exposure), with a direct backup of a gravity engine, perfected well beyond that of the Earth Federation's Black Hole Engine. However, the Gravity engine is not easy to be near, so has to be used sparringly.
- Extra Power Stations: The station has backup generators to keep life support and other utilities (such as elevators and lighting) up during power failiures. These are located on each deck. For every station taken out during a conflict less power is alloted to lighting and extra systems, leaving only the launch bay doors and elevators functional with minimal lighting.
Deck Layout:
Command Deck:
- Command Center.
- Secondary Command Center.
- Command Staff Lounge.
- Command Staff and VIP Living Quarters.
- Cafeteria Access.
- Terminal Access Alpha-Zeta
- Backup Power Stations.
- Security Offices.
- Main Security Office.
Crew Deck:
- Pilot Living Quarters.
- Staff Living Quarters.
- Cafeteria (Main).
- Pilot's Lounge.
- Staff's Lounge.
- Backup Power Stations.
- Terminal Access Eta-Mu
- Security Offices.
Utilities:
- Physical Training Center.
- Simulators.
- Medical Bay.
- Science Division.
- Arbortum/Park Area.
- Class Rooms.
- AXIS.
- Backup Power Stations.
- Terminal Access Nu-Sigma
- Security Office.
- Detainment Center.
Mecha:
- Primary Hangar.
- Secondary Hangar.
- Launch Deck.
- Factory Block.
- Backup Power Stations.
- Terminal Access Tau-Omega
- Security Office.
Systems:
- Oxygenation Systems (Access through the station)
- Elevator Maintenance and Control.
- Power Plant (Access located through the station)
- Water and power access tunnels. (Located through the station)
Station Template
Asgard Space Station
- Design: Nova-Storm.
- Power Plant: Solar Furnace and Gravitic Generator.
- Energy Capacity: Near Ideon-like
- Operational Lifetime: Pretty much forever.
- Range: Not very.
- Height: 5km
- Weight: Several thousand. Tons.
- Maximum Speed: It's a Colony Station.
- Maximum Ceiling: None.
- Maximum Water Depth: None. Built to withstand more than 1 atmospheres.
- Armor: Zol Orhialcon.
- Unit Mobility: Ground - 0 / Air - 0 / Water - 0 / Space - 1 (Range 1-5, lowest to highest)
- Pilot Compartment: Several dozen manned posts.
- Flight System: None really.
Weapons Systems
Thor's Hammer
- Type: Mega Beam Cannon.
- Range: Very Long
- Damage: Twin Buster Rifle-like.
- Energy Cost: Heavy.
- Side effects: Potentially death of target?
Heimdall Sword
- Type: Mega Beam Cannon.
- Range: Medium
- Damage: Sweeping Beam Laser.
- Energy Cost: Medium.
- Side effects: Follows Target on a linear pattern.
Gungnir
- Type: Fire Linked Anti-ship Beam Batteries.
- Range: Long
- Damage: Multiple, single or multi target fire turrets. Mediocre damage on it's own, battleship-level damage if most hit.
- Energy Cost: Heavy.
- Side effects: Less damaging the more it spreads out, except against battleships.
Hunir
- Type: Missile Battery.
- Range: Medium
- Damage: Macross Micromissile Swarm.
- Energy Cost: Low.
- Side effects: Homing missiles.
Munir
- Type: Laser Battery.
- Range: Medium
- Damage: Homing Lasers. The ZoE kind, not the GunBuster kind.
- Energy Cost: Low.
- Side effects: Homing Lasers. Meant to be used in conjunction with the Hunir missile defense shield.
Balder's Gate
- Type: Energy Barrier.
- Range: Short
- Damage: None, unless an enemy flies right into it full force. In which case, beam saber-like.
- Energy Cost: Medium, but constant.
- Side effects: Protects from energy weapon attacks of all kinds.
Less effective against physical attacks, but acts as a constant Beam-saber intensity barrier.
Omni-Dimensional Interuniversal Notifier. (ODIN)
- Type: Scanning System from accross dimensional barriers.
- Range: Limitless.
- Damage: None.
- Energy Cost: Low, but constant.
- Side effects: Allows you to see time. So Lalah is happy.