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SEV Torch is a Baystation12 map, alongside the NSS Exodus, and is the newer of the two.
Designed and built at the Hermes Naval Shipyard and Orbital Drydock, the Mako-Class corvette SFV Arrow was commissioned on August 25, 2543. After a mundane ten years of service patrolling shipping lanes in the core systems, the Arrow’s reactor was shut down and she was mothballed due to the underwhelming performance of the Mako-Class.
Since the discovery of the Phoron Star, Erebus, in the frontier system of Nyx, there has been renewed interest in Phoron research and deep space exploration. In 2556, following debate spearheaded by NanoTrasen’s representative in the Colonial Assembly, SolGov approved the creation of a deep space exploration mission. Many parties were involved in the planning of this mission, both from the government sector and the corporate world. Eventually, a general plan was agreed upon and approved, and the Torch Project was born. A decommissioned SolGov Defense Vessel would serve as the foundation for a prototype exploration ship to send out into the darkness, and the once obsolete SolGov Expeditionary Corps would crew the vessel. Due to the insistence of NanoTrasen, one of the largest funding members of the Project, NT research and mining specialists would be taken aboard as passengers along with their own support staff.
The Arrow was selected from the fleet of inactive vessels, removed from storage, and moved to the Shiva Fleet Yards in orbit around Mars. Along with losing its name and designation, the Arrow was stripped almost to the bulkheads, and rebuilt from the plating up with some of the most advanced technology available. The Free Trade Union, who provided the labor and materials for the refit, began work on upgrading the existing communication and life support equipment. NanoTrasen, the primary sponsor for the expedition installed a new Supermatter Engine to replace the old Fusion Reactor, an integrated Artificial Intelligence, as well as building and equipping a research section aboard the vessel. The Skrell corporation Krri'gli, in exchange for priority access to the expedition’s findings, provided the project with a prototype Bluespace Drive. This drive was capable of sending a ship further, faster, than had ever been possible before, this was the engine the expedition would ride into deep space. The Arrow’s missile pods were removed, and replaced with jury-rigged isolation chambers, namely for Xenobiology and Virology, and her Bluespace Artillery Cannon was disconnected and unloaded, however it remained connected to the superstructure. The hangar deck was expanded, and equipped with facilities for mining and away missions, as well as long ranged resupply. Finally completed in 2559, on schedule and slightly under cost, the new vessel was brought online, and christened the Sol Expeditionary Vessel Torch.
Now ready for its mission, the SEV Torch needed a crew. The SolGov Expeditionary Corps, once almost non-existent following the rise of corporate exploration, has been transformed.Long tasked with making contact with undiscovered sapients, looking for new sources of Phoron, and exploring parts of space no human has visited, the Expeditionary Corps has received a much needed boost in funding and resources alongside the Torch Project. In order to crew and support the Torch, the Corps has needed to vastly increase its numbers. Frequently lambasted as a dangerous waste of money and effort by media figures and pundits, popular opinion against the expedition has taken a turn downwards since construction finished, and finding crew willing to take such a risk personally has been challenging. To combat this, the Expeditionary Corps has been taking volunteers from all parts of SolGov, from the Defense Forces to the Postal Service, as well as average SolGov citizens. Additionally, by special order of the Secretary-General, any human wishing to be considered for the project may temporarily renounce their colonial or corporate citizenship and serve in the Expeditionary Corps. Those selected to be crew will be granted a provisional rank if they don't already have one, and depending on their skills be assigned to a department. While, Command, Engineering, Medical, Security, and Service will be staffed by a traditional crew, NanoTrasen passengers will run all research and mining operations, alongside their own support staff, led by an NT Research Director. Both SolGov and NanoTrasen will have their own representatives aboard, ensuring the SolGov charter is upheld, and corporate interests are appropriately represented respectively. Scheduled to launch some time in 2560, the SEV Torch will make history with every jump.
More about the vessel's history can be found on the Forums.
Main Article: Torch Job Guide
Useful Guide: How To Sol Gov Guide
Since the vessel will be crewed mostly by military and government personnel, a How To Sol Gov Guide has been created for players to get used to the new environment, and what is expected of playing a member of the uniformed services. For those wanting to jump right into the action, if you've seen Star Trek, you have a general idea of how things will work.
Most departments have a head, a deputy, three or four general laborers, and two specialists. Research has twice as many slots as most departments. People rotate as needed out of cryostorage. With SolGov explorers, military personnel, and NanoTrasen employees working alongside one another, things can be a little confusing. As a rule, you should listen to any head of staff, and anyone who outranks you. Crew do NOT outrank civilian employees, but can give them orders in an emergency. To avoid any confusion, ranks will be listed at the bottom of the military guide.
Crew members can select their branch of service, rank, and uniform from the character creation screen. Be sure the uniform you pick from the loadout is the uniform of your branch.
Departments are smaller and more interconnected than on Exodus, with more general access instead of individual jobs. The hull is symmetrical, including windows and airlocks, where feasible. Each deck has multiple means of transferring between Zs, including ladders, stars, and teleporters. Every deck has its own substation for power and telecomms.
There is no transfer shuttle, or escape shuttle. The round either ends with a "bluespace jump" to the next navigation point, or with the launching of the emergency escape pods. The pods take less time to leave, however abandoning ship leaves you isolated, and likely to spend the rest of your days in uncharted space.
Composed of the fore-facing bridge, as well as offices for the head of staff, and a landing area for the SEV Aquila, this "deck" only covers half of the top of the hull. This deck has no ladderwell or teleporter, but contains an auxiliary EVA storage area, and a well-stocked safe room for use by command staff. Past the landing area sits the AI Core, isolated on the outside of the hull, and protected by rings of reinforced walls and turrets. The remaining space on the hull is occupied with a large solar array, taking advantage of the open area.
First Deck - main operations
Foremost on this deck is the emergency armory, used in any eventuality that requires equipping the crew. The emergency armory is built with the entire crew in mind, and is not just a toybox for security, and contains general emergency gear alongside weapons. The weapons and armor within are meant to be distributed to capable members of the crew in case of attack.
Also in the fore section is the captain's mess, and the secondary Security Officer. Amidships is the auxiliary crew section, this includes auxiliary cryogenic storage, a locker room, and additional escape pods. The Infirmary and the Research Wing make up the aft portion of the first deck. Both have storage areas that extend down to the maintenance deck. The Counselor has an office connected to the Infirmary and Chapel. An entry checkpoint to the Research Wing, manned by a corporate security guard, controls access to the labs.
Second deck - engineering
More like deck 1.5. This deck was designed as a maintenance space, with about 3/4 the headroom as the main decks. Dark, cramped, and unused for the most part other than power and air. The primary features of this deck are Engineering, Atmospherics, and the AI Core. Also present is the custodial closet, multiple storage rooms for different departments, auxiliary docking, the drone fabrication nest, disposals, the incinerator, backup escape pods, Z level utility connections, and multiple sealed rooms that are no longer used. Light is scarce, and there are no mapped in light tubes outside of atmos and the engine room, so bring a flashlight.
Third deck - habitation, utility, and security
Foremost is EVA, including a wide variety of suits and equipment. Telecomms is nestled into the fore starboard bubble. The AI Upload is right next to the stairs. Amidships is the crew section, this includes cryogenic storage, bunk rooms, crew storage, the holodeck, the mess hall, galley, hydroponics, and a lounge. Hydroponics is public, so crew and cook can grow on their own. There is no arrivals shuttle or gateway, as all crew enter and exit the round through cryostorage. The Security Wing takes up the aft section of this deck, and includes a smaller armory for security, largely gear for dealing with problems with the crew or passengers. The Brig Officer's desk is central, and can see almost everything. The firing range is public to allow the crew to practice their shooting. This deck has a good deal of maintenance areas, including an un-refitted missile pod that's been unloaded, and a panic room for a few members of the crew or passengers to shelter in case of an emergency. The aft-most portion of the third deck is mostly maintenance and storage, but also contains the highly important bluespace drive.
Fourth Deck - hangar deck and docking
The fore section of this deck is limited to storage, shuttle docking areas, and the main docking port. Probably will never be an opportunity for the Torch to dock with a larger structure, but just in case, it’s there. This docking port also has the SCG flag displayed in it, for the fluff reason of boarding traditions. The middle section is largely taken up by the four primary escape pods. At the end of each pod arm is a docking connection for shuttles. A security checkpoint and several storage areas surround the evac area. Supply and Expedition Prep are on either side of the main hallway, with ladders up to storage areas in maintenance. Expedition Prep also contains EVA storage area for the Passengers. The hangar deck contains three vessels: an automatic supply drone that bluespaces back to civilization, and then jumps back to deliver supplies, and two smaller shuttles that will be detailed in their own sections. All shuttles leave the bay through a hatch on the bottom, and will leave plating behind, not space. Off to the side of the Hangar Deck, there is a small a processing area for minerals. Attached to the aft of the hangar deck is the docking port for Research's mobile laboratory.
The main shuttle for transport to and from the Torch is a Blackstone Foundry DH-6 Multi-Purpose Transport, dubbed the Charon.
It’s capable of atmospheric entry, and is equipped with a small bluespace drive.
It is used for mining, salvage, and exploration operations while the expedition is underway.
It has a maximum sustainable crew of eight, however can hold more for a short duration.
The General Utility Pod, or as it is affectionately called by the crew, the Guppy, is a small orbit to orbit spacecraft.
It is short range, and only capable of short range transit in space.
It’s a backup craft for any mining or salvage operations in vacuum, or can be used for operations in space while the Calypso is planetside or unavailable.
Essentially a laboratory with engines bolted on, the Petrov is a mobile laboratory that gets power and atmospherics from a parasite connection with the Torch.
It is designed to detach and fly a short distance from the main craft, in order to research dangerous materials in relative safety.
It cannot be used for sustained spaceflight, and is limited to sublight speeds.
It is only accessible by research personnel, and has a security checkpoint for when it needs to be secured.
A PM 24 "Flare", the Aquila is configured as a general-use transport and scout craft, for use by the SolGov crew of the SEV Torch.
Capable of search and rescue missions, as well as tactical and transport missions, the Aquila can only be launched with the authorization of the CO or acting CO.
It has a maximum crew complement of six, and can hold an additional ten passengers.
It is capable of both orbital and space-based operations, and is equipped with two laser cannons.