8.0 MEDICAL SYSTEMS
Sickbay: There is one large sickbay facility located on Deck 4, equipped with two treatment wards, an intensive-care unit, a nursery, two surgical suites, a null-grav therapy ward, a biohazard isolation unit, a medical laboratory, a morgue/stasis containment unit, and a dental care office. Also pursuant to new Starfleet Medical Protocols, the sickbay is equipped with holo-emitters for usage of the Emergency Medical Holographic System. The Ares was later upgraded with omnidirectional hologrpahic diodes and magnetic containment field generators on the Bridge, in Main Engineering, Shuttlebay, and the Security Department; allowing the EMH to be utilized in area's where casualties are more likely to occur.
The CMO's office is located adjacent to Sickbay with doors connecting to the hallway as well as directly to sickbay. The office is decorated to the Chief Medical Officer's preference and also contains a personal viewscreen, a computer display, a replicator, and a washroom/head.
The Cargo bays are designated as the first locations for additional medical space if needed for mass casualty situations, with the shuttlebay designated as the secondary location. VIP quarters can be adapted to act as additional Intensive Care Units, and the lounge can be modified to act as a secondary treatment ward.
8.1 CREW QUARTERS SYSTEMS
General Overview: Officer quarters are located on Deck 2. VIP/Guest accomodations, Diplomatic facilities, along with additional officers quarters are located on Deck 3. Non-Commissioned Officer's quarters are on Deck 6 with the rest of the enlisted crew on Decks 7 and 8. Individuals assigned to the ship for periods over six months are permitted to reconfigure their quarters within hardware, volume, and mass limits. Individuals assigned for shorter periods are generally restricted to standard quarter's configuration.
Crew Quarters: Standard Living Quarters are provided for both Starfleet Non-Commissioned Officers and Ensigns. These persons are expected to share their room with another crewmate due to space restrictions aboard the starship. After six months, crewmembers are permitted to bring family aboard the ship and a slightly larger room is allocated to them. Two NCO's or two Ensigns are assigned to a suite. Accommodations include 2 bedrooms with standard beds, connected by a living/work area. A washroom with ultrasonic shower is located off of each bedroom. A food replicator and a personal holographic viewer are located in the living area. Small pets are allowed to NCO's. Enlisted crewmembers share quarters with up to 4 others. Accommodations include 2 bedrooms with twin beds, connected by a living/work area. A washroom with ultrasonic shower is located off of each bedroom. A food replicator and a personal holographic viewer are located in the living area. Pets are not allowed to enlisted crew. Crewmen can request that their living quarters be combined to create a single larger dwelling.
Officers' Quarters: Starfleet personnel from the rank of Lieutenant Junior Grade up to Commander are given one set of quarters to themselves. In addition, department heads and their assistants are granted such privileges as well, in an effort to provide a private environment to perform off-duty work. After six months, officers are permitted to bring family aboard, with those having children typically assigned quarters with viewports. Members of the Captain's Senior Staff can have these restrictions waved with the Captain's permission. Single officer accommodations typically include a small bathroom with an ultrasonic shower, a bedroom (with standard bed), a living/work area, a food replicator, a computer display, a personal viewscreen, and provisions for pets. Family accommodations include 2 or 3 bedrooms and 2 bathrooms with ultrasonic showers. The rest of the accommodations are as described above.
Executive Quarters: The Captain and Executive Officer have special quarters, located on Deck 3. These quarters are much more luxurious than any others on the ship, with the exception of the VIP/Diplomatic Guest quarters. Both the Executive Officer's and the Captain's quarters are larger than standard Officer Quarters. This space generally has the following accommodations: a living/work area, a food replicator, a personal holographic viewer, a computer display, provisions for pets, a bedroom (with a nice, fluffy bed), a null-grav sleeping chamber and a bathroom with ultrasonic shower and an old-fashioned water shower.
VIP/Diplomatic Guest Quarters: The Steamrunner class starship is a symbol of UFP authority, a tool in dealing with other races. Starfleet intends to use the Steamrunner in diplomatic situations and the need to transport or accommodate Very Important Persons, Diplomats, or Ambassadors will arise. These quarters are located on Deck 3 and include a spacious living/work area, a food replicator, a personal holographic viewer, an ultrasonic shower and bathtub/water shower, a bedroom with a null-grav sleeping chamber, and provisions for pets. These quarters can be immediately converted to class H, K, L, N, and N2 environments.
8.2 RECREATIONAL SYSTEMS
General Overview: The Steamrunner class vessel is a medium sized starship and its design has been maximized for scientific and tactical usage. However, it is realized that the stress of operating at 99% efficiency on a ship that is built for extended field operations and exploration can be dangerous, so there are some recreational facilities on board.
Holodecks: There are three standard holodeck facilities located on Deck 5. They are for group use, or for individual officers.
Holosuites: These are smaller versions of standard Federation holodeck, designed for individual use. There are four Holosuites, all of them located on Deck 5.
Phaser Range: Sometimes the only way a Starfleet officer or crewman can vent his frustration is through the barrel of a phaser rifle. The phaser range is located on Deck 8. The phaser range is heavily shielded and the walls are armored. It is designed for low level phaser fire, but can withstand short phaser blasts at setting 16 without a problem. Normal phaser recreation and practice is used with a Type II phaser set to level 3 (heavy stun). The person stands in the middle of the room, with no light except for the circle in the middle of the floor that the person is standing in. Colored circular dots approximately the size of a human hand whirl across the walls, and the person aims and fires. After completing a round, the amounts of hits and misses, along with the percentage of accuracy is announced by the ship's computer.
Gymnasium: Some Starfleet personnel can find solace from the aggravations of day-to-day life in exercising their bodies. The Security department encourages constant use of this facility; tournaments and competitions are held regularly in this room. The gymnasium is located on Deck 5, near the holodeck and the lounge. This facility includes a weight room that has full body building and exercise apparatuses available for your disposal; any kind of exercise can be performed here, be it Terran, Klingon, Vulcan (it isn't logical to let your body atrophy), Bajoran, Trill, or others. There is also a wrestling mat in the weight room, which can be used for wrestling, martial arts, kickboxing, or any other sort of hand-to-hand fighting. There are holo-diodes along the walls and ceiling which generate a holographic opponent (if you can't find someone to challenge), trained in the combat field of your choice. The computer stores your personal attack and defensive patterns as it gains experience on your style of fighting, and adapts to defeat you. All personnel must go through a full physical fitness and hand-to-hand combat test every six months. Weapon lockers that contains a variety of hand-to-hand combat weapons, for use in training, can be found along one wall. Ancient weapon proficiencies for Starfleet personnel are recommended by the security division; phasers may not always be available for use in all contingencies. Terran, Klingon, Betazoid, Vulcan, Bajoran, and other non-energy weapons are available for training.
Arboretum: Sometimes, one must feel grass under ones feet and between ones toes. Located on Deck 5, the arboretum is maintained by the botany department, and is used for research into plant-life. Crewmembers are allowed to wander the small facility, which includes twisting paths that provide privacy, and a small stream that feeds a little pond. (The stream and pond are connected to a high-speed pump that will immediately drain both during a red alert situation). 'Natural' lighting is provided on a day/night schedule that provides maximum benefit to the plant-life.
8.3 THE LOUNGE
There is a large lounge located on Deck 5, it is set in the forward edge of the primary hull. It has a very relaxed and congenial air about it; The Lounge is the only place on the ship where rank means nothing - "sir" need not be uttered when a person of lower rank addresses an officer, and everyone is on an equal footing. Opinions can be voiced in complete safety. This lounge is the social center of the ship.
The Lounge has a battery of recreational games and assorted "stuff". 3-D chess, pool tables, card tables (complete with holographic dealer and chips), and numerous other games can all be found here. There is also a bar (with bartender) which is stocked with various potent alcoholic beverages (at the Captain's discretion), such as; Chech'tluth, Aldebaran whiskey, Saurian brandy, Tzartak aperitif, Tamarian Frost, C&E Warp Lager, Warnog, Antarean brandy, and countless others as well as the synthehol versions of these and other drinks. The replicators have a huge menu of foods and drinks that can be instantly available for culinary adventurers, and variations can be created by the crew and stored in files for easy access and trading.
The lounge is often named by the crew, and is decorated as the crew decides and usually has a theme, to some extent. Large numbers of tables and chairs, as well as benches and booths, provide seating for the crew. Large windows set into the forward wall allow a breathtaking view from the bow of the ship, giving a clear view of what lies before the ship. Situated over the shuttlebay doors, they also allow for a 'you-are-there' view of launches. A small dais can be raised from the floor on one side of the room to make a stage area, to allow for the performing arts and for VIPs, during large dinners.