BREETIA TULL-Class UDF Deck Plans.
Under Repair.
UGS BREETIA TULL, NAMESAKE OF THE CLASS.
UGS BREETIA TULL, Namesake Of The Class.
The BREETIA TULL-Class are divided into 10 decks, each divided into 10 sub-deck. Most are continues (you could theoretically walk from the bow to the stern but for the bulkheads in the way), but decks around Mecha/fighter/etc. bays are truncated to the needs of the Mecha/fighters/etc. in the bays; However, passageways are installed to bypass the open areas whenever possible (catwalks are only used when passageways are impracticable, due to falling and debris dangers). Extensive use of scaffolds to make maintenance easier in these areas also allow access to the passageways and catwalks whenever possible.
Despite the BREETIA TULL'S construction as two NUPETIET-VERNITZS-Class Flagships grafted together, the production ships were purpose built for this configuration; As a result, the main deck area is opened up quite a bit, allowing far more options.
Also, in the final production version a TOU REDIR-Class hull was grafted on the dorsal side at a superstructure (this doesn't exist in any form on the original BREETIA TULL). This was given over to command and initial flight crews.
SUPERSTRUCTURE
ZERO ONE DECK: Command Deck.
  1. Bridge.
  2. Chart Room.
  3. CO's Cabin. Equal to a modest, one-family house.
  4. XO's Cabin. Equal to a small house.
  5. Admiral's Offices; An actual 800 square foot office complex.
  6. Admiral's Cabin; Since it doubles as the Fleet Command Center, the Admiral's "cabin" is equal to a large house; It also has an office level. This office area is technically open to any crew member, but most of the spaces are filled at any given time. Total area: 8002 feet.
  7. Bridge Team Berthing; 4 man staterooms for enlisted Spacy, 2 man staterooms for Spacy Officers, and barracks-style berthing for Command Deck Marine Enlisted.
  8. Messdeck #6.
NOTE: Sections 3, 4, and 5 are actually STACKED, one atop the others, in the exact opposite order implied; Section3, XO's Cabin, is actually the deck-level section, Section 4, CO's Cabin, is the second level, section 5, Admiral's Offices are the third level, and section 6, Admiral's Cabin is the top most level.
ZERO TWO DECK: Flight Operations Deck.
  1. Pilot's Ready Rooms And Berthing. There are over 100 berthing compatemnts each capable of handling up to 100 pilots and twenty ready rooms that can easily double as recrooms. They can also double as enlisted berthing during wartime if operational tempo requires them to be close to fighters for servicing, repair bays, and etc. Over a dozen messdecks also service this part of the ship.
  2. Flight Control; Where all flight missions are planned out and air traffic control is located.
ZERO THREE DECK: Flight Deck; All Flight Operations, including basic maintenance, centers around this deck. However, advanced maintenance and overhauls require the advanced facilities located on Deck One.
  1. Launch/Recovery Tubes (16 of them).
  2. Refueling Area.
  3. Rearming Area; 03a is where ready-ordinance is stored until it is ready to be loaded up.
Main Hull
DECK ONE: Fighter Maintenance Areas. Port and Starboard are mirror images of each other. NOTE: "Fighter" is a generic term for all Aero-Space craft operating off the ship, not just fighters.
Some of the levels on this deck (especially around Mecha compartments) are not continuous, but passageways and catwalks passing through allow access through these areas.MAIN HULL DECK 1.
  1. Forward Weaps Array.
  2. Secondary Hull.
  3. Reinforced Inner Hull.
  4. Open Area Around Lifts.
  5. Fighter Pilot Berthing; 2 man staterooms. Includes Messdeck #3 and heads.
  6. Fighter Pilot Office's.
  7. Pilot Supplies.
  8. Flight Gear Storage (armory and flare lockers) Supply.
  9. Fighter Maintenance Bay.
  10. Fighter Armory; Does not include flares.
  11. Flight Control Room #01.
  12. Magazine Fighter and Artillery Pods.
  13. Miscellaneous Hold.
  14. 1,000 Fighter Pods.
  15. 3,000 Battle Pods.
  16. Main engines and propulsion system.
MAIN HULL DECK 2.
DECK TWO: Enlisted Berthing Areas. Port and Starboard are mirror images of each other.
  1. Forward Weaps Array.
  2. Secondary Hull.
  3. Reinforced Inner Hull.
  4. Open Area Around Lifts.
  5. Marine Barracks; Includes Messdeck #3 and heads.
  6. Marine Armory.
  7. Open Area Around Lifts.
  8. Enlisted Crew Berthing; Chief Petty Officers In Aft Compartemnt (8a). Includes Messdeck #5 and heads.
    While the Marines sleep in barracks (2 stacked racked in rows of 10 on either side of a main isle with a 10 man head at one end and access to the main passageway at the other), Spacy enlisted sleep in 2 man staterooms joined to 3 man heads every other stateroom. Spacy Chief Petty Officers sleep in 2 man staterooms each with a 1 man head joined to a common space (mostly used as a rec deck, or for eating when a Chief doesn't want to be bothered) with a small coffee mess. Nominally the berthing is rated for 2 man, but only during combat deployments are Chiefs doubled up- These ARE Chief Petty officers, not common spacers or JO's. Marine Senior enlisted are also berthed here, as well as Warrant Officers (who are only doubled up in the event of greatest emergency).
  9. Thrusters; Hard vacuum in this area and all areas AFT.
MAIN HULL DECK 3.
DECK THREE: Shuttle And Ship Servicing.
  1. Forward Weaps Array.
  2. Secondary Hull.
  3. Reinforced Inner Hull.
  4. Open Area Around Lifts.
  5. Spare Mecha And Parts Storage. Though not listed as such, it is very common for the ship repair crews to berth in these areas by setting double stacked racks in empty spaces. There are heads located nearby.
  6. Open Area Around Lifts.
  7. Docking Collars.
  8. Ships Maintenance Area; This compartement was specifically designed around the dimensions of a full IKAZUCHI-Class Battle Carrier.
  9. Machine Shops; Just about anything the REF uses can be fabricated if it's made of metal, plastics, ceramics, or other hard materials in this compartment and the Machine Shops on Deck 7, Section 4. This is NOT a hard vacuum compartment.
  10. Messdeck #2.
  11. Thrusters; Hard vacuum in this area and all areas AFT.
MAIN HULL DECK 4.
DECK FOUR: O Country And Ship's Services.
  1. Forward Sensory Array; NOTE: There are NOT weapons in this compartment on this or Deck Five, Compartment #1.
  2. Secondary Hull.
  3. Reinforced Inner Hull.
  4. Open Area Around Lifts.
  5. Officer's Berthing: All non-pilot Officers except the CO, XO, and Fleet Admiral have full cabins in this compartment (comparable to a small apartment). Includes Messdeck #8 and heads.
  6. Open Area Around Lifts.
  7. Sickbay; Actually a misnomer in this case, as the ship's sickbay is equal to any planet side hospital, though a BREETIA TULL-Class's "hospital" is more of a hyper-advanced ER/Trauma Unit with a larger-than-average convalescent wing. Note that elective surgery and extended convalescence is NOT possible here, but any type of emergency can easily be dealt with. Includes Messdeck #9 (one of two stand-alone messdecks, this one for special, doctors-orders meals).
  8. Messdeck #1; All meals are prepared here, then transferred to other decks for distribution at the various Messdecks around the vsl.
  9. Operations Compartments; Supply, Personnel, and other non-combat related matters are housed here. NOTE: Every BREETIA TULL-Class UDF has on board a JAG office.
  10. Main Life Support Center; Water purification, air circulation, etc.
  11. Thrusters; Hard vacuum in this area and all areas AFT.
MAIN HULL DECK 1.
DECK FIVE:
  1. Forward Sensory Array; NOTE: There are no weapons in this compartment on this nor Deck Four, Compartment #1.
  2. Secondary Hull.
  3. Reinforced Inner Hull.
  4. Open Area Around Lifts.
  5. Intelligence Center: Restricted access- Only Intel Center Personnel may pass forward of Frame 1,000 on this deck, and even then must be cleared in advance. Even Marines fighting off an intrusion may NOT pass forward of Frame 1000 on this deck (fortunately, there ARE Marines on the other side of Frame 1000).
  6. Intelligence Center Berthing: Intelligence Center Personnel live inside "The Shack" 24/7 if they wish. Messdeck #10 is located here (the other stand-alone Messdeck on board).
  7. Cold Storage; All kinds of materials not needed any time soon are kind of shoved in there any old way. Lots of "questionably authorized" personnel baggage (including the occasional stowaways) can be found in there.
  8. Open Area Around Lifts.
  9. Sewage Treatment Center; Even though water is not (contrary to popular myth) recirculated, it does still need to be treated, as these ships could easily stay out for 20 years unassisted.
  10. Space Fold Generators; Like Intelligence Center (Section 4), the Space Fold Generator Compartment is restricted to authorized personnel only. However, unlike Intel Center, the Space Fold Rives are not so sensitive that they require the Engineers ("snipes") to live IN the space fold generator room. 10a: Space Fold Control Room.
  11. Generator Rooms; Actually 10 rooms, each with different generators; The inner most ones are reflex-pile generators, then nuclear generators, then hydrocell generators. The outermost ones are solar generators, and these get a surprising large amount of use. All areas AFT of this section are hard vacuum; There are no hatches leading aft of here.
  12. Bosun's Hole: Where all lines, painting equipment, and etc are stowed (it's allso where the Seamen go when they're hiding).
  13. Hazardous Storage: 13a is paints, 13b hazardous materials, 13c spare Protoculture cells, 13d spare nuclear fule rods (not a very big space, to no one's surpirise), and so on.
  14. Thrust/Generator Interchange. This is where power from the Protoculture Furnaces are siphoned off and redirected to the thruster assembly. This compartment is NOT hard vacuum.
MAIN HULL DECK 1.
DECK SIX:
  1. Forward Weaps Array.
  2. Secondary Hull.
  3. Reinforced Inner Hull.
  4. Destroid Crew Berthing; Includes Messdeck #11 and heads.
  5. Open Space around Lifts.
  6. Destroid Maintenance And Hangar Bay. Up to 10,000 RDF-era Destroids could easily fit in this hold. During combat, Destroids are typically deployed through the airlocks on this deck; However, MAC and HAS Destroids are too large and heavy to risk dropping, and must be transferred to Deck #9.
  7. Spare Parts Inventory Area.
  8. "The Pit"; Combat training center. Uses simulators rather than the actual Mecha themselves.
  9. Mecha Parts Shop; Major repairs to mecha parts are repaired here. these shops are so extensive that everything except the frames can be manufactured here.
  10. Auxiliary Fuel Bunkers.
  11. Auxiliary Fuel Bunkers.
DECK SEVEN: Ship's Bays.
  1. Forward Weaps Array
  2. Secondary Hull
  3. Reinforced Inner Hull
  4. Machine Shops; Just about anything the REF uses can be fabricated if it's made of metal, plastics, ceramics, or other hard materials in this compartment. This is NOT a hard vacuum compartment.
  5. Spare Parts/Materials Stowage Area. This is where all raw materials are stored, plus most SHIPS PARTS.
  6. Open Area Around Lifts.
  7. Ship's Bays; BLOCKADER-Class Interdiction Ships, Landships, and other directly subordinate vsls can be berthed here, though typically this is only done during Space Fold FROM a combat zone. Extra Mecha are usually stowed here.
  8. Engineering Transfer Control (auxiliary engineroom).
  9. Hard vacuum void; Often used for stowing non-essential materials. Because it is hard vacuum, flammable materials can be tucked away in here and NOT be damaged, despite the great heat generated by the thrusters.
NOTE: The void between the Tertiary and Secondary Hulls on this deck are NOT filled with ice, but instead were re-built as Berthing for crew working on this deck. Includes Messdeck #12 and heads. (Rumor has it stills are usually found on Deck Seven.)
DECKS EIGHT AND NINE: Decks Eight and Nine are exactly identical, with one exception; Deck Eight does NOT have any Office Space, and Deck Nine doesn't have any Berthing.
  1. Forward Sensory Arrays.
  2. Secondary Hull.
  3. Reinforced Inner Hull.
  4. Open Area Around Lifts.
  5. Deck Eight: Berthing for Sensory Systems Personnel (includes Messdeck #14 and heads); Deck Nine: Office Space; Computer terminals hooked into the sensory equipment. The layout resembles that of a space flight control center, but in a circle around a central holographic display of the local system, a targeted body, or other selected objects. Each individual display can show a given operator only their particular responsibility (though the type of information or object displayed can be controlled by the operator). Deck Nine also has a T'sentraedi-Warship style "Commander's Observation Bubble on the forward bulkhead. The computer stations are stacked in levels of three, the observation bubble is at the 7sup>th level, and can accommodate up to 20 Humanoids. About 200 people work here at any given time.
MAIN HULL DECK 10.
DECK TEN: Sensory Array. NOTE: There is NO berthing on this deck.
NOTE: Because of superstition, there is not "13th" anything on board- That is why Deck 8 has "Messdeck #14," rather than "Messdeck #13."
  1. Forward Sensory Array.
  2. A Side Sensory Arrays/Secondary Hull.
  3. Reinforced Inner Hull.
  4. MAC/HAS Staging Area: MAC and HAS Destroids are, typically, stored here whenever possible. Ground vehicles and Landships are also kept here, unless being repaired (Deck #7, Section 7). Mecha and Landships egress/ingress through diagonal hatches that co-inside with the Lifts. Up to 20 FOKKER-Class Landships can be berthed here. For reasons that are not quite clear, this area is reffered to as "William B CUSHING Hall" on all BREETIA TULL-Class UDF's.
NOTE: "Messdeck" technically refers only to places where food is consumed; A "Galley" is where food is PREPARED. However, because there are only three true galleys on board (Deck 4 Section 8a and Section 7's Medical Diets Galley and Deck 5 Section 6's Intelligence Center) this term is conveniently glossed over. Every messdeck has a "finish galley" where the meal is reheated if necessary and presented for the crew.
When the staging area/loading ramps (section 4) are down, they become the aft landing struts in conjunction with the aft lifts (at which time the aft lifts are out of service). Under normal circumstance, you deboard on the port side and board on the starboard. Red and green lights serve as warnings and are only visible to those who should be seeing them at that time ("red light stop, green light go"). For combat deployment, both ramps are egress, during emergency evacuation both ramps are ingress (both circumstances are non-standard conditions, since even a RIN NADOW LOJM-Class Monitor "should never" set down into an active combat zone). The "WB CUSHING Hallmaster" (equal to a jumpmaster on any other ship) and the Captain are the only two people onboard who can control these lights, and both must be in agreement on the lights conditions for them to change (one of very few places were a subordinate can countermand a Captian throughout the UGC). The Fleet's Admiral can not control these lights at all, they can only give an order to set the lights. This is a safety measure to prevent launching in space (or worse).