Tour


USS Moore NCC-6501    [ View Specifications » ]
Main Bridge  
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The Moore's bridge is compact by Starfleet standards — a deliberate design choice for a ship built to fight, not administrate. Consoles are arranged for efficiency over comfort, with tactical given a commanding position behind the captain's chair. The multi-vector separation controls are integrated directly into the conn and ops stations. Scuff marks on the deck plating and a replaced armrest panel on the captain's chair tell you this crew hasn't been sitting at spacedock.



Ready Room  
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Small, functional, and rarely tidy. The captain's ready room sits just off the bridge, its viewport offering a direct line of sight to wherever the Moore is pointed. A secondary console here mirrors tactical and comms feeds — on a ship designed for multi-vector assault, the CO is never fully off-duty. Whatever personal touches the current captain has added compete with stacked PADDs and a standing-order binder that hasn't been closed in weeks.



Briefing/Conference Room  
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Adjacent to the bridge, the briefing room is where the senior staff figures out how not to get killed. The table seats eight tightly. Tactical overlays and stellar cartography feeds can be pushed to the wall display from any station on the ship. It's not a glamorous space — the lighting runs slightly warm from a replaced panel that never quite matched — but decisions made here have mattered.



Crew Quarters  
The Moore carries 207 souls across 15 decks, and space is allocated accordingly.LDQuarters.png

Shared Quarters (Lower Decks) — Enlisted crew bunk two to a room. Storage is under the bed and nowhere else. Personalization runs to photos, a shelf, and whatever fits in a footlocker. They're not comfortable, but they're home.


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Standard Quarters — Single occupancy for most crew. A sleeping area, a small desk, and a viewport if you're lucky with your deck assignment. The replicator produces coffee that's technically correct.


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Senior Staff Quarters — Marginally larger, with a separate sleeping area and room for a second chair. On a ship this size, that's the luxury.




Sickbay  
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The Moore's medical bay is configured for trauma, not routine checkups. The Prometheus-class was designed with combat in mind, and sickbay reflects that — bio-beds positioned for rapid triage, a surgical suite that can be sealed independently, and storage racks for field medkits near the door. The CMO's office has a window into the main bay for a reason. Holographic emitters on every deck mean the EMH can extend care throughout the ship when casualties exceed what the bay can hold.



Main Engineering  
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Engineering sits on Deck 5, centered on the Moore's tri-chamber warp core — one of the most distinctive systems in Starfleet. During normal operation it hums with an authority that most Intrepid-class engineers would find alarming; the chief here calls it healthy. When the ship separates into multi-vector assault mode, this room becomes the nerve center of two independent warp-capable sections simultaneously. The duty roster never fully empties. Someone is always here.



The DMZ - The Demilitarized Zone  
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The name came from the Dominion War — officers who needed somewhere to stop being officers for an hour called it that, and it stuck. What started as gallows humor is now just the bar. It occupies a corner of Deck 5 that a less creative crew might have left as overflow storage. Char runs it — or ran it, until Chloe de la Vega became a co-proprietor in circumstances nobody fully agrees on when retelling. The drinks are real, the lighting is low, and it's one of the few places on the ship where rank doesn't seat you any faster. On a frontier posting, that matters more than it sounds.



Marine Barracks/Rec Room  
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The Moore's 32-strong marine detachment has its own corner of the ship, kept deliberately separate from Starfleet crew berthing. Their rec room doubles as an unofficial training space — the furniture has been rearranged around it so many times the carpet shows the history. Armory, CO's office, and marine quarters are adjacent. They keep odd hours and like it that way.



Transporter Room 1  
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Standard six-pad configuration. The Moore has logged enough transports in contested conditions that the chief keeps a manual override checklist laminated to the console rather than stored in the computer. The biofilter array was upgraded eighteen months ago; everything else is original fit. It works.



Holodeck 1  
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The Prometheus-class ships were equipped with holographic emitters throughout every deck to support EMH operations. Holodeck 1 is the crew's private use of that infrastructure — a dedicated simulation space that can run anything from a mission rehearsal to a beach that doesn't exist anymore. The queue fills fast on long stretches between ports. First-come, first-served, unless you manage to get a reserved time slot; the CO gets no special priority and the crew enforces this cheerfully.



Science Lab  
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Not the Moore's primary purpose, but not neglected either. The science lab coordinates observational and experimental work that doesn't fit at a bridge station. On a ship operating far from Federation support, the ability to analyze an unknown threat, pathogen, or spatial anomaly in-house isn't optional. The equipment is current; the lab's unofficial motto, scrawled on a whiteboard that predates the current staff, is "figure it out."



Astrometrics Lab  
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The astrometrics lab gives the Moore an independent stellar cartography capability that doesn't depend on Starfleet Command feeds — critical on a posting where subspace lag can run hours. The main display is large enough to map a sector at once and fine enough to plot a course through an asteroid field. Navigation and science share the space and have mostly stopped arguing about the scheduling.



The Brig  
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One cell. Force field emitters are tested weekly. The brig sees enough use that this is not considered excessive. Located adjacent to Security, which means any conversation held here is likely being monitored.



Security Offices  
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The hub of the Moore's security operation, running adjacent to the brig. The chief's office has a direct feed to tactical on the bridge. A small briefing room handles shift handoffs, threat assessments, and the occasional uncomfortable conversation with someone who thought they could get away with something. The Moore's security team is the ship's primary line of defense — lean by design, and they take that seriously.



Mess Hall (Chloe's)  
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Deck 2, forward section. Chloe de la Vega's mess hall has been on hiatus since she relocated most of her operation to the DMZ. The space is currently used for overflow storage, which everyone agrees is a waste of the viewport. There's been talk of reopening. There's always talk of reopening.



Operations Suite  
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Where the unsexy work of keeping the Moore running gets done: duty assignments, resource allocation, system status tracking, the twelve things that quietly go wrong every week before anything dramatic happens. Ops staff rotate through here and the bridge both; the suite handles the administrative load that would otherwise clog up the main consoles. It's not glamorous. The ship doesn't fly without it.