Alliance Normandy SR-2 redesign: Deck 5
We've finally arrived at the bottom: deck 5, home of the hangar, the Kodiak shuttles, and now, Marine Land!
There are some oddities with this deck, because I was guessing at how fast the hull tapers towards the bottom at the back (I'm working off references that show front and rear elevations, but that only shows you the broadest points). I messed up something with my core chamber measurements and had to make the entire rear end (heh) slightly bigger here before posting, but the deck design errs on the side of narrower.
Hangar
When I wrote A Star To Steer Her By I ignored the silly shipbuilding because I was focused on a relationship (and because it wasn't supposed to be a door-stopper novel. Oops), but as I went on things like "this hangar should be regularly exposed to vacuum, how can you leave gym equipment in here" bothered me more and more. By the time of Sunset and Evening Star I couldn't let that state of affairs stand. So: this hangar is regularly exposed to vacuum. No fancy force fields that keep in the air but let out shuttles. You don't leave anything in here that isn't protected from vacuum and strapped down.
The hangar is the limiting factor in the size of the entire ship; it has to fit between the central elevator and the hangar door, and it must fit two Kodiaks. To reach this size I had to make the Kodiaks boxier; my drawings are taller for their length than the game models. They still seat twelve, and there's room for one to do a 180 on it's axis while the other is in its cradle. The hangar floor slopes down slightly towards the door in the middle, and the Kodiaks are 'shelved' to the sides.
Cortez runs the flight deck from the exact same place he is in game, but now he has bulkheads and windows between himself and the cold death of space. Airlocks on either side give access to the flight deck. There are also giant doors straight into the deck 4 cargo bays, but those won't open unless the hangar is pressurized.
Marine Land
Jack's Sulking Pit is now a gym, with weights, treadmill, stationary bike, heavy bags, and mats for sparing (and occasionally making pillow forts for evacuee toddlers). Mats are usually stored stowed against the wall, and other equipment can be moved as needed.
To port are the marine berths. The usual compliment of marines is a dozen, including their unit leader, but there are twelve bunks as well as the officer's tiny cabin (because there's no point wasting the space, and you never know). Other than their semi-privacy, the marine racks are no different from the enlisted racks on the two decks above.*
*"Except for the smell." ā the rest of the crew, probably.
Berthing the marines on deck 5 is all about quick access to their arms, armor, and transport. Directly across from the marine berths is the entrance to the locker room and armory. After armoring up they grab their weapons and can get to the shuttle through an airlock entrance in the armory. On the way back, they reverse the process; stow weapons, strip off armor ā often dropping damaged plating into the recycler chute as they go by ā strip down, and shower.
The Alliance military is gender neutral, and nowhere is this as obvious as the marine lockers. The marine unit regularly strips down in front of each other; it's just part of getting ready for work. You can't be body-shy and be an Alliance Marine.
(I like to think the separate bathrooms on the crew deck were the Illusive Man's weird traditionalist decision. Sometimes the gendered-bathroom thing starts to grate on Bo Huan, the third-watch pilot, so they come down to deck five to use the locker room showers, leading Joker to quip "Ah, the third gender: marine!")
More engineering, and the answers to a few questions
Ladders from deck 4 lead down to another engineering area on the hangar level. It's not connected to the main areas of the deck by conventional corridors, but it is accessible through the warren of service passages that run throughout the ship. More of those access-ways lead aft of the eezo core chamber to the fusion plant (not shown). Because the core chamber narrows faster than the ship, it's easier to get around it here than it is on the engineering deck, where the core chamber is at it's widest but the hull has started to narrow. These access tunnels are rarely comfortable to get through, though they often open out into areas that are easier to work in, or into surprising pockets of unused space. They may require crawling or climbing, or clambering over obstacles.
All the maintenance accesses are kept pressurized and aired up, but the habitable area shown on these posts is wrapped in an inner hull, and the doors for maintenance access are all pressure doors: if a hit damages the tunnel you use to access the ship's innards, it won't kill all the crew in the room next to it.**
**It will obliterate the illicit still and the not-actually-a-secret-make-out-nest, as well as anyone stupid enough to be distilling and***/or fucking in those locations, which is why we don't lollygag between the hulls in combat, private!
***AND?****
****Some people are remarkably talented.
Normandy redesign posts
Intro
Loft
Command
Crew
Engineering
Hangar














