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Raven Quarters

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Description

A Raven's private quarters at Whisper Peak.

Upon graduation from training a newly 'winged' Raven sleeps in a dormitory until assigned to a squad, at which point they will receive their own private quarters.

These quarters are soundproofed and security sealed, opening only to the SST card and personal code sequence of the owner, although they can choose to add other Ravens to the access roster should they choose. In case of an emergency the Battalion Commander is informed and can use his 'master key' sequence to unlock the door. 

A Raven's room contains a private terminal with a touchscreen, haptic interface and projector system. Files and data stored on these terminals are accessible only to a Raven with a corresponding SST; that is, one Raven may access the terminal of another with their own SST, but could only view data logged tied with that personal card. These terminals are connected to the NetOps database and provide a Raven with a wealth of information as well as somewhere to store and review electronic information and compile reports. A specialised chair designed to accommodate potentially exhaustive periods of terminal usage is built into the room. As part of a pattern of what could be described as a paranoid approach, the rear of these chair contains armour plating.

The quarters contain a large universal bed designed to accommodate all potential operators regardless of species, and use memory foam mattresses that can adjust temperature to provide maximum comfort. Surrounding the bed are units of shelving as well as a planter included to help oxidation of the room, often filled with ferns. Further over are the Raven's armour storage locker and clothing receptacles.

Opposite the bed is the bathroom, containing a basin, toilet and multi-nozzle shower. A laundry chute is located by the shower for removal of soiled or damp clothing. This chute connects to an automated line that transports the clothing to the laundry bay, where it is cleaned and then returned to the room. Individual items are scanned and logged as belonging to that room upon entry to the cute.

Finally, the room has a couch and a wall-mounted projection system that can be used to produce a holographic screen for entertainment viewing. The glass wall standing vetween this area and the main door, forming a foyer of sorts, is ballistically reinforced as well. All rooms contain emergency medical kits, breathing apparatus and personnel biometric monitoring systems. Fire suppression systems are also included. Doors are fitted on the inside with readily accessible manual release systems in the event of a power outage, or external SST activated systems for the same purpose, which run off their own independent power sources.

Raven squad members sleep in a cluster of rooms surrounding a central hub containing an elevator and stairwell. The platoon to which the squad belongs occupies a vertical block, with each squad taking one floor, arranged upward from Alpha to Echo. Troop blocks consist of these platoon blocks.

Each squad floor has a small communal area open only to members of that particular squad, while the platoon block as a whole has a larger recreational area open only to members of that platoon. 

Platoon blocks also include an armoury sectioned off into five areas, each assigned to--and only accessible by--members of that squad. Although Ravens store some weaponry in their rooms, particularly sidearms and bladed weapons, heavier firearms are stored in the armoury. The armoury's central area is staffed by quartermasters who maintain ammunition supplies and repair or refit firearms when requested. 

Platoon blocks connect to a larger Troop area containing a fitness space with a sparring zone, assault course and pool, as well as a firing range, mess hall and a small medical bay supplementing the larger facility infirmary. The Troop block then connects to the rest of the facility via several corridors on multiple levels, each of which contains numerous high security and emergency inclusions, such as retractable ceiling guns at junctions, swing out gunshield panels built into the walls, fire suppression systems and isolation doors.
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