recursal/Fanatic-Fandom huggingface dataset:
Rescue and Evac Operations

Rescue and evacuation operations generally fall into two categories, rescue and evacuation to the ship, and evacuation from the ship. The former will generally involve transport from another ship or a planetary surface. The latter will generally involve removal of the ship's company to another ship, a planetary surface, or into space.

### Rescue Scenarios

Resources available for rescue and evacuation to the ship include:

* Ability to transport up to 300 persons per hour to the ship via personnel transporters.
* Availability of four personnel shuttlecraft on immediate standby Total transport capacity of these vehicles varies with range and other factors, but averages 150 persons per hour from Class M planetary surfaces to standard orbit.
* Capacity to support up to 500 evacuees with conversion of shuttlebays and cargo bays to emergency living accommodations.
* Ability to convert secondary shuttlebays and Holodeck areas to emergency medical triage and treatment centers. Cross-training of sufficient starship personnel to handle such situations.
* Ability for short-term conversion of Shuttlebay to Class H, K, or L environmental conditions.

Abandon Ship Scenarios

Resources available for abandon-ship scenarios include:

* Ability to transport up to 450 persons per hour from the ship via personnel transporters, including the use of emergency beam-out-only transporters.
* Availability of four personnel shuttlecraft on immediate standby. Total transport capacity of these vehicles varies with range and other factors, but averages 150 persons per hour from standard orbit to a Class M planetary surface.
* Abandon-ship protocols include use of ASRV (autonomous survival and recovery vehicle) lifeboats, which provide free space survival accommodations for up to 150 individuals for up to fourteen days. A total of twenty five ASRVs are available.
* Environmental suits are available for evacuation into the space environment. In such scenarios, personnel may exit through any of the exterior airlocks, through the shuttlebays, or through the exterior turbolift couplings (assuming that the turbolift system has been disabled). Environmental suits are available in storage lockers at all exit ports and shuttlebays, as well as in emergency equipment lockers located in corridor storage modules located throughout the habitable volume of the spacecraft.
* Many exterior windows are also equipped with emergency release mechanisms that will permit direct exterior access. These emergency release mechanisms, located near the base of most windows, are enabled only in the event of atmospheric pressure loss, power loss, certain Red Alert scenarios, and only if personnel within that contiguous compartment are protected with environmental suits.
Teddy Flood

**Theodore "Teddy" Flood** est l'un des personnages principaux dans la première et deuxième saison de la série ***Westworld***. C'est un hôte (ou androïde). Il est interprété par James Marsden et fait ses débuts dans l'épisode *L'Original*.

## Biographie

### Contexte

Teddy Flood est un nouvel arrivant mystérieux. Il est charmeur et toujours prompt à dégainer.

### Saison 1

Cette section est vide, insuffisamment détaillée ou incomplète. Votre aide est la bienvenue !
### Saison 2

Peu après que Dolores ait décidé de changer son code et de le rendre impitoyable et sans pitié, Teddy explique à cette dernière "qu'elle l'a changé en monstre" et se suicide avec son révolver devant elle à la toute fin de l'épisode 9 de la saison 2.

Cette section est vide, insuffisamment détaillée ou incomplète. Votre aide est la bienvenue !
## Galerie

* Saison 2
* Saison 1

## Apparitions

Saison 1
* 1. *L'Original* *(Apparaît)*

* 2. *Marronnier* *(Apparaît)*

* 3. *L'Égarée* *(Apparaît)*

* 4. *Théorie de la dissonance* *(Apparaît)*

* 5. *Contrapasso* *(Apparaît)*

* 6. *L'Adversaire* *(Apparaît)*

* 7. Trompe l'œil

* 8. *L'Origine du déclin* *(Apparaît)*

* 9. *Le Clavier bien tempéré* *(Apparaît)*

* 10. *L'Esprit bicaméral* *(Apparaît)*

Saison 2
* 1. *Journey Into Night* *(Apparaît)*

* 2. *Reunion* *(Apparaît)*

* 3. *Virtù e Fortuna* *(Apparaît)*

* 4. The Riddle of the Sphinx

* 5. *Akane No Mai* *(Apparaît)*

* 6. *Phase Space* *(Apparaît)*

* 7. *Les Écorchés* *(Apparaît)*

* 8. Kiksuya

* 9. *Vanishing Point* *(Apparaît)*

* 10. *The Passenger* *(Apparaît)*
Bio-Neural Gel packs

BIONUERAL GEL PACKS

Bio-neural gel packs were a form of computer technology used by Starfleet and first developed in the early 2370s. The gel packs formed the basis of the bio-neural circuitry, which was essentially an organic computer system. The packs contained neural fibers surrounded in a blue gel with metallic interfaces on the top and bottom. the Fibers were based on the organization and synapses in the human brain. They helped store more information and operated at faster speeds than isolinear circuitry. one of the reason they worked faster is that the do not ahve to calculate ALL possible actions, but willrather do with a "best Guess"

The fibers in an individual gel pack were capable of making billions of connections, thus generating an incredibly sophisticated and responsive computing architecture. This kind of organic circuitry allowed computers to "think" in very similar ways to living organisms; by using "fuzzy logic", they could effectively operate by making a "best guess" answer to complex questions rather than working through all possible calculations. This was due in part to the inherent ability of organic neural systems to correlate chaotic patterns that eluded the capacities of conventional hardware.

The USS Voyager was one of the first starships equipped with the technology. Gel packs could not be replicated.this is due to the level of replication pattern required for replication. since the gel packs are essentially alive their patters would need to be stored at the quantum level rather than just the molecular level used in standard replication patterns.

Like other biological forms, gel packs were susceptible to bacteria and viruses. As such, heating them could remove such infections. Also Gel packs could be modified by injecting chroniton-infused serum into the packs in order to return a ship caught in numerous temporal periods, such as caused by a temporal anomaly, to a single temporal period. This process returned the ship to a few seconds before the anomaly occurred.
Warp Field Coils

The energy field necessary to propel the USS Solstice is created by the warp field coils and assisted by the specific configuration of the starship hull. The coils generate an intense, multilayered field that surrounds the starship, and it is the manipulation of the shape of this field that produces the propulsive effect through and beyond the speed of light, c.

The coils themselves are split toroids positioned within the nacelles. Each half-segment measures 9 x 30 meters and is constructed from a core of densified tungsten-cobalt-magnesium for structural stiffening, and embedded within a casting of electrically densified verterium cortenide.
A complete pair measures 20 x 30 meters, with a mass of 34,375 metric tonnes. Two complete sets of thirteen coils each masses 8.94 x 10^5 metric tonnes, accounting for close to 25% of the total starship mass. The casting process, as discussed previously in 5.1, proved to be somewhat difficult to repeat reliably during

the early phases of the Nova Class Project.

Improvements in materials and procedures led to more exact copies for use in the spacecraft, though the installation of closely matched pairs of coils within a nacelle is still practiced. During coil refurbishment at a major starbase yard, the maximum time between the youngest and oldest coil should be no more than six months.

When energized, the verterium cortenide within a coil pair causes a shift of the energy frequencies carried by the plasma deep into the subspace domain. The quantum packets of subspace field energy form at approximately 1/3 the distance from the inner surface of the coil to the outer surface, as the verterium cortenide causes changes in the geometry of space at the Planck scale of 3.9 x 1033 cm.

The converted field energy exits the outer surface of the coil and radiates away from the nacelle. A certain amount of field energy recombination occurs at the coil center line, and appears as a visible light emission.
Type 3 Sonic Grenade

A portable explosive device, delivered by hand-throwing or placement. the Explosion is caused by a force chamber overload, which the operator cab select blast intensity by choosing how much power to feed into the chamber from the power pack. the Type 3 can be used in the following modes:

* Hand grenade: Open cover, depress arming button, and throw. automatic minimal detonation in 15 seconds.
* Satchel Charge: set timer to desired duration, active magnatomic adhesion strip with fuse select cotnrol, attach to target object, open cover, depress arming button.
* Proximity Mine: active sensor with use select Control, activate magnatomic adhesion strip as above, attach to taget area, open cover and depress arming button. after a ten second delay period to allow operator to get clear, grenade will detonate at the next approach of a large mass.
* Remote Mine: active communicator channel with fuse Select Control, open Cover and depress arming button. Grenade will detonate when the correct code-word is transmitted from a communicator on the proper channel.
* Disarming: a Set grenade can be disarmed by the transmission of the correct code-word.
Subprocessor

A network of 380 quadritronic optical subprocessors is distributed throughout both ship's sections, augmenting the main cores. Within the habitable volume of the ship, most of these subprocessors are located near main corridor junctions for easy access. While these subprocessors do not employ FTL elements, the distributed processing network improves overall system response and provides redundancy in emergency situations. Each subprocessor is linked into the optical data network, and most also have a dedicated optical link to one or more of the main cores.

The Main Bridge and Engineering each has seven dedicated and twelve shared subprocessors, which permit operations even in the event of main core failure. The bridge subprocessors are linked to the main cores by means of protected optical conduits, which provide alternate control linkages in the event of a primary optical data network failure.

Further redundancy is provided by dedicated short-range radio frequency (RF) links, providing emergency data communications with the bridge. Additional dedicated subprocessors can be installed as needed to support mission-specific operations.

Virtually every control panel and terminal within the ship is linked to a subprocessor or directly into the optical data network. Each active panel is continually polled by LCARS at 30 millisecond intervals so that the local subprocessor and/or the main core is informed of all keyboard or verbal inputs. Each polling inquiry is followed by a 42 nanosecond compressed data stream, which provides panel update information. This data stream includes any requested visual or audio information for panel output.

Short-range RF data links are available throughout the ship to provide information transmission to portable and handheld devices such as tricorders and personal access display devices (PADD). This integrated network of computers, subprocessors, and panels forms the "nervous system" of the ship and permits continuous realtime analysis of the ship's operating status. The network is specifically designed to permit independent operation of remaining system elements in the event of a wide variety of partial system failures.
Armory

Here weaponry for personnel and landing party use is stored within a locked, phaser resistant chamber. All armory bulkheads are lined with a tritanium-osmium alloy. the same metal used in the exterior hull of the ship. Access to the weapons storage area is furnished via a reinforced door on one wall of the Security complex hallway. Palm print identification insures that no unauthorized personnel check out equipment at any time.

A wide range of weapon types and sizes are stored within the armory chamber . Type I and II handheld phasers, Type III and IIIb compression Rifles. photon grenade mortars, gas grenade, timed explosives, communication lasers, phaser power packs, restraining cuffs, utility belts, subcutaneous transponders and portable force field generators are all stored here. the armory carries enough phasers, stored in racks, to arm the entire crew.

The armory phaser compliment is as follows:

* 10 Type-I Phasers
* 60 Type-II Phasers
* 20 Type-III Phaser rifles
* 20 Type-IIIb Compression Phaser rifles

The chamber door is unlocked by punching in a preset code into a panel by the door. this security code is changed at the beginning of every duty shift, and is known only to the ships captain, first officer, chief of engineering, and security chief, and to those security agents guarding the room.
Onboard Antimatter Generation

As mentioned, there exists in the Nova class the ability to generate relatively small amounts of antimatter
during potential emergency situations. The process is by all accounts incredibly power- and matter-intensive, and may not be advantageous under all operational conditions. As with the Bussard ramscoop, however, the antimatter generator may provide critical fuel supplies when they are needed most. The antimatter generator resides on Deck 7, surrounded by other elements of the WPS.

It consists of two key assemblies, the matter inlet/conditioner (Ml/C), and the quantum charge reversal device (QCRD). The entire generator measures some 7.6 x 13.7 meters, and masses 1400 metric tonnes. It is one of the heaviest components, second only to the warp field coils. The Ml/C utilizes conventional tritanium and polyduranide in its construction, as it handles only cryogenic deuterium and similar fuels. The QCRD, on the other hand, employs alternating layers of superdense, forcedmatrix cobalt-yttrium-polyduranide and 854 kalinite-argium.

This is necessary to produce the power amplification required to hold collections of subatomic particles, reverse their charge, and collect the reversed matter for storage in the nearby antimatter pods.

The technology that has given rise to the QCRD is similar to that of the transporter, SIF, IDF, and other devices that manipulate matter on the quantum level. The conversion process sees the inlet of normal matter, stretched out into thin rivulets no more than 0.000003 cm across. The rivulets are pressure-fed into the QCRD under magnetic suspension, where groups of them are chilled to within 0.001 degree of absolute zero, and exposed to a short-period stasis field tofurther limit molecular vibration.

As the stasis field decays, focused subspace fields drive deep within the subatomic structure to flip the charges and spins of the "frozen" protons, neutrons, and electrons. The flipped matter, now antimatter, is magnetically removed for storage. The system can normally process 0.08 m3/hr.

It can be said that the total potential energy contained in a given quantity of deuterium can drive a starship for some considerable distance. Applying this energy at sublight speeds will be next to useless in a desperate scenario. Interstellar flight at warp speeds requires tens of thousands of times greater velocities than those afforded by impulse power, and so antimatter generation will sometimes be necessary.

One disadvantage imposed by the process is that it requires ten units of deuterium to power the generator, and the generator will produce only one unit of antimatter. Put another way, the law of conservation of energy dictates that the power required for this process will exceed the usable energy ultimately derived from the resulting antimatter fuel. However, this may provide a needed survival margin to reach a starbase or tanker rendezvous.
Optical Data Network

OPTICAL DATA NETWORK

Data transmission is accomplished with a network of multiplexed optical monocrystal microfibers. A series of five redundant major optical trunks link the two main computer cores in the primary hull. Any individual trunk is designed to be able to handle the total data load of the ship's basic operating systems. Major ODN trunks also provide information links to the 380 optical subprocessors located throughout the ship.

These subprocessors improve system response time by distributing system load and provide a measure of redundancy in case of major system failure. From these subprocessors, additional ODN links connect to each individual control panel or display surface. Two secondary optical data networks provide protected linkages to key systems and stations; these backup systems are physically separated from the primary system and from each other.

An ODN relay was an important computer component utilized in an optical data network. There is an ODN relay linking directly from engineering to the engineering console on the bridge. There is also a relay that acted as a backup engineering computer. turbolift control, and other secondary systems could be accessed through the ship's ODN relays. In said cases, an access signal was typically left behind and could generally be traced back to the source.

Optical data net service access was a function provided by a number of devices utilized by the Federation. Allowing users to gain access to library computer information and subspace communications on desktop terminals and PADDs, these devices tapped directly into the optical data network

The ODN matrix was a part of a starship's optical data network. This matrix directs the flow of information requests through the various relays throughout the ship, at times the matrices can become out of phase and need to be realigned.
Type 6 Personnel Shuttle

### Power Plant

STD: Two 1,250 millicochrane warp engines, twelve Defi 3234 Microfusion RCS thrustersUPGRADED: Two 2100 Millicochrane warp engines

### Dimensions

Length: 6.0m, Beam 4.4m, Height 2.7 Mass: 3.38 Metric Tonnes

### Performance

warp 1.2 for 48 hours(STD), Warp 2 for 36 Hours (Upgraded)

### Armament

None Standard, Two type IV Phaser emitters (refit)

## Service History

The Type 6 shuttlecraft was introduced sometime prior to 2364. They were part of the standard shuttlecraft inventory aboard Galaxy-class, Intrepid-class, the Sovereign-class USS Enterprise-E, the Prometheus-class USS Prometheus, and the Nova-class, and Nebula-class starships. Space stations such as Relay Station 47, Deep Space 9, and Earth Spacedock also supported Type 6 shuttlecraft, as did other facilities on Earth.

## Technical Specifications

For propulsion, the Type 6 was equipped with two 1,250 millicochrane warp nacelles and microfusion thrusters. The craft was powered by a fusion reactor core and a starboard and port power supply. It was furthermore equipped with an RCS thruster quad and an atmospheric ramscoop for atmospheric flight. A flight avionics unit aided the pilot with flying the craft. There was no standard armament, but the shuttlecraft could be equipped with two Type 4 phaser emitters for special purposes. The shuttle also featured a forward navigational deflector, a forward sensor array, a forward emitter array, a primary emitter, and a graviton polarity source generator.

A transporter assembly was also not standard, but the shuttle could be fitted with a portable array. The control systems were intuitive, and a non-Federation pilot could quickly learn to fly the craft. Type 6 shuttles were easily configurable for testing of a variety of technologies.

Entry to the shuttle was through a large hatch in the rear of the vessel. The hatch could be opened via a control pad next to the impulse engines. There were benches for passenger seating in the aft section, and ample room for cargo. A separate systems display was also found in the aft area, as were storage bins.

By 2374, deflector shields, phaser arrays, and transporter arrays were standard equipment on board Type 6 shuttles.
Torpedo Bays

The USS Solstice is equipped with two forward firing Type 31 torpedo launchers. The launchers are located on deck 4 in the forward section of the saucer positioned side by side. The launchers themselves are made up of two parts, the loading chamber and the launch tube. The first part, the loading chamber, is where  the torpedoes are moved into the launcher along a track from the storage magazines. The torpedo enters a chamber where the matter and antimatter payload is loaded. This chamber is capable of holding up to three torpedoes for rapid firing.

The torpedoes then wait in this chamber until the order is given to fire. If the ship then stands down from alert conditions while the torpedoes are loaded with their payload, the matter and antimatter payload is then offloaded and the torpedo casing is then returned to storage. The second part of the launcher is the Launching tube. It is lined with sequential field induction coils. When the order to fire is given. the induction coils create a electro magnetic field that propels the torpedo along the tube and out into space.

With each torpedo launcher are magazines holding 30 MArk VI Photon Torpedos with a explosive yield of up to 200 isotons. These torpedoes have an effective range of approximately eight million kilometers. These torpedoes have an internal warp sustainer engine. When the torpedo is fired while at warp, the sustainer engines leachesoff of the ships warp field.  This allows the torpedo to achieve a faster warp speed than the ship when traveling at warp.
Lateral Sensor Arrays

The Solstice is equipped with the most extensive array of sensor equipment available. The spacecraft exterior incorporates a number of large sensor arrays providing ample instrument positions and optimal three-axis coverage. Each sensor array is composed of a continuous rack in which are mounted a series of individual sensor instrument pallets.

### Sensor Pallets

Sensor pallets are modules designed for easy replacement and updating of instrumentation. Approximately two-thirds of all pallet positions are occupied by standard Starfleet science sensor packages, but the remaining positions are available for mission-specific instrumentation. Sensor array pallets provide microwave power feed, optical data net links, cryogenic coolant feeds, and mechanical mounting points.

Also provided are four sets of instrumentation steering servo clusters and two data subprocessor computers. The standard Starfleet science sensor complement consists of a series of six pallets, which include the following devices:

* Pallet #1
	+ Wide-angle EM radiation imaging scanner
	+ Quark population analysis counter
	+ Z-range particulate spectrometry sensor
* Pallet #2
	+ High-energy proton spectrometry cluster
	+ Gravimetric distortion mapping scanner
* Pallet #3
	+ Steerable lifeform analysis instrument cluster
* Pallet #4
	+ Active magnetic interferometry scanner
	+ Low-frequency EM flux sensor
	+ Localized subspace field stress sensor
	+ Parametric subspace field stress sensor
	+ Hydrogen-filter subspace flux scanner
	+ Linear calibration subspace flux sensor
* Pallet #5
	+ Variable band optical imaging cluster
	+ Virtual aperture graviton flux spectrometer
	+ High-resolution graviton flux spectrometer
	+ Very low energy graviton spin polarimeter
* Pallet #6
	+ Passive imaging gamma interferometry sensor
	+ Low-level thermal imaging sensor
	+ Fixed angle gamma frequency counter
	+ Virtual particle mapping camera

The standard Starfleet sensor complement comprises Twelve semi-redundant suites of these six standard sensor pallets. These 72 pallets are distributed on the Primary Hull lateral arrays. The instrumentation is located to maximize redundant coverage.The upper and lower sensor platforms provide coverage in very high and very low vertical elevation zones. These arrays employ a more limited subset of the standard Starfleet instrument package.

### Installation and Palette Swapping

In addition to standard Starfleet instruments, mission specific investigations frequently require nonstandard instruments that can be installed into one or more of the 24 nondedicated sensor pallets. When such devices are relatively small, such installation can be accomplished from service access ports inside the spacecraft.

Installation of larger devices must be accomplished by extravehicular activity. A number of personnel airlocks are located in the sensor strip bays for this purpose. If a device is sufficiently large, or if installation entails replacement of one or more entire sensor pallets, a shuttlepod can be used for extravehicular equipment handling.
Fire Supression

Fire detection sensors are incorporated into the environmental monitoring sensors located throughout the habitable volume of the spacecraft. These sensors scan for changes in air temperature or ionization, and are also programmed to detect airborne particles or gases characteristic of combustion byproducts. Crew members can also signal the presence of a fire by use of personal communicator or comm panel.

In the event of fire, monitoring sensors would immediately notify Ops as well as Tactical. In the case of a relatively small fire, a containment forcefield would be generated around the burning area by the ship's computer. This field seals the fire off from the atmospheric oxygen supply, causing most fires to be rapidly extinguished. In the event of such an occurrence, crew personnel should remain at least two meters from the fire to avoid unnecessary exposure to either fire hazards or the forcefield.

In the event of a situation where the computer is unable to activate a containment forcefield or extinguish the fire, the following steps should be taken:

1. Notify the Bridge immediately and give the details of the fire(location, size, etc). The Bridge will notify Ops,Tactical, Engineering and Medical. Ops will work on shutting down all non-essential power systems in the area and supply Engineering and Tactical with whatever resources they need.

Tactical will send a team to secure the area. Engineering will work on creating a forcefield to contain the fire, if necessary.
Medical will send a team and begin triage of any injured crew members.

1. The crew member reporting the fire should locate the nearest fire extinguisher and begin fire suppression efforts.
2. If there are other crew members present they should also obtain fire extinguishers and work to suppress the fire.
3. Once the fire is suppressed the area will then be turned over to Tactical for their investigation and Engineering for repair.

If the fire becomes too large or out of control as to endanger the safety of the crew members attempting to put it out, the area should be evacuated to a safe distance and alternative plans will be made by the officers in charge.

In extreme emergencies, isolated sections of the habitable volume can be vented to the vacuum of space. Since this procedure would be fatal to any crew member in those sections, such venting cannot be performed until the areas have been evacuated and should only be performed by the Bridge crew or with proper authorization from the Bridge.
Solstice Deck Info

The USS Solstice is an 8 deck Nova class Starship with a maximum speed of warp 8 and a ships complement of  80 crew members of all ranks (15 Officers, 65 Enlisted Crew). Aggressively designed and known for its durability, the Nova Class has swiftly lost its status as a ‘little ship’ and has fast gained acclaim for its usefulness in making for more accurate missions to new areas of space.

The Nova sports impressive weaponry for its size, and its scientific capabilities more than make up for its reduction in speed when compared to its larger ‘cousins’. Double deflector dishes also provide added security when far from a Starbase or suitable repair facility, in that a single malfunctioning or damaged deflector will not prevent the ship from going to warp.

Highly accurate sensors and computer systems makes it the perfect tool to send into scarcely known territory and many discoveries have been made by Nova Classes finding things larger Explorer-type ships such as the Galaxy Class left behind.
Below are the USS Solstice decks with pictures of our long efforts to reproduce an accurate environment. Prior to entering a room, click the door control to rez that room. When leaving, please remember to de-rez the room. Thanks!

### Deck 1:

* Bridge
* Captain Quarters - Private
* Conference Rm
* Escape Pods
* Operations Lab
* Ready Room
* Transceivers - Hidden
* XO Quarters - Private

### Deck 2:

* Environmental Engineering
* Transporter 01 & 02
* Impulse Engineering
* Officer’s Mess
* Enlisted Mess
* Executive Officer Office
* Bosun’s Office
* Senior Officer Quarters

### Deck 3:

* Computer Core - Upper
* Science Labs 1 & 2
* Sickbay
* Security Office/Armory/Brig/Briefing Rm
* Cargo Bay
* Crew quarters
* Auxiliary deflector array
* Senior Enlisted Quarters
* Transporter Buffers and Cryostorage

### Deck 4:

* Computer Core - Lower
* Enlisted Quarters
* Junior Officer Quarters
* Antigrav Landing Thrusters
* Torpedo Bays 1 & 2
* Aft Saucer Phaser Array/RCS thruster rooms (P/S)
* Waverider Shuttle Bay
* Shuttle Bay
* Nacelle root jefferies tubes
* Deuterium Storage

### Deck 5:

* Deuterium Injectors
* Holodeck
* SIF Generators

### Deck 6:

* Defense Generators
* Deflector Bay
* Officer Quarters
* Waste Recycling

### Deck 7:

* Antimatter Processing
* Astrometrics Lab
* Cryo & Fluid Storage
* Gym
* Main Engineering
* Chief Engineers Office
* Observation Lounge
* Hydroponics
* Rear landing gear

### Deck 8:

* Airlock & Landing Ramp
* Antimatter Injector
* Ventral Phaser Array
* Plasma Control
* Secondary Engineering Office
Molecular Imaging Scanner

Each upper pad incorporates four redundant sets of 0.0012|i molecular imaging scanners at 90° intervals around the primary pad axis. Error-checking routines permit any one scanner to be ignored if it disagrees with the other three. Failure of two or more scanners necessitates an automatic abort in the transport process. Each scanner is offset 3.5 arc seconds from the ACB axis, permitting realtime derivation of analog quantum state data using a series of dedicated Heisenberg compensators. Quantum state data are not used when transporters are operating in cargo (molecular resolution) mode.
T.A.W.G. Wikia

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Welcome to the **T.A.W.G. Wiki** we have 14 Pages and we are growing everyday.
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## Did You Know...

* ...Nicole is the first character to speak in this episode, making her the first character to speak in the entire series. If one counts the early reel, Gumball is the first character to speak.

* In the second episode of the first season Nicole and Richard come back to their home, they open the door that Gumball, Darwin and Anais couldn't unlock in the previous scene.

* Anais is based on and named after creator Ben Bocquelet's younger sister, Anais Bocquelet, who works as a computer programmer for EA Games.

* Anais's name has two different pronunciations in the show: it is usually pronounced according to the name's French origin ('An-ni-ese') but is occasionally pronounced according to English phonetics ('An-ni-is') instead, usually by Darwin and Granny Jojo.
* In some early press release materials, it was stated that Anais attended junior kindergarten class. However, it is confirmed in "The Others" that she is in eighth grade, a grade higher than her brothers.
* Darwin is quite athletic. He can run much faster than both Anais and Gumball, as shown in "The Quest," "The Kiss," and "The Remote," can climb faster than Gumball, and is a skilled swimmer.

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Featured Character
Anais
Class III Planetary Probe

### Sensors

Terrestrial and gas giant sensor pallet with material sample and return capabilityOn-board chemical analysis submodule.

### Additional Data

Limited SIF hull reinforcment.Full range of terrestrial soft landing to subsurface penetrator missions.

Gas giant atmosphere missions survivable to 450 bar pressure.

Limited terrestrial loiter time.
Conversations des champs glacés du silence

* 1- Un acte source d'inspiration
* 2- Gastronomie de l'Outremonde
* 3- Pourquoi ne pas partager un peu de chaleur humaine ?
* 4- L'école d'Art de Navéa est à la recherche de nouveaux étudiants
* 5- Une amitié improbable
* 6- Infirmièèèère !
* 7- Le mauvais côté du bâton
* 8- Petit par la taille, grand par l'esprit
* 9- Là l'un pour l'autre
* 10- Chanson d'amour automnale
Guidance use of External Sensors

The major external sensors employed at sublight include stellar graviton detectors, stellar pair coordinate imagers, pulsar/quasar counters, far infrared scanners, and Federation Timebase Beacon (FTB) receivers. These devices also communicate with the structural integrity field and inertial damping field processors, inertial sensors, and main computers to obtain an adjusted awareness of the ship's location.

The wide range of external sensors make it possible to obtain the greatest number of readings under many different conditions. The standard external sensor pallet has been designed to insure that coarse position calculations can be made under adverse operating conditions: e.g., magnetic fields, dense interstellar dust, and stellar flares.

While the network of FTBs operate on subspace frequencies to facilitate position calculations at warp, vehicles at sublight speed can, in fact, obtain more precise positioning data than ships at warp. In the absence of clear FTB signals, onboard timebase processors continue computing distance and velocity for later synchronization when FTB pulses are once again detected.

Guidance of the USS Solstice at higher sublight velocities couples the impulse engines with those systems already mentioned. External sensor readings, distorted by higher relativistic speeds, necessitate adjustment by the guidance and navigation (G&N) subprocessors in order to accurately compute ship location and provide proper control inputs to the impulse engines. Extended travel at high sublight speed is not a preferred mode of travel for Federation vessels, due to the undesired time-dilation effects, but may be required occasionally if warp systems are unavailable.

Ongoing G&N system research tasks In Starfleet are handled by a mixed consultation crew of twelve Tursiops truncatus and T. truncatus gilli, Atlantic and Pacific bottlenose dolphins, respectively. This crew is overseen by two additional cetaceans, Orcinus orca takayai, or Takaya's Whale. All theoretical topics in navigation are studied by these elite specialists, and their recommendations for system upgrades are implemented by Starfleet.
Wikia talk:Portal de la comunidad

¡Esta es la **página de discusión general** del wiki! Los fundadores del wiki deberían dejar aquí un mensaje de bienvenida y alentar a los nuevos editores y visitantes a participar en el wiki. Utilizad esta página para dejar avisos sobre novedades o las últimas noticias referentes al wiki, también podéis usar el **foro** para comunicaros con los usuarios.
Faits troublants

* Quêtes vertes de Navéa
* Quêtes vertes du port de Skandia
* Quêtes vertes de la côte d'Hélonia
* Quêtes vertes de la colline du Croissant
* Quêtes vertes de la forêt des 2 chûtes
* Quêtes vertes de terre du Jugement
* Quêtes vertes du marais Lumiphore
* Quêtes vertes de la prairie Grandvent
* Quêtes vertes de la forêt Sans-Soucis
* Quêtes vertes du désert Sablétoile
Tipos de wikis

publica (gratuita): cualquier persona puede ver, editar y eliminar el contenido.

protegida (gratuita): cualquier persona puede ver el contenido, pero solo los miembros pueden editar y eliminar.

privada (costo mensual): solo los miembros pueden ver, editar y eliminar.

**DIRECTOR: Encargado de administrar y mantener el grupo en orden.**

**MODERADOR: Propone temas y anima la participación de los miembros.**

**EDITOR EJECUTIVO: Se encarga de editar todo el grupo.**

**MERCADOTECNIA Y VENTAS: Se encarga de promover el grupo.**

**DESARROLLADOR: Desarrolla el grupo ósea le da sentido al grupo.**

**ARCHIVISTA: Archiva todo el grupo como cosas que publican se quedan en la bases de datos.**

**ANALISTA: Analiza completamente el grupo y da a saber que si es obsiso.**

***PARTICIPANTES: Galilea Meléndez , Kiara Vega, Ángel Pool y Samantha Herrera***

(Se supone que esto se trataba de tipos de wiki, no lo que sea que este en negrilla)
Marronnier

***Marronnier*** est le deuxième épisode de la première saison de *Westworld*. Il a été écrit par Jonathan Nolan et Lisa Joy et réalisé par Richard J. Lewis et a été diffusé pour la première fois sur HBO le 9 octobre 2016.

## Synopsis

William, un nouvel invité, et Logan, un habitué, arrivent à Westworld pour des raisons bien différentes. Bernard et Theresa Cullen évaluent les risques de l'anomalie observée chez certains hôtes. Pendant ce temps-là, Elsie Hughes modifie légèrement le registre émotionnel de Maeve, la tenancière de la maison close de Sweetwater.

## Distribution

### Principaux

* Evan Rachel Wood : Dolores Abernathy
* Thandie Newton : Maeve Millay
* Jeffrey Wright : Bernard Lowe
* James Marsden : Teddy Flood
* Ben Barnes : Logan
* Clifton Collins Jr. : Lawrence
* Luke Hemsworth : Ashley Stubbs
* Sidse Babett Knudsen : Theresa Cullen
* Simon Quarterman : Lee Sizemore
* Angela Sarafyan : Clémentine Pennyfeather
* Jimmi Simpson : William
* Shannon Woodward : Elsie Hughes
* Ed Harris : L'Homme en noir
* Anthony Hopkins : Dr. Robert Ford

### Récurrents

* Ptolemy Slocum : Sylvester
* Leonardo Nam : Felix Lutz
* Talulah Riley : Angela
* Louis Herthum : Peter Abernathy

### Invités

* Oliver Bell : Petit garçon
* Izabella Alvarez : Fille de Lawrence
* Olga Aguilar : Femme de Lawrence
* Price Carson : Barman
* Christopher Cedeno : Dernier tireur
* Sal Lopez : Cigarillo
* Will Pinson Rose : Technicien du comportement
* Eric Ramey : Technicien narratif
* Nanrisa Induk Lee : Technicien narratif
* Carlos E. Campos : Technicien de surveillance
* Tai Bennett : Contrôleur
* Diana Toshiko : Costumier
* Kiki McCleary : Hôtesse
* Jackie Moore : Fille du Mariposa
* Nathalia Castellon : Fille du Mariposa
* Patrick Gorman : Vieux borgne
* Josh Clark : Shérif Reed
* Granville Ames : Recruteur
* Bradley Fisher : Barman du Mariposa
* Tim Fox : Invité
* Christine Weatherup : Invitée
* Lucas Peterson : Invité timide
* Michael L. Bash : Invité fasciné
* Jasmyn Rae : Fille de Maeve
Crónicas de gemas

Es una serie creado por Quilava58.

## ¿De que trata?

Es una serie creada por mi, se tratará acerca de 3 gemas que forman un equipo para salvar el planeta y rescatar a quien necesite ayuda.

## Canción

Ojo de tigre: Nosotros...

Perla y turquesa: Somos 3...

Ojo de tigre: Gemas

Perla: De la

Turquesa: Libertad

Ojo de tigre: La tierra esta con adversidad...

Turquesa: Si tu piensas que no podemos...

Perla: Siempre tenemos la solución...

Ojo de tigre: Por eso hacemos esta canción...

Perla: Y la gente de nuestro mundo

Creen en:

Ojo de tigre, Perla y Turquesa.

## Personajes

### Principales:

Ojo de Tigre

Perla Morada

Turquesa

### Secundarios:

Steven Cuarzo Universe

Las crystal gems

Greg

Connie

Cebolla

Diamante Blanco

## Temporada 1

* Piloto
* El esfuerzo
* Ser genial
* Una mujer gigante
* Cebolla, steven y turquesa

## Curiosidades

* Esta serie fue basada en la famosa serie de Steven Universe.
Présentation

Signé par le studio X-Legend déjà à l'origine d'Eden Eternal ou Grand Fantasia, Aura Kingdom plonge le joueur dans un univers fantastique rond et coloré (aux allures d'anime, dans un environnement, selon le développeur, "riche et détaillé, intégrant des boss titanesques, des donjons exotiques et des tours colossales à escalader"), tout en s'appuyant sur un gameplay laissant la part belle aux familiers. Le joueur peut en effet s'adjoindre les services de "compagnons interactifs", dont les capacités évoluent au gré de leurs pérégrinations, capables de développer des combinaisons d'attaque pour aider leur maître.

Le joueur a par ailleurs accès à divers arbres de compétences, le cas échéant pioché dans ceux d'autres classes et que le joueur peut faire évoluer au fil du temps.

Aura Kingdom revendique par ailleurs un gameplay qu'on nous promet rapide et fluide, dans lequel la mobilité est la clef du succès, et où contrôler la mobilité de l'adversaire est gage de réussite au combat.
Conversations entre les passants

* Conversations de Navéa
* Conversations du port de Skandia
* Conversations de la côte d'Hélonia
* Conversations de la colline du Croissant
* Conversations de la forêt des 2 chûtes
* Conversations de la mine du Miracle
* Conversations de terre du Jugement
* Conversations du marais Lumiphore
* Conversations de la prairie Grandvent
* Conversations de la forêt Sans-Soucis
* Conversations du désert Sablétoile
* Conversations de la forêt des Colochampis
* Conversations des tourbes Émeraudes
* Conversations de la forêt des Colochampis
* Conversations du plateau Météoris
* Conversations des champs glacés du silence
* Conversations du Port de Morton
* Conversations de la colline Lumiphore
* Conversations de la Sylve Tropical
* Conversations du Val du Poing-du-Jour
A Thousand Chronicles Wikia

The chronicles following the RPG legacy of Fire As My Champion, and its successor A Thousand Eyes and One. Brought to you by all the amazing members over the years and hosted by JCINK.

## Who We Are

WE ARE YOU! Great lovers of George RR Martin's *A Song of Ice and Fire,* as well as the HBO Show A *Game of Thrones,* we were inspired by the widespread world of Westeros and the hundreds and hundreds of years worth of its history. With amazing resources like *InvisionFree* and *JCINK forums*, and making good use of the *Wiki of Ice and Fire*, our fandom role-playing game based on this very realm opened in February, 2013. Under the name *Fire As My Champion (FAMC),* our story stretched from the years of 281 AC, starting right before the events at the Tourney at Harrenhal, to the end of 283 AC - seeing canon events like *Robert's Rebellion* renamed and repurposed into the *War of the Seven,* and Rhaegar Targaryen and Lyanna Stark succeeding the Iron Throne instead.

Deciding to retire Fire As My Champion after an amazing two years, its successor and sequel *A Thousand Eyes and One* was opened in February, 2015. Created under the same premise and affectionately called ATEAO by its members, the second rendition was simply a time skip - forwarding our timeline to the year 300 AC. Where some canons from FAMC were killed, other canons continued to live on, now fully grown adults with their children on our new canon list. While we owe this incredible world to its creator GRRM and his co-authors, we could not possibly go on without the outstanding minds of the dozens and dozens of individuals over the years that have made us possible. Thank you not only to the staff, but to each and every member, both past and present. It's all because of you that we have made it this far!

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Guides

[[Fichier:AuraTrailerbutton.jpg|thumb|400px]]

Le système de compétences très varié d'Aura Kingdom permet de se constituer des personnages très différenciés. Une même compétence pourra produire des effets différents chez différents joueurs, en fonction des améliorations que ceux-ci auront choisies.

## Types de compétences

===<u>'''''Compétences primaires'''''</u>===
Pour commencer, chaque classe est porteuse d'une arme primaire (fixe), qui lui confère des '''compétences primaires'''. Elles sont composées de 8 skills qui peuvent être des attaques (cible unique, AOE, ligne) élémentaires ou non infligeant des effets à la cible (stun, slow, debuff), des buffs (sur soi-meme, allié, groupe, AOE ou débuff ennemi) ou des soins (sur soi-meme, allié, groupe, AOE). Ces compétences seront acquises progressivement entre jusqu'au lvl 30.

===''<u>'''Compétences secondaires'''</u>''===
Ces compétences sont utilisables lorsque vous avez débloqué l'arme secondaire (à partir du lvl 40, une fois que vous aurez fini les quêtes de la Forêt des 2 chutes). Vous apprendrez '''toutes les compétences primaires liées à cette arme secondaire''' entre les niveaux 40 et 48 ainsi que les scripts héroïques qui vont avec (compétences passives qui améliorent vos compétences primaires).

Si vous avez choisi une classe utilisant des attaques à distance, vous pouvez éventuellement compléter votre panel de compétences en choissant une arme au corps à corps. Cependant, faites attention à '''choisir une arme en adéquation avec vos stats.'''

===''<u>'''Combinaisons'''</u>''===
La '''combinaison''' de certaines armes offrent, en plus des compétences primaires de la seconde arme, la possibilité d'apprendre de '''nouveaux skills uniques '''en utilisant l'arme primaire et l' arme secondaire. Ces compétences sont à débloquer via l''''arbre de compétence de la destinée'''.

===<u>'''''Combinaisons ultimes'''''</u>===
Ce sont des compétences que vous pouvez développer en faisant appel à l'aide de différentes '''divinités'''.

===<u>'''''Scripts héroïques et combinaisons améliorées'''''</u>===
Le système de "scripts héroïques" vous permettra de choisir des capacités passives qui améliorent vos compétences.

===''<u>'''Arbre de compétences'''</u>''===
A mesure que vous progressez, choisissez votre propre voie dans un "arbre de compétences" pour développer un personnage aux capacités uniques.

## Compétences par classe

Voir:
\* [[Compétences à l'arc]]
\* [[Compétences au bâton]]
\* [[Compétences au bouclier]]
\* [[Compétences au canon]]
\* [[Compétences au grimoire]]
\* [[Compétences à la hache]]
\* [[Compétences à la harpe]]
\* [[Compétences aux griffes|Compétence aux katars]]
\* [[Compétences aux lames jumelles]]
\* [[Compétences aux pistolets]]
\* [[Compétences au tachi]]
\* [[Compétences à la faux]]
Wikia Aura Kingdom FR

## Actualités

Si vous avez un soucis/bug : Site des EB http://akfr-eb.e-monsite.com/

## Navigation

* Eidolon
	+ Obtention
	+ Souhait Eidolon
* Badge & Succès
* Conversations entre les passants
	+ Guide Alchimie
	+ Guide Archéologie
	+ Guide Cuisine
	+ Horaire poisson Roi
	+ Stuff poisson Orange
	+ Stuff Poisson Roi
	+ Guide Cartes

## Activité récente

Ce site n’est pas soutenu par ni affilié à Aeria Games ou ses concédants de licence.
Les images sont utilisées à titre d'illustration et son|}
Elayla of Lys

**Elayla of Lys**is a lady of many a name depending on who you ask, too some she is **the Silent Lady**, **the Ghost of Lys**, or **the Lady of Whispers**, but too those she deems most worthy she is simply **Ela**. She came across the Narrow Sea as a handmaiden to one of the Lyseni Ambassadors, an *Elaena* whom she bears a striking resemblance to be it by accident or on purpose it is hard to tell. Infact it is hard to tell most things about her, from her past to what she is thinking this hand maiden is obviously more, or less, than she seems. Only time will tell if her many closely guarded secrets will be revealed. She is played by Jaz on *A Thousand Eyes and One.*
Wikia Clase2practica

## Novedades

* Español [1]
* Sesshomaru-Ficha-Tarea [2]
* Formación [3]
* Español B [4]
* Tipos de Wikis [5]

## Colabora con este wiki

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