Aurora Class Venture User Guide
Welcome, if you are reading this then congratulations on being assigned your very own Aurora Class Venture Vessel. In this useful guide you will learn the placement of all those buttons and switches that keep your Aurora Vessel intact and flying properly! This guide is provided to you-- the pilot --by the Atrata Federation aerodynamics branch.
You probably went through this before you joined up but for legal reasons we have to remind you: The Atrata Federation is not responsible for any; maiming, disablement, dismemberment, unplanned amputation of any limb (s), foreign diseases, or any other personal injury sustained on your person while aboard this vessel. Thank you for following all laws that have been put in place by the Atrata Federation Aerospace Branch.
Let us begin with the simple layout of this vessel. Your craft is approximately 200 meters (656 feet) in length and about 616886 Kilograms (680 Tons) heavy. Its a light ship compared to some other Atrata Federation Vessels. That being said, you can't pull very many knots in this craft. It only has a top speed of abou 4344.881 knots (5,000 Mph) without warp drive.
The Aurora Class is equipped with four low caliber cannons, be careful with these cannons they may be low caliber but they can still do substantial damage on smaller vessels. Unlike the Artemis class, you have a small number of rounds to reload. So spend your ammunition wisely, I.e when the stake of the mission depends on it.
The engine the Aurora Class are equipped with are plasma charged. These engines however, are built for getting the higest speed possible without depleting the current plasma charge. Do not worry about energy though, for every single vessel comes equipped with several spare plasma charges. You should also consider; do not handle the plasma charge with bare hands, do not allow the plasma charge to touch any bare skin, do not eat the plasma charge, do not lick the plasma charge, the plasma charge most definitely is NOT an object to give anamorphic properties too in the event off every single crew member being M.I.A or K.I.A.
Failure to follow any of these rules corresponding to the plasma charge may result in; higest degree burns, severe injury to organ systems, broken bones, melted limb (s), deformed limb(s), rapid antimatter expansion of energy, damage to the vessel, damage to crew members, damage to vessel systems, and death. Thank you for staying safe, as the Atrata Federation, we pride ourselves on safety first.
Internally, there are several buttons and dials too tell you what status your vessel is in without looking at it physically.