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The Akira Class design has been maximized for tactical and scientific usage. However, it is realized that the stress of operating at 99% efficiency on a ship that is built for deep-space exploration can be dangerous, so there are some recreational facilities on the Akira Class.

Holodecks

There are two standard holodeck facilities on the Akira Class, both located on deck 3.

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The holodecks are used primarily for training purposes but can also be utilized for recreational activities. Many training programs were installed at the time of construction. User-developed modifications to existing programs as well as original programs continue to increase the already large library of programs available to choose from. A significant benefit of the Holodeck system is that the space it requires is much less than the standard training and recreational facilities designed into past vessels. This has allowed the extra space to be reallocated for other needs.

Each Holodeck has its own power generator, though normally they operate off the ship's power distribution grid. They also operate off the dedicated minicore setup for the Holodecks to take their operating workload off the main core.

Another benefit is that the area(s) of upcoming combat operations can be reproduced with a higher degree of accuracy to improve the quality of training without constructing mockups or having to work with an existing environment that may not be entirely accurate or appropriate. Also, any number of modifications to the scenario can be made by simple reprogramming of the system. When large numbers of personnel aboard are involved in a training mission, the Holosystems can be networked together so that both Holosystems can be utilized for the same exercise.

Holosuites

The Holosuites are individual 15’ x 15’ rooms where the members of the crew can partake in personal holo-simulations. These are smaller versions of standard Federation Holodecks, designed for individual usage (the two Holodecks themselves are to be used by groups or individual officers; enlisted crewmen and cadets are not allowed to use the Holodecks under normal circumstances). They do everything that their larger siblings do, only these Holosuites can't handle as many variables and are less detailed. They are equivalent to the Holodecks on an Intrepid class Starship. There are eight Holosuites Akira Class, all of them located on deck 2 of the Bridge Conn tower.

Phaser Range

Sometimes the only way a Starfleet officer or crewman can vent his frustration is through the barrel of a phaser rifle. The phaser range is located on deck 14. The phaser range is heavily shielded, the walls being composed of a Duranium alloy, which can absorb setting 16 phaser blasts without taking a scratch.

Normal phaser recreation and practice is used with a type II or type III phaser set to level 3 (heavy stun). The person stands in the middle of the room, with no light except for the circle in the middle of the floor that the person is standing in. Colored circular dots approximately the size of a human hand whirl across the walls, and the person aims and fires. After completing a round, the amounts of hits and misses, along with the percentage of accuracy is announced by the ship's computer.

The phaser range is also used by security to train ship's personnel in marksmanship. During training, the holo-emitters in the phaser range are activated, creating a holographic setting, similar to what a holodeck does. Personnel are "turned loose" either independently or in an Away Team formation to explore the setting presented to them, and the security officer in charge will take notes on the performance of each person as they take cover, return fire, protect each other, and perform a variety of different scenarios. All personnel on an Akira Class are tested every six months in phaser marksmanship.

There are 25 levels of phaser marksmanship. All personnel are trained in the operation of phaser types I and II up to level 14. All security personnel on a Akira Class must maintain a level 17 marksmanship for all phaser types. The true marksman can maintain at least an 80% hit ratio on level 23. The Akira Class carries both the standard phaser rifle and the new compression phaser rifles.

Weight Room/ Gymnasium

Some Starfleet personnel can find solace from the aggravations of day-to-day life in exercising their bodies. The Security department encourages constant use of this facility; tournaments and competitions are held regularly in this room.

The weight room is located on deck 16. This weight room has full body building and exercise apparatuses available for your disposal; any kind of exercise can be performed here, be it Terran, Klingon, Vulcan (it isn't logical to let your body atrophy), Bajoran, Trill, or others.

There is also a wrestling mat in the weight room, which can be used for wrestling, martial arts, kick-boxing, or any other sort of hand-to-hand fighting. There are holo-diodes along the walls and ceiling which generate a holographic opponent (if you can't find someone to challenge), trained in the combat field of your choice. The computer stores your personal attack and defense patterns as it gains experience on your style of fighting, and adapts to defeat you. All personnel on the Akira Class must go through a full physical fitness and hand-to-hand combat test every six months.

There are also racks of hand-to-hand combat weapons, for use in training. Ancient weapon proficiencies for Starfleet personnel are recommended by Akira Class's security division; phasers may not always be available for use in contingencies. Terran, Klingon, Betazoid, Vulcan, Bajoran, and other non-energy weapons are available for training.

The Lounge

There is a large lounge located on deck 7, forward. It has a very relaxed and congenial air about it; the Lounge is the only place on the ship where rank means nothing - "sir" need not be uttered when a person of lower rank addresses an officer, and everyone is on an equal footing. Opinions can be voiced in complete safety. This lounge is the social center of the ship.

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