Incident Radiation Response
Commands
Captain
Weapons
Pilot
Comms / CommsIntel Interface
Recon
Engineering
Scientist
State / Interfaces
Notes

Phase Game ON

Trigger Event: Host activation after the host trigger fires

Duration: 20-60 sec baseline per incident pulse; host payload may specify deterministic duration, stochastic duration, cooldown, or repeat behavior

Exit Trigger: MGC receives WeaponsStation-Annex::ShieldUnit event incident-radiation-safe, level 0

Phase Restoration

Trigger Event: MGC receives WeaponsStation-Annex::ShieldUnit event incident-radiation-safe, level 0

Duration: Immediate

Exit Trigger: Immediate

Commands

  • WeaponsStation-Annex::ShieldUnit incident-radiation {"dx": "{resolved-dx}", "dy": "{resolved-dy}", "level": "{radiation-strength}"}

CaptainWhisperer

  • Radiation risk detected
  • Weapons Officer is handling the incident

WeaponsWhisperer

  • Incident radiation detected
  • Activate the Radiation Shield
  • Direct the Shield to block the incoming radiation
  • Report the radiation incident to the Captain
  • If Shield health goes too low, re-energize it using Shield Capacitors

State / Interfaces

  • stations
  • units
  • displaySurfaces
  • repositories
  • events
  • actions
  • childReferences

Notes

  • developerNotes
  • - ShieldUnit runs incident-radiation gameplay, accepts WeaponsStation-Annex shield input, and tracks incident-radiation magnitude and direction.
  • - ShieldUnit DisplayManager renders radiation event feedback.
  • notes
  • - If local shield handling causes unsafe internal radiation, that condition is reported through felt-radiation-level and may trigger Felt Radiation Response.

CaptainWhisperer

  • Radiation risk has ended

WeaponsWhisperer

  • Incident radiation has ended
  • Switch off the Radiation Shield to preserve shield health

State / Interfaces

  • stations
  • units
  • displaySurfaces
  • repositories
  • events
  • actions
  • childReferences

Phase Game ON

Trigger Event: Host activation after the host trigger fires

Duration: 20-60 sec baseline per incident pulse; host payload may specify deterministic duration, stochastic duration, cooldown, or repeat behavior

Exit Trigger: MGC receives WeaponsStation-Annex::ShieldUnit event incident-radiation-safe, level 0

Commands

  • WeaponsStation-Annex::ShieldUnit incident-radiation {"dx": "{resolved-dx}", "dy": "{resolved-dy}", "level": "{radiation-strength}"}

CaptainWhisperer

  • Radiation risk detected
  • Weapons Officer is handling the incident

WeaponsWhisperer

  • Incident radiation detected
  • Activate the Radiation Shield
  • Direct the Shield to block the incoming radiation
  • Report the radiation incident to the Captain
  • If Shield health goes too low, re-energize it using Shield Capacitors

State / Interfaces

  • stations
  • units
  • displaySurfaces
  • repositories
  • events
  • actions
  • childReferences

Notes

  • developerNotes
  • - ShieldUnit runs incident-radiation gameplay, accepts WeaponsStation-Annex shield input, and tracks incident-radiation magnitude and direction.
  • - ShieldUnit DisplayManager renders radiation event feedback.
  • notes
  • - If local shield handling causes unsafe internal radiation, that condition is reported through felt-radiation-level and may trigger Felt Radiation Response.

Phase Restoration

Trigger Event: MGC receives WeaponsStation-Annex::ShieldUnit event incident-radiation-safe, level 0

Duration: Immediate

Exit Trigger: Immediate

CaptainWhisperer

  • Radiation risk has ended

WeaponsWhisperer

  • Incident radiation has ended
  • Switch off the Radiation Shield to preserve shield health

State / Interfaces

  • stations
  • units
  • displaySurfaces
  • repositories
  • events
  • actions
  • childReferences

fmb | ccsg/reusable/fmbs/incident-radiation-response.ccsg.json | ../StoryConstruction/Narrative/FederatedModels/FMB-Incident-Radiation-Response.md