HANGER DEC # 9
Roy listened to the questions, and nodded. "Humans are really good at war...it's been a constant throughout most of our history, each culture that sprung up seemed to spend more time fighting than not fighting, with a few exceptions. So we don't feel the need to be armored up to be ready for a fight. If we know it's coming, we'll do it...but we fight hard, and we play hard. You'll get to see exactly what I mean soon enough, I'm sure."
He took the disc, holding it in his hand. While the dress uniform had pockets, it was very bad form to use them. "We can walk you to the Quartermaster's station, they can probably pull you a uniform that will fit, and if not, they can get one made in a few hours. Standard is to have at least two duty uniforms...I recommend three, saves you trouble with waiting for them to come back from laundering. You can also get a casual duty uniform...they're more comfortable, and generally lighter weight, but otherwise, nothing to worry about. Gives you another option if you decide everything needs to be cleaned at the same time. One dress uniform, which is generally only worn for special events...send-offs, formal receptions for dignitaries, etc." He rattled it off quickly, without too much emphasis on any one point.
"Regarding weapons...regulations require that ALL personnel who are able will have a sidearm and knife on their person, or ready to use, at all times...doesn't matter if you're relaxing on the Rec Deck, at a formal event, taking a quick leap in the fresher, you make sure you've got weapons handy. Beyond that, there's a little bit of leeway. Each crew member is allowed one long-arm to be kept in their quarters, anything beyond that should be stored in the QM's lockers. We play that a little fast and loose with Security personnel, but don't plan on building your own personal arsenal. One of the reasons we don't have people carry long arms on regular duty is because they're awkward in close quarters...sidearms are a lot easier to wield in a crowded hallway, in the event something happens on board. When I came aboard the Hermes, pulse weapons were the preferred option, but we've found that a lot of our enemies have been using pulse weapons for so long that they've developed countermeasures against them...countermeasures which do very little against hard-ammo rounds. At a bare minimum, I recommend at least one of your weapons be hard ammo...personally, all of mine are, and a lot of people have been opting for encapsulated pulse rounds as a compromise between the two." He shrugged dismissively...he'd stated his preferences and beyond that, he didn't consider it his business. The ESN was still using pulse weapons as the standard issue, and he didn't feel it was his place to countermand the top brass on that.
"Beyond that," he began...and then shrugged again. "If you want to carry swords, that's your business. I have no problem with it on combat operations, but you might find them a little unwieldy for the day-to-day around the ship. I carry a standard-issue kabar," and he indicated the sheathed combat knife on his belt, "but I also carry this all the time." He pulled the kukri from the back scabbard where he kept it, the curved blade easily three times the length of the not-inconsiderable kabar, and at least four times the mass. "Most of the time, I'm wearing a pair of these..." and he drew and offered a machine pistol which Meari would likely recognize as Largran-made. "Right now, it's just the one because they tend to look out of place on top of the dress blues. When I change back to my regular duty uniform, I'll put the other holster on my belt. If you have weapons which you prefer over the standard-issue options, we make allowances...within reason. We're not letting anyone keep a grenade launcher as their personal weapon, no matter whether or not they have surrendered all their other weapons." He paused, thinking for a moment.
"Beyond that, all you really need to know is Sgt Shoemaker is my #3, Master Chief Mullins is my #2, Admiral Hack is God, and Captain Si is his archangel. The rest you can piece together as you go along. Don't make the mistake of judging anyone on appearances...Admiral Hack runs a meritocracy and Captain Si fully endorses it. Everyone on the Hermes is VERY good at their job, although every so often we have someone come along who doesn't share our definition of what their job is. But people from off the Hermes see your cousin Shade and assume that, because he's smaller than average, he must be weak. They see Lt. Morrow's haircolor and assume that she's some kind of bubblehead. If they weren't good, they wouldn't be here. The only exception to that is the newcomers...we're finding out if they're good or not. Until they've proven themselves, make whatever judgments about them their behavior inclines you to make." He stopped, watching her face to see how much of that had filtered through and how much had just been words that hit and slid off.