What follows is a general guide to the operations side of . Staffed & run mostly by the military personelle & enlisted scientists whom have travelled to Pegasus on the Expidition; the Operations side of the base currently consists of :
GATE ROOM Also known as the embarkation room at Stargate Command, Atlantis' gate room is massive, and suited for battalions of departing soldiers or enormous expeditions. A platform in the center holds the Stargate, allowing access from many different sides in the event of a medical emergency or abrupt evacuation by personnel. Stairs lead downward on either side of the gate, and an upward staircase directly in front of the gate leads up to the operations and conference rooms. Small terraces overlook the gate room on either side of the second level, and the ceiling retracts to allow access to and from the Puddle Jumper bay -- allowing the team to take the small Ancient ships through the Stargate.
OPERATIONS CENTER
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Positioned across and above the Stargate area, the operations area is the control center of the entire Atlantis base. It is equipped with numerous control stations that allow for the monitoring and maintaining of the base. The Ancient's version of a D.H.D. is also in this room, allowing push-button dialing of Stargate addresses. From here personnel can also control the Stargate forcefield, consult the city's database of gate addresses, manage the city's power resources and city-wide communications systems, and more.
V.R. ROOM
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This room contains a large, three-dimensional holographic interface that allows users to view recorded information. The history of the Ancients, as well as their star maps, can be projected in this room by stepping on a panel in front of a display console, which initiates a preset program. The room's ceiling is perfectly configured for charting the position of Atlantis in the Pegasus Galaxy, as well as the worlds they seeded with human life many millennia ago.
MEDICAL BAY
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Chief facility for tending to the sick and injured, which is also well-equipped for biological research. The room can accommodate multiple wounded, as well as Dr. Carson Beckett's on-going gene therapy and medical research. An adjacent room can also house recovering wounded.
PUDDLE JUMPER BAY
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Atlantis is equipped with a spacious, circular Puddle Jumper bay, filled with multiple decks of the small crafts. This room is located directly above the gate room. After selecting a Jumper, the pilot moves the ship into the center of the room, where panels on the floor retract into the surrounding walls to allow entrance into the gate room, so that the ship may be piloted through the Stargate. Ship controls can also retract the roof of the Jumper bay, allowing the ships access to the outside of the city.
CONFERENCE ROOM
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A basic space with a large table, where the teams conducts mission briefings & other meetings. The conference room is directly across the gate room from the operations center. A series of multi-panel doors open onto a terrace overlooking the Stargate.
BRIG
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Constructed with advanced Ancient forcefields, this rudimentary square space can house many foes. Not even Wraith are able to penetrate the forcefield barriers. Only when the chamber is unlocked do the forcefields drop away, allowing admittance for personnel.
GROUNDING STATIONS
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Here, massive grounding rods channel lightning from the highest lightning rods, dispelling the energy back into the ocean. The grounding stations are designed in the event that lightning is needed to power the city, supplementing Z.P.M.'s. Sophisticated terminals can separate the rods.
CHAIR ROOM
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Like the Atlantus Outpost in Antarctica, a powerful chair-weapons platform is provided for defense of the city. The chair directly connects to Atlantis's three drone weapon portals on the city piers. The chair can also be reconfigured to remotely control Puddle Jumpers to attack incoming threats.
Z.P.M. OUTLET ROOM
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The heart of Atlantis is the Z.P.M. outlet room. At the center of this chamber is a triangular space where up to three Zero Point Modules can network to provide power to the city for thousands of years. Any Z.P.M. slot can run the city by itself, but the units can also take turns powering the city.
AUXILIARY CONTROL
Deep under the city's spires exists an alternate control station that can perform the basic functions of the central spire's control room. The city's star drive can be initiated from this location. However, it is not possible to remotely power down the Z.P.M. that is running the ship.
DRONE STORAGE
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The drone storage bay houses an enormous supply, if not all, of Ancient drone weapons. The devices remain on stand-by in honeycomb-like racks until they are required to launch. This bay is likely configured for automatic launching of the weapons, routing the drones to three portals on three separate piers where they can emerge and attack.
LONG-RANGE SENSORS
The city ship employs a tremendous array of long-range sensors, allowing scanning of nearby star systems up to weeks away via hyperspace. Often used as an early warning system, the sensors permit the city's cloaking shield to activate before any threats come within scanning range.