Cardassian Galor class Battlecruiser (Star Trek):


The writeup of the Galor class is designed to be used during Star Trek: Next Generation episodes as well as during the times of Star Trek: Deep Space Nine and Star Trek: Voyager.


These ships are one of the primary classes of ships used the Cardassian fleets. While the Cardassian ships are not up to latest Federation standards, these ships are still powerful and can be very dangerous when in the hand of a skilled captain. They are about the equivalent of the Federations earlier Excelsior class Battleships but do not compare favorably to most of the newer federation vessels. There is a newer Cardassian vessel know as the Keldon class that is based off of the Galor class cruiser. That ship entered service sometime prior to the Cardassians joining the Dominion. A great many of these ships were lost during their first war against the Federation. After having rebuilt their forces, they lost alarge number of ships against the Klingons. After a short respite, the Cardassians and their Dominion allies went to war against both the Federation and Klingons. Most of the remaining Galor class cruisers were destroyed during that war.


The ship carries six banks of spiral wave disruptors for the ship's main beam weaponry. Each disruptor is more powerful than the unmodified siege phasers mounted on the Federations earlier classes of ships such as the Excelsior but require more power per mount and are unable to be mounted in the same number as the Excelsior class which make the ships firepower equivalent to each other. The Galor also has a powerful high powered spiral wave disruptor that fires aft. This weapon is similar in firepower and range to the federation mega-phaser mounts Of course, when some of the Excelsiors, such as the U.S,S. Lakota, were modified, they became much more powerful than the Galor class. The Cardassians have been unable to develop anti-matter warheads for torpedoes so their torpedoes create a laser initiated fusion explosion. These Torpedoes are called Ion Torpedoes. The Cardassian torpedo launchers are also more massive than the launchers carried on federation ships and like older federation launchers, each launcher can launch up to two torpedoes in each volley. The larger launchers have meant that the ship only carries two launchers, one launcher that fires forward and one launcher that fires aft.


This version is without major upgrades that the Dominion might have done to the Cardassian ships when they became allies. It might be at least expected that these ships after the Dominion and Cardassian treaty carry more powerful missiles with anti-matter warheads. The more powerful warheads are listed as an option under the torpedo launchers.


This ship has never been equipped to carry fighters but the class does carry a large number of marines for ground assaults. This ships are slightly more cramped than most Federation vessels but they do have large quarters for the senior officers. The Galors are set up to be able to act as Flagships.


This design is written to be able to interact with modified phase world rules. See Revised Starship Rules for Phase World / Three Galaxies for more details. There is a lack of hard detail on this ship. Some materials have suggested accelerations that are simply beyond scope. I have taken a moderate level in writing up this starship for Phase World because otherwise the ship would either be far too powerful or far too weak for Phase World. Warp speeds are far slower than the FTL speeds for Phase World but they are very close to those from the original series and Star Trek: The Next Generation Technical Manual. Also, a note on the mass of starships. The original sources indicated much smaller masses for starships than Star Trek: Deep Space Nine Technical Manual does and where possible, both masses are listed for the gamers to choose which one seems most appropriate.


Model Type: Galor Class Battle Cruiser
Vehicle Type: Battle Cruiser (Heavy Cruiser/ Battle Cruiser by Phase World terms)
Crew: 366 (91 Officers, 274 Enlisted, and 1 political officer)
Troops: 375 Marines.


Vehicles:

8Standard Shuttles


M.D.C. By Location:

Mega Spiral Wave Disruptor Cannon (1, aft):1000
Siege Spiral Wave Disruptor Cannons (6 banks of 2 each):600 each bank
Torpedo Tubes (2, 1 forward / 1 aft):800 each
Warp Nacelles (2):20,000 each
Impulse Engine:10,000
[1] Primary Bridge:15,000
[1] Auxiliary Bridge (Also used as Flag Bridge):15,000
[2] Main Body:80,000
[3] Variable Force Field:6,000 a side (36,000 Total)


Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships armor. This ship does have an auxiliary bridge. Even if both of the bridges is destroyed, the ship can still be piloted from engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridges that do not penetrate the ships integrity can injure crew members on or near the bridge.
[2] Depleting the M.D.C. of the main body will put the Battle Cruiser. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (1,800 M.D.C. per melee round


Speed:
Driving on the Ground: Not Possible.
Sublight: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed of light. The Ship can accelerate/decelerate at the rate of 0.65 percent of light per melee round.
As an alternative, the starship can reach .99 of the speed of light but is normally restricted to slower speeds so that starship is not effected severely by time attenuation that occurs at the higher sublight speeds.
Atmospheric Propulsion: Cannot travel within an atmosphere efficiently.
Stardrive: Uses a warp engine that allow ship to travel at Warp Factor 7 on cruise (0.075 light years per hour), Warp Factor 9.2 Flank (0.19 Light Years per hour), and Warp Factor 9.6 Emergency (0.22 Light Years per Hour). Speed is calculate using a formula designed to emulate Star Trek: Next Generation speeds. These speed are very slow when compared to Phase World ship, so if used in that universe, they could be increased enough to operate within Three Galaxy speeds but should not exceed them.
Maximum Range: Effectively Unlimited by either drive system. The ship carries about two years worth of supplies on board and a small hydroponic section.


Statistical Data:
Length: 1,220.1 feet (371.88 meters)
Height: 193.6 feet (59.0 meters)
Width: 630.7 feet (192.23 m)
Mass: 1,678,000 metric tons (Deep Space Nine: Technical Manual)
Power System: Primary power system is Anti-Matter with a 15 year life span. Ship normally only goes 5 year between refueling
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 50,000 tons of cargo in addition to standard compliment of supplies and ammunition.
Market Cost: 6.5 billion credits to construct.


WEAPON SYSTEMS:

  1. Mega Spiral Wave Disruptor Cannon (1): The weapon is Aft firing. Used as anti-capital ship weapons and can take out frigates in one shot or do large amounts of damage to bases or larger ships. The cannon cannot be used faster than the speed of light. Weapon has standard penalties to hit fighters and small targets. The barrels can be fired either forward or behind and can be rotated 30 degrees horizontally or vertically.
    Maximum Effective Range: 93,300 miles (150,000 km) in space and 93.3 miles (150 km) in an atmosphere.
    Mega Damage: 1D6x1000 M.D.C.
    Rate of Fire: Maximum of Two (2) times per melee per cannon.
    Payload: Effectively Unlimited.
  2. Six (6) banks of 2 Heavy Spiral Wave Disruptor Cannons: The weapons damage is about equal to laser cannons used by the CAF but the disruptors have a greater rate of fire. The disruptors also have about equivalent range to standard phasers are also slightly shorter ranged but only slightly. Both Disruptors Cannons in each bank can be linked or can be fired separately. They cannot be used faster than the speed of light. Weapons system has half the normal penalties to hit fighters and small targets.
    Maximum Effective Range: have a range of 15,550 miles (25,000 km) in space and 15.6 miles (25 km) in an atmosphere
    Mega Damage: 2D6x100 each or 4D6x100 for both cannons in a bank.
    Rate of Fire: Maximum of Three (3) times per melee each cannon.
    Payload: Effectively Unlimited.
  3. Two (2) Ion Torpedo Launching Systems: One launcher fires forward and one launcher fires aft. Effectively very similar to Phase World cruise missile launchers but instead of having groups of multiple launchers, the Cardassian have copied Starfleet, who has concentrated on launchers that can launch more than one torpedo at the same time. Once spread of torpedoes has been launched, the launchers must reload and rearm before launching another spread of torpedoes. In the early service of this ship, it carried photon torpedoes which are anti-matter/matter warheads but they can carry quantum torpedoes when they are available.
    Torpedoes has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship). When drive goes dead, the torpedo will continue to travel in a straight line unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and torpedoes when dead is at -25% to be detected.) See modified starship rules for more details - Sublight torpedoes have penalties to hit small targets but are all considered smart missiles. Launchers can launch on multiple targets each.
    Maximum Effective Range: Powered torpedo range is 8000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space.
    Mega-Damage & Properties: Ion Torpedoes (Fusion warheads) inflict 2D6x100 M.D.C. each. Dominion Anti-Matter warheads will inflict 4D6x100 each
    Rate of Fire: One at a time or in volleys of 2 per launcher, per melee round, for a maximum of 4 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 200 torpedoes (100 per launcher).



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Technical information partially sourced from Star Trek: Deep Space Nine Technical Manual (Mostly ship sizes.)


I would like to recognize Henning Rogge as giving assistance with the revision of the Star Trek starships.


CGI of ship created by Andrew Hodges. More of his CGI pictures of Star Trek ships and craft at Devil World 6.


Writeup by Kitsune (E-Mail Kitsune).


Rifts Conversion Copyright © 1998, 1999, & 2000, Kitsune. All rights reserved.


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