Federation U.S.S. Akyazi class Perimeter Action Ship (Star Trek):
From: Ships of Starfleet: Volume Two
This design is meant for the times between the movies Star Trek Two: Wrath of Khan and Star Trek Six: The Undiscovered Country. This could easily also be used in Next generation times as ships pulled from Mothball / Reserve fleets to cover the huge losses incurred while fighting against the Borg and Dominion.
All capital ships class are expensive to both build and operated and there has been a fair amount of pressure within the Federation to develop a ship that is smaller yet able to fill most of the combat roles of a much larger ship. One way that this reduction is achieved is by reducing the amount of internal stores and having limited duration vessels. The duration of a ship will not be a problem if the ship will be operated from bases. Facilities such are research equipment is virtually eliminated which means that the ship can be reduced sizeably. These ships also carry a higher level of automation than most Federation vessel. These vessels can fill a similar role to the smaller Klingon Bird of Prey and may be considered a predecessor of the Defiant class.
These ships were originally planned around the time that the USS Enterprise was first reconstructed but was delayed for many reasons. The first delays were caused by some senior admirals deciding that larger ships are already better. The funds that had been designated for the development of the perimeter action ships were instead spent on the construction of more cruisers. The projected was then indefinitely delayed by the Peace elements in the Government and was reduced in number as well. It was thought the project would be altogether be canceled. In reality, pro military factions in the government took back control after a few years and the project was put back into production. It took almost twenty years to get from when the project was first planned to when the USS Akyazi was finally commissioned after quickly passing its builders trials. The ship was considered an almost complete success and her sister quickly joined her in the fleet. Most of the ships have joined the TacFleet forces.
The ships have a hull system that looks much like those on most federation vessels but is smaller and is indented inwards in the front where the forward photon torpedo launchers are mounted. The rear of the primary hull ends with a flat rear. The ships has two rear pylons where the ships warp engines are mounted. These pylons can be detached in case of emergency using the front of the ship as an escape vessel. These ships have a good percentage of the weapon systems carried on most cruisers. The ship has a total of six dual mount phaser arrays on the primary hull with three on the top of the main hull and three mounts on the bottom of the main hull. The ship also has two individual mounts on the rear of the support structure for the engineering pod and warp nacelles. The ship also carries two forward firing photon torpedo launchers and one aft firing launcher. Due to space, the ordnance payload is limited compared to larger ships. The ships carry extremely heavy shields for its size and can withstand a huge amount of damage for their size.
The ships are very fast at both warp and impulse speeds and among the fastest ships in either the Federation or any of the other races ships. One problem is that the ships emergency combat speeds can only be maintained for a few minutes. The warp drives have special shielding to reduce the energy signature of the engine. The ships can operate in an atmosphere but mostly fly through brute force. The ship have landing gear so they can land on a planet.
These ships carry no fighters or shuttles but have emergency escape pods. Normally the ship relies on using its transporters. These ships carry no marines and have no facilities for flag officers. The ships spaces are cramped but the crews are often in port to give the crew more space.
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: NCC-1860.
Vehicle Type: Perimeter Action Ship (By Phase World terms would be considered to be a Light Cruiser)
Crew: 84 (8 officers and 76 enlisted)
M.D.C. By Location:
|Siege Phaser Cannons (6 banks of 2 each):||800 each bank|
|Siege Phaser Cannons (1 or 2, Individual mounts):||400 each|
|Torpedo Tubes (3, 2 Forward / 1 Aft):||800 each|
|Propulsion Support Pylons:||5,000 each|
|Impulse Engine:||5,000 each|
|Warp Nacelles (2, over Engineering Pod):||8,000 each|
| Main Body (Primary Hull):||20,000|
| Variable Force Field:||4,000 a side (24,000 Total)|
 In reality this is how much damage needs to be done for a weapon to hit the bridge through the ship’s armor. This ship does not have an auxiliary bridge. Even if the bridge 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.
 Depleting the M.D.C. of the main body will put the Frigate out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
 Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (1,200 M.D.C.) per melee round
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. Star Ship can accelerate/decelerate at the rate of 1.0 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: Maximum speed is Mach 8.5 using impulse engine. Due to starship having gravitic propulsion systems, starship can enter and leave the atmosphere.
Stardrive: Uses a warp engine that allow ship to travel at Warp Factor 8.0 on cruise (0.058 Light Years per Hour), Warp Factor 11 Flank (0.152 Light Years per Hour), Warp Factor 14 Emergency (0.313 Light Years per Hour), and warp 21.5 Battle Emergency - Lasts only about 10 minutes (1.135 Light Years per Hour).
Warp speed is raised to the third power to figure out how many times the speed of light the ship travels. These speeds 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 six months worth of supplies on board.
Length: 709.0 feet (216.1 meters)
Height: 90.2 feet (27.5 meters)
Width: 394.4 feet (120.2 meters)
Mass: 68,000 metric tons standard (66,800 mt light, 69,000 mt full load) [Ships of Starfleet Volume Two]
Power System: Primary power system is Anti-Matter with a 3.25 year life span. Ship normally only goes 2 year between refueling
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 1,000 tons of cargo in addition to standard compliment of supplies and ammunition.
Market Cost: 1.4 billion to construct. As far as it is known, the Federation does not sell their starship designs to other interested parties.
- Six (6) banks of 2 Siege Phaser Cannons & 2 Single Mounts:
Primary energy weapon system with three banks on top and three banks on
the bottom of the primary hull, and two single mounts on the top rear of
the engineering pod. The weapons damage is about equal to the laser cannons
used by the CAF but the Phasers have a greater rate of fire. The Phasers
are also slightly shorter ranged but only slightly. Both Phaser Cannons
in each bank can be linked or can be fired separately. They cannot be used
when traveling faster than the speed of light. Weapons system has half
the normal penalties to hit fighters and small targets.
Maximum Effective Range: 12,437 miles (20,000 km) in space and 12.4 miles (20 km) in an atmosphere.
Mega-Damage: 2D4x100 M.D.C. each or 4D4x100 for both in a bank.
Rate of Fire: Maximum of Three (3) times per melee for each cannon.
Payload: Effectively Unlimited.
- Three (3) Photon Torpedo Launching Systems: The ship has
two photon torpedo launchers in the front of the ship and one mount that
fires aft. While the launchers are older than those used on the U.S.S.
Defiant and other next generation ships, they can use new torpedoes and
quantum torpedoes if used in later Next Generation times. Newer photon
torpedo warheads carry more anti-matter.
Effectively very similar to Phase World cruise missile launchers but instead of having groups of multiple launchers, Starfleet has concentrated on launchers that can launch more than one torpedo at the same time. There are two launchers that fire forward and two launchers that fire aft. 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 - 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: Photon Torpedoes (Matter/Anti-Matter Warheads): Old Series inflict 2D6x100 each, Star Trek Movies One through Six inflict 3D6x100, and Next Generation inflicts 4D6x100 each. Quantum Torpedoes: 8D6x100 each.
Rate of Fire: One at a time or in volleys of 2 per launcher, per melee round, for a maximum of 6 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next.
Payload: 60 torpedoes (because the launchers are right next to each other they all use the same magazine)
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Technical information sourced partially from Ships of Starfleet: Volume Two.
I would like to recognize Henning Rogge as giving assistance with the revision of the Star Trek starships.
Writeup by Kitsune (E-Mail Kitsune).
Rifts Conversion Copyright © 2000, Kitsune. All rights reserved.