Federation U.S.S. Intrepid class Light / Exploration Cruiser (Star Trek):
This ship design should be used in the later Star Trek: The Next Generation Episodes as well as more common in the Star Trek: Deep Space Nine and Star Trek: Voyager Episodes.
The Intrepid class starship was built as a combination of both a Light Cruiser and an Exploration ship. While the ship is much smaller than the Galaxy or Sovereign starship classes (about half the length), the ship is more advanced than the Galaxy class starship and about equal to the Sovereign class. The ships have been built to take the roles of many of the much older Excelsior, Constellation, and Miranda/Avenger class starship. Due to the present military problems, starfleet has held the earlier classes in service but the present plan is to replace some of them with Intrepid class starships as soon as starfleet can without substantially weakening their forces.
The Intrepid class starship uses special bio-organic computer components. These are more advanced than those used on earlier starship classes and responds faster to any input.
The shields are advanced and as powerful as those on earlier ships that were much larger ships such as the Excelsior class starship. The ship is also physically sturdy and can take a fair amount of abuse before the ship is crippled even with the loss of the ships shields..
While the ship is not as heavy armed as the Defiant, Galaxy, Nebula, or Sovereign classes of starships, the Intrepid class is quite well armed for the ships size. The ship has a total of three phaser arrays. One of the arrays are mounted on the top of the primary hull, one array is mounted under the primary hull, and one array is under the secondary hull. The ship also has two torpedo launchers, one under the primary hull that fires forward and one behind the primary hull the fires aft.
The Intrepid class starship is the largest Federation starship presently that is designed to make planetary landing. The ship supports itself using special anti-gravity systems.
This ship class was original meant to carry both civilians and was designed for 100 crew members to control all function and 80 civilians. Most ships of the class do not carry any civilians and instead will carry either additional crew or marines. This is due to the fact that Star Fleets mission has been revised and due to the danger involved in the present missions of the fleet.
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 - 74201
Vehicle Type: Light Cruiser / Exploration Ship (In phase world terms, would be considered a Heavy Cruiser by virtue of size)
Crew: 120 Standard (20 Officers / 100 enlisted - Ships will often carry no marines or civilians and will have a crew of 150 to 200)
Troops / Civilians: 80 (Not normally carried)
Vehicles: 4 Shuttles
M.D.C. By Location:
|Phaser Arrays (3, 2 primary hull / 1 secondary hull):||2,500 each|
|Torpedo Tubes (2):||1,000 each|
|Warp Nacelles (2, secondary hull):||18,000 each|
|Secondary Hull Hanger Door:||3,000|
|Main Deflector Array:||6,000|
| Primary Bridge:||15,000|
| Auxiliary Bridge (Also used as Flag Bridge):||15,000|
| Primary Hull (Main Body):||45,000|
| Secondary Hull (Main Body):||45,000|
| Variable Force Field:||8,000 per side (48,000 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 have an auxiliary bridge. Even if both of the bridges are 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 primary or secondary hull will put the Cruiser out of commission. If the secondary hull is destroyed, the primary hull will remain capable of sublight travel and weapons may still be fired. If the primary hull is destroyed, 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% (2,400 M.D.C.) per melee round.
Driving on the Ground: Not Possible. (Starship can land on the ground)
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 0.85 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 9.8 on cruise (0.27 light years per hour), Warp Factor Flank 9.975 (0.60 Light Years per hour), and Warp Factor 9.999 Emergency (5.12 Light Years per Hour). Speed is calculate using a formula designed to emulate Star Trek: Next Generation speeds. 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. Ship carries about five years worth of supplies on board.
Length: 1,125.3 feet (343 meters)
Height: 216.5 feet (66 meters)
Width: 436.3 feet (133 meters)
Weight: 700,000 Tons (Daystrom Institute Technical Library)
Power System: Anti Matter with 20 year life span. Ship normally only goes 5 years between refuelings.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 25,000 tons of cargo in addition to standard compliment of supplies and ammunition.
Market Cost: 14 billion to construct. As far as it is known, the Federation does not sell their starship designs to other interested parties.
- Phaser Arrays (3): Arrays are mounted on the top and bottom
sides of the starship primary hull and along the bottom of the secondary
hull are standard phaser arrays. Each phaser array can fire four individual
beams at the same time and can be aimed at different or the same targets.
Each one can fire in any direction and directly up for top phasers and
directly down for bottom phasers. These weapons are often used defensively
and have half the normal penalties of a heavy weapon to hit fighters and
small targets when fired normally. When combined into a heavy beam, they
have full penalties. Weapon system cannot be used when the starship is
moving faster than the speed of light.
Maximum Effective Range: 187 miles (300 km) through atmosphere and 18,700 miles (30,000 km) in space.
Mega Damage: 4D6x100 per normal phaser beam or can be combined into a single heavy beam that inflicts 2D4x1000 + 500
Rate of Fire: volley of 4 phaser beams per array twice per melee (8 beams per melee per array / 24 beams for all arrays) or can fire a total of two combined heavy blasts per melee per array.
Payload: Effectively Unlimited.
- Photon/Quantum Torpedo Launchers (2): The ship has one launcher
that fires forward and one launcher that fire aft. 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 in later service they
have been replaced by quantum torpedoes. The Intrepid class starship "U.S.S
Voyager" was lost before quantum torpedoes entered service in the fleet
so the ship carries no quantum torpedoes.
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: 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 or 4 per launcher, per melee round, for a maximum of 8 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next.
Payload: 100 total, 50 torpedoes per launcher.
Bonuses: The bonuses are in addition to any bonuses for crew skills or abilities. Bonuses are dues to the faster response times of the ships computer.
- +2 to initiative due to faster computers
+2 to Strike
+1 to Dodge (Ship dodges as if the ship is one size class lower and since this is shorter than 1000 feet, the ship can make full dodges)
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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.
Writeup by Kitsune (E-Mail Kitsune).
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