Federation U.S.S. Phalanx class Dreadnought / Battleship (Star Trek):
This design is meant for the times between the movie Star Trek Two: Wrath of Khan through Star Trek: The Next Generation Episodes, Star Trek: Deep Space Nine, and Star Trek: Voyager Episodes. The vessel is a modification of a strong and very common ship class.
As time went on, the Excelsior class replaced the Constitution class starship as the backbone of the Federation. They were tough vessels and served in virtually all roles within the Federation. It was natural that the Excelsior class would be considered as the basis for a new Dreadnought class. The Federation and Ascension class dreadnought were getting old and had been either scrapped or put into mothballs. Tensions between the Federation and the Romulan Empire were high at the time the Phalanx class was authorized and it was felt that the Federation needed a more powerful combatant vessel.
A smaller number of Phalanx class dreadnoughts were built than the previous Federation and Ascension class dreadnought but they were still considered excellent vessels by captains and crews. The ships were especially popular with captains who were hard chargers. When the vessels were first commissioned, they were considered the most powerful warships within known space and created alarm among some of the other governments. The ships first saw action in a full war during the first war the Federation fought against the Cardassians. No vessel the Cardassians had could match against the Phalanx. Being relatively new vessels, the Phalanx class were no decommissioned but instead stayed on active duty. At the time, the Excelsior class was becoming more and more to be general purpose vessels but the Phalanx class was designed as pure military vessels. Due to this, the vessels were not converted to carry civilians as many of the Excelsior class were.
The Phalanx class looks similar to the Excelsior class with third Nacelle which is the obvious feature common to all dreadnought classes. Another visible feature is the fact that the hull does not taper to a point aft, but instead stays wide, with a squared off back, with the two hangar doors on the aft corners of the hull. This way hangar space is greatly increased.
A key addition to the vessel are Mega-Phaser mounts on either side of the vessel's hull which gives the vessel additional firepower. Even with the Mega-Phasers, the ship still carries a full array of normal Phasers. The Phalanx carries a total of thirteen Phaser banks in a similar arrangement to the Excelsior class but with an additional phaser bank on the secondary hull. Finally, the ship has six Photon Torpedo launchers with four tubes firing forward and two tubes firing aft. These used Quantum torpedoes during the Dominion war further increasing the vessels firepower.
The vessels have slightly more powerful shields compared to a standard Excelsior which has enable to vessels to survive even battles with Dominion vessels better than might be expected. As might be expected, many components are shared between the Excelsior and the Phalanx classes. As well, most of the crews and officers of the Phalanx class were recruited from the crews of Excelsior class vessels.
The vessels were designed from the outset with an additional deck underneath the primary hull to house extensive flag facilities and expanded C&C. One of the vessels intended roles was to act as flagships of task forces primarily composed of Excelsior class vessels. These ships flag bridges were well laid out and were popular with admirals even during the Dominion War.
These ships were designed to be able to carry a larger number of fighters than the Excelsior class. During vessels service, the number of fighters were reduced in most and replaced with additional shuttles. When carrying exclusively shuttles, the Phalanx class normal carry twenty four shuttles. Since the incidents with the Dominion and the Borg, many of the ships have been refitted to carry fighters again.
The class is listed with the starfighters the class carried when first constructed. If the ships is carrying shuttles in place of fighters, the ship carries 10 additional shuttles but since the incidents with the Borg and the Dominion, many of the ships are carrying fighters once again. Normally 60 Peregrine class fighters are carried.
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-2890
Vehicle Type: Dreadnought (Heavy Cruiser/ Battle Cruiser by Phase World terms)
Crew: 680 (75 Officers and 605 Enlisted)
Troops: 300 Marines, 220 fighter and Shuttle pilots, and can carry up to 50 passengers in addition.
|36||Tycho class light interceptors.|
|24||Arco class attack sleds|
|24||Argus Class warp fighters|
M.D.C. By Location:
|Mega Phaser Cannons (2, mounted on nacelle struts):||1,200 each|
|Siege Phaser Cannons (13 banks of 2 each):||800 each bank|
|Torpedo Tubes (6):||800 each|
|Warp Nacelles (3, secondary hull):||15,000 each|
|Secondary Hull Hanger Doors (2):||4,000 each|
|Impulse Engine (2):||10,000 each|
|Main Deflector Array:||8,000|
| Primary Bridge:||15,000|
| Auxiliary Bridge (Also used as Flag Bridge):||15,000|
| Primary Hull (Main Body):||50,000|
| Secondary Hull (Main Body):||60,000|
|Connection between Hulls:||15,000|
| Variable Force Fields:||10,000 a side (60,000 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 Battleship 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% (3,000 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 0.7 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 9.9 on cruise (0.11 light years per hour), Warp Factor 11.7 Flank (0.18 Light Years per hour), and Warp Factor 13.2 Emergency (0.26 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 three years worth of supplies on board and a small hydroponic section.
Length: 1,691.27 feet (515.5 m)
Height: 374.67 feet (114.2 m)
Width: 638.58 feet (194.64 m)
Mass: 3,750,000 tons
Power System: Primary power system is Anti-Matter with a 20 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 60,000 tons of cargo in addition to standard compliment of supplies and ammunition.
Market Cost: 10.2 billion to construct. As far as it is known, the Federation does not sell their starship designs to other interested parties.
- Two (2) Mega-Phaser Cannons: Located on the supports for
the warp drive nacelles and is 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 Phaser cannons can be combined or used separately. The
Phasers 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: 1D4x1000 M.D.C. each and can be combined for a damage equal to 2D4x1000.
Rate of Fire: Maximum of Two (2) times per melee per cannon.
Payload: Effectively Unlimited.
- Thirteen (13) banks of 2 Siege Phaser Cannons: Primary energy
weapon system with five banks on the top and five banks on the bottom of
the primary hull The ship also has one set on the bottom, and two on the
aft corners below the shuttle bay doors The weapons damage is about equal
to 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 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 each or 4D4x100 for both cannons in a bank.
Rate of Fire: Maximum of Three (3) times per melee each cannon.
Payload: Effectively Unlimited.
- Six (6) Photon Torpedo Launching Systems: All launchers are
mounted in the secondary hull. Four launchers fire forward and are mounted
on the sides of the main deflector array. Two launchers fire aft and are
on the rear of the secondary hull. 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 - 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 per launcher, per melee round, for a maximum of 12 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next.
Payload: 300 torpedoes (50 per launcher, launchers are mounted in pairs and can use the other launchers magazine if launcher is damaged).
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I would like to recognize Henning Rogge as giving assistance with the revision of the Star Trek starships.
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Writeup by Kitsune (E-Mail Kitsune).
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