Federation U.S.S. Scharnhorst class Light Cruiser (Star Trek):
This ship design should be used in the last few Star Trek: The Next Generation Episodes as well as more common in the Star Trek: Deep Space Nine and Star Trek: Voyager Episodes.
In many ways, the Intrepid class are good ships but they are both unspecialized and lightly armed. Due to a lack of hulls and the large loss of ships during the war between the Federation and the Dominion, it was decided to modify the ships of the class under construction into a new and more powerful configuration. These ships were renamed and given the names of both two famous German cruisers and two famous battlecruisers, the Scharnhorst and Gneisenau. These modifications had the benefits of lessons earned from the battle in Earth's Orbit against the Borg. The modified ships were rushed into service and were finished with only one month between them. Since then, the two ships have been serving together as element and have received four battle stars for their performance. There has been much consideration of constructing more of these ships. While the Sharnhorst class is not anywhere near as powerful as a Sovereign class battleship or the Prometheus class, they are quite capable in their own right and are much less expensive to produce. It also has a much greater endurance than the Defiant class escort.
Where possible, standard components already designed for the Intrepid class although were possible, they were simplified. The computer systems have retained the bio-organic components that was first made standard on the USS Intrepid but a full backup standard computer is carried in case there are problems with the new system. The warp engines, while physically the same as those carried on the Intrepid, they cannot change their configuration. The impulse engines have been moved further back so that they do not interfere with the Weapon Pod on the top of the ship. For power, the ship carries the standard anti-matter /matter reactor but carries twice as many fusion reactors as backup which actually allows the ship to travel at warp speeds on backup power although at a much slower speed. Maximum speed is warp 4.5 while using backup power but it does leave the ship an emergency method of escape and travel.
Weapon systems is one of the huge changes in the ship class. The Weapons Pod looks a lot like the pod on the Nebula class but it cannot be changed and it carries two adaptive Mega-Phasers which are capable of inflicting severe damage on other ships. The main phaser arrays were retained on the Sharnhorst class but were replaced by the more powerful banks carried on the Sovereign class. The shields are modified versions of those carried on the Intrepid class and have been modified for adaptive shielding.
The ship's crews have been increased to 120 due to the new systems on the ship and at the same time the ship carries 40 marines to act as ship defense. Because of the increased number of systems on the ship, space available for crew quarters has also been reduced and the crew quarters are only slightly larger than those on the Defiant class and look similar. High power consumption such as holo-decks have been reduced and simpler equipment such as exercise equipment has replaced them.
This design is written to be able to interact with modified phase world rules. 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.
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 - 76500
Vehicle Type: Raiding Light Cruiser (In phase world terms, would be considered a Heavy Cruiser by virtue of size)
Crew: 120 Standard (20 Officers / 100)
Troops: 40 (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 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.
 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. Shield is designed to also adapt to incoming fire. To do this, the shield operator rolls his weapon systems skill with a penalty of -40%. The roll can only be made after the ship has been hit at least once by the weapon system in question. If the skill roll is a success, the shield takes 75% damage from frequency bases energy weapons. These include lasers, x-ray lasers, phasers, and disruptors. This does not include grasers, particle beams, gravity based weaponry. and many unusual weapon systems. As well, Variable frequency weapons can adapt to this to continue to inflict full damage and matter to energy reaction of Anti-Matter, Nuclear, and fusion explosions cannot be adapted against. This feature can also be used so that the shield will stop weapons that previously passed through shields such as Borg weaponry. (The adaption modification on this ships shields are planned to be added to all Federation starships in the future.)
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: 1231.25 feet (375 meters)
Height: 147.75 feet (45 meters)
Width: 574.6 feet (175 meters)
Mass: 755,000 metric tons
Power System: Primary is Anti Matter with 20 year life span and has fusion reactor backups. Ship normally only goes 5 years between refuelings.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 15,000 tons of cargo in addition to standard compliment of supplies and ammunition.
Market Cost: 18.5 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 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.
These phaser are both longer ranged and more powerful than the ones mounted
on Galaxy class starship. They also have a special feature that the weapon
officer can adapt the weapons to enemy shields. The weapons officer rolls
the skill weapon systems with a -40% penalty with jamming and masking penalties
being added as well. If the skill roll succeeds, the weapons inflict 25%
extra damage against the enemy shields. This also allows the weapon to
inflict full damage on enemies than can adapt to incoming fire. Shields
can be adapted so phasers will not continue to inflict 25% extra damage.
(The modification on these are planned to be added to all Federation starships
in the future.) Weapon system cannot be used when the starship is moving
faster than the speed of light.
Maximum Effective Range: 249 miles (400 km) through atmosphere and 24,900 miles (40,000 km) in space.
Mega Damage: 5D6x100 per phaser beam and can be combined with beam from the same array to do 2D6x1000 M.D.C.
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.
- Mega-Phaser Pod: While similar to the Mega Phasers carried
on the earlier Avenger class, the Mega Phaser are far more powerful and
have a longer range as well. They are capable of destroying smaller ships
in one hit and can decimate larger targets with just a few shots. The Phaser
cannons can be combined or used separately. They 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: 124,400 miles (200,000 km) in space and 124.4 miles (200 km) in an atmosphere.
Mega Damage: 2D4x1000 M.D.C. each and can be combined for a damage equal to 4D4x1000.
Rate of Fire: Maximum of Three (3) times per melee per cannon.
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: 120 total, 60 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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I would like to recognize Henning Rogge as giving assistance with the revision of the Star Trek starships.
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