Federation U.S.S. Starstalker class Patrol Cruiser (Star Trek):
From: Starfleet Prototype
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.
These ships were only built in relatively small numbers but they were a very effective starship class. These ships were used in trouble spots and used in a rapid response fleet that Star Fleet called TacFleet. These ships served with distinction and have bloodied themselves in many battles. Due to the effectiveness of the ship, it is likely that some survived in Next Generation times and would have been very useful in the wars against the Dominion.
In its physical appearance, the Starstalker class has the same main hull dish shape combined with a secondary hull like the Enterprise class heavy cruiser but the design is quite different in many ways. The primary hull is built much like the hull of an Avenger class frigate (USS Reliant) without the pod over the main hull and uses the same construction facilities. The ship design does carry two mega phasers mounted above the main hull, however. These were original not part of the design but were added during refits. The support between the primary and secondary hulls is more reinforced than the support is for an Enterprise class cruiser. The secondary hull is not as well contoured as the Enterprise class and is instead is octagonal in form when looked at from the front or rear of the ship. The mounts for the ships warp drives are also shorter and are mounted further towards the bottom of the hull.
These ships were constructed around the concept of increased torpedo weaponry. The ship carries eight photon torpedo launchers for this purpose. Torpedo launchers require much less power, meaning that the ship has them even when power systems are damaged. Theses ships were originally not fitted with Mega-Phasers but the engineers realized that the Mega-Phasers could be added and would not put undo strain on the power systems and would add much to the fire power of this ship. The Mega-Phasers were added to the ship during refits. The ship has a total of six conventional phaser banks and one individual phaser that are used for both added firepower and used for the ships point defense weaponry.
Because of the hull configuration of this ship, this show is slightly slower than the Enterprise class cruiser but the extra firepower easily makes up the difference.
Due to using a Avenger style hull primary and using a large secondary hull, the Starstalker had a large amount of space to carry fighters and shuttles. As well, the ship carries a good compliment of marines for shipboard defense and to support landing parties. The ship are designed with full flag facilities and these ships are among the favorite ships to act as flagships for admirals.
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-2117
Vehicle Type: Patrol Cruiser (Heavy Cruiser by Phase World terms)
Crew: 525 (80 Officers and 445 Enlisted)
Troops: 120 Marines, 120 fighter and Shuttle pilots, and ship can carry up to 40 passengers in addition.
|18||Tycho class light interceptors.|
|18||Arco class attack sleds|
|12||Argus Class warp fighters|
M.D.C. By Location:
|Mega Phaser Cannons (2, above primary hull):||1,200 each|
|Siege Phaser Cannons (6 banks of 2 each):||800 each bank|
|Siege Phaser Cannon (Individual mount):||400|
|Photon Torpedo Tubes (8):||800 each|
|Main Deflector Array:||6,000|
|Warp Nacelles (2, secondary hull):||15,000 each|
|Impulse Engine:||6,000 each|
|Primary Hull Hanger Doors (2):||2,000 each|
|Secondary Hull Hanger Door:||3,000|
| Primary Bridge:||12,000|
| Auxiliary Bridge (Also used as Flag Bridge):||12,000|
| Primary Hull (Main Body):||35,000|
| Secondary Hull (Main Body):||35,000|
|Connection between Hulls:||12,000|
| Variable Force Field:||6,000 a side (36,000 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% (1,800 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.
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 8.3 on cruise (0.065 light years per hour), Warp Factor 10.9 Flank (0.148 Light Years per hour), and Warp Factor 11.4 Emergency (.169 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: 1007.0 feet (306.7 meters)
Height: 217.7 feet (66.3 meters)
Width: 465.2 feet (141.7 meters)
Mass: 218,000 metric Tons (Starfleet Prototype)
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 35,000 tons of cargo in addition to standard compliment of supplies and ammunition.
Market Cost: 4.5 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 above primary hull 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.
- Six (6) banks of 2 Siege Phaser Cannons and One Individual Siege
Phaser mount: Secondary energy weapon system with three banks on the
top and three banks on the bottom of the primary hull and one individual
phaser on the support between the primary hull and secondary hull. 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
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 each cannon.
Payload: Effectively Unlimited.
- Eight (8) Photon Torpedo Launching Systems: All launchers
are mounted in the secondary hull. Four launchers fire forward and are
mounted above and bellow the main deflector array. Four launchers fire
aft and are above and below the main shuttle hanger but recessed back from
the rear of the ship. 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. 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 16 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next.
Payload: 400 torpedoes (50 per launcher, launchers are mounted in pairs and can use the other launchers magazine if launcher is damaged).
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Technical information sourced partially from Starfleet Prototype.
I would like to recognize Henning Rogge as giving assistance with the revision of the Star Trek starships.
Image drawn and copyrighted by Mischa (E-Mail Mischa). Click on line drawing for a better view.
He has no art home page at present but many other items on my site.
Writeup by Kitsune (E-Mail Kitsune).
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