Federation USS Adamant class Dreadnought (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.

The Adamant class dreadnought is a conversion of the Avenger class frigate (USS Reliant) that involves adding a small secondary hull to the design to allow for expanding the design. The warp engines are then moved to the new secondary hull and a third nacelle is added to the design on the top of the secondary hull. The third nacelle allows the ship to increase its warp speeds. This clearing of the underside of the primary hull allows the ship to mount two additional mega phasers on the bottom of the primary hull in the same positions that they are on the top of the hull. This modification effectively doubles the firepower of a standard Avenger class frigate. The modification of moving the warp systems to the secondary hull also clear up a large amount of space in the primary hull. Part of this extra space was used for the enlarging of the ships hangers and the ship can carry more fighters than the original Avenger class frigate. Like a standard Avenger, the ship has a bar above the primary hull that mounts two mega phasers and the photon torpedo launching pod.

The four mega phasers fire both forward and aft and when the cannons are combined, they can cut through the shields of most ships and destroy their target in just a few hits. To support these mega phasers, the ship carries eight banks of siege phasers with six banks located on the primary hull and two banks located on the small secondary hull. The torpedo launchers had to be modified from the original Avenger launchers. There was no problems with the launchers firing forward and they were unmodified but the launchers that fire aft had to be modified so the torpedoes would leave the launchers at a slight angle to avoid the middle nacelle. The software for the torpedoes was also slightly modified so the drives do not activate until the torpedoes are outside where they are a danger to the warp nacelle.

This ship carries a good sized contingent of marines and carries more fighters than most ships of her size and is often operated as a light carrier as well as a heavy combatant. As might be expected, these ships, like the Star Stalker class Heavy Cruiser are some of the favorite ships to act as their Flagships.

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-3029
Vehicle Type: Dreadnought (Would be considered a heavy cruiser by Phase World Terms)
Crew: 430
Troops: 120 Marines, 80 fighter and Shuttle pilots, and can carry up to 40 passengers in addition.

Fighter Compliment:

18Tycho class light interceptors.
12Arco class attack sleds
12Argus Class warp fighters
6Standard Shuttles

M.D.C. By Location:

Mega Phaser Cannons (4, above and below primary hull):1,200 each
Siege Phaser Cannons (8 banks of 2 each):800 each bank
Torpedo Pod (Above Primary Hull):2,000
Torpedo Tubes (4, in Torpedo Pod):800 each
Warp Nacelles (3, secondary hull):20,000 each
Small Craft Hanger Door (2):2,000 each
Impulse Engine:8,000
[1] Primary Bridge:12,000
[1] Auxiliary Bridge (Also used as Flag Bridge):12,000
[2] Main Body (Primary Hull):35,000
[2] Secondary Hull (Main Body):20,000
[3] Variable Force Field:8,000 a side (48,000 Total)

[1] 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.
[2] Depleting the M.D.C. of the primary or secondary hull will put the Dreadnought 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.
[3] 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.
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 0.75 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 8.3 on cruise (0.065 light years per hour), Warp Factor 9.6 Flank (.101 Light Years per hour), and Warp Factor 12.6 Emergency (.223 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.

Statistical Data:
Length: 1114.0 feet (339.3 meters)
Height: 187.5 feet (57.1 meters)
Width: 465.2 feet (141.7 meters)
Mass: 255,000 Metric Tons (Starfleet Prototype)
Power System: Anti-Matter with a 20 year life span.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 20,000 tons of cargo in addition to standard compliment of supplies and ammunition.
Market Cost: 6.3 billion to construct. As far as it is known, the Federation does not sell their starship designs to other interested parties.


  1. Four (4) Mega-Phaser Cannons: Located above and below primary hull and are used as the ships main 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. 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: 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 in any combination of weapons up to a damage equal to 4D4x1000.
    Rate of Fire: Maximum of Two (2) times per melee per cannon.
    Payload: Effectively Unlimited.
  2. Eight (8) banks of 2 Siege Phaser Cannons: Secondary energy weapon system with three banks on the top and three banks on the bottom of the primary hull and two banks on the 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 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 each cannon.
    Payload: Effectively Unlimited.
  3. Four (4) Photon Torpedo Launching Systems: Mounted above primary hull in a pod and fired both forward and aft. The rear firing torpedo tubes delay the activation of the torpedoes until they clear the third warp nacelle and are fired at a slight angle to prevent them from striking the warp nacelle. The pod has the advantage of being easily jettisoned but has the disadvantage of being an exposed target. 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 8 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 200 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 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.

Mischa has no art home page at present but many other items on my site.

Writeup by Kitsune (E-Mail Kitsune).

Rifts Conversion Copyright © 1998, 1999, 2000, & 2001, Kitsune. All rights reserved.