Federation U.S.S. Avenger class Heavy Frigate (Star Trek):

This ship design was first seen as the U.S.S. Reliant in the movie Star Trek Two: Wrath of Khan and was seen in a variety of Next Generation and Deep Space Nine episodes identified as the Miranda class. This means that this ship can be played in a huge time frame and the ship seems most common in later episode of Deep Space Nine. This could be explained that a large number of ships were pulled from Mothball / Reserve fleets to cover the huge losses incurred while fighting against the Borg and Dominion.

In the Federation Fleet, a Frigate is a ship of similar firepower to a Heavy cruiser such as the U.S.S. Enterprise (NCC-1701) but has less research facilities and require less crew. They also have a slightly lower duration on their fuel supply before needing to refuel because they are not expected to operate as far from Federation Territory.

The Avenger class Heavy Frigate is a class of starships that were originally converted from an even older class of Frigates, the Surya class frigate. This conversion is similar to the conversion that was done on Constitution class cruisers and the conversion was so successful that like the converted Constitution class cruisers, later ships were laid down from the beginning as Avenger class frigates but followed the same design with only minor changes. These ships still serve in Starfleet during Next Generation period and many ships of this class that were in the Federation mothball fleet have been recommissioned and updated to serve against both the Dominion and the Borg. This makes the class the longest lived starship class within the Federation having served far longer than the Excelsior class ships have. One of the most well know ships of this class is the USS Reliant (NCC-1864). That is because the ship was captured by a genetic super soldier named Khan and the ship was subsequently destroyed by the U.S.S. Enterprise. A later class known as the Miranda class are new construction ships based on this design with virtually identical performance but are slightly larger.

These ships are better armed than rebuilt Constitution/Enterprise class cruisers having two mega phasers as the ships heavy weaponry. This phasers are capable of destroying other ships in just a few shots. To support this, the ship carries six banks of two phasers each. These phaser banks both act as heavy anti-ship weaponry and as point defense. The ship carries four torpedo launchers as well. These launchers are mounted in a pod above the ships hull and two of the launchers fire forward and two of the launchers fire aft.

These ships carry a fairly large fighter compliment and carry a small contingent of marines for shipboard defense. The ships have equipment to act as flagships but this is not a primary role planned for these vessels.

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-1860.
Vehicle Type: Heavy Frigate (By Phase World terms would be considered to be a Heavy Cruiser)
Crew: 360 (91 officers and 269 enlisted)
Troops: 80 Marines, 60 fighter pilots, and can carry up to 20 passengers in addition.

Fighter Compliment:

12Tycho class light interceptors.
12Arco class attack sleds
6Argus Class warp fighters
4Standard Shuttles

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
Torpedo Pod (Above Primary Hull):2,000
Torpedo Tubes (4, in Torpedo Pod):800 each
Warp Nacelles (2, under primary hull):15,000 each
Small Craft Hanger Door (2):2,500 each
Impulse Engine:8,000 each
[1] Primary Bridge:12,000
[1] Auxiliary Bridge (Also used as Flag Bridge):12,000
[2] Main Body (Primary Hull):35,000
[3] Variable Force Field:6,000 a side (36,000 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 main body will put the Frigate out of commission. 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% (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 0.8 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 7.3 on cruise (0.044 Light Years per Hour), Warp Factor 9.6 Flank (0.101 Light Years per Hour), and Warp Factor 11.1 Emergency (0.156 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: 774.9 feet (236.0 m) (Starfleet Prototype) 911.3 feet (277.76 m) (Deep Space Nine: Technical Manual)
Height: 222.6 feet (67.1 m) (Starfleet Prototype) 214 feet (65.23 m) (Deep Space Nine: Technical Manual)
Width: 465.2 feet (141.7 m) (Starfleet Prototype) 570.8 feet (173.98 m) (Deep Space Nine: Technical Manual)
Mass: 165,000 Metric Tons (Starfleet Prototype) 655,000 Metric Tons (Deep Space Nine: Technical Manual)
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 10,000 tons of cargo in addition to standard compliment of supplies and ammunition.
Market Cost: 3.8 billion to construct. As far as it is known, the Federation does not sell their starship designs to other interested parties.


  1. Two (2) Emperor class Mega Phaser Cannons: Located above primary hull and 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. 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 for a damage equal to 2D4x1000.
    Rate of Fire: Maximum of Two (2) times per melee per cannon.
    Payload: Effectively Unlimited.
  2. Six (6) 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. 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 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 Ships of Starfleet: Volume One and Starfleet Prototype.

I would like to recognize Henning Rogge as giving assistance with the revision of the Star Trek starships.

CGI of ship created by Andrew Hodges. More of his CGI pictures of Star Trek ships and craft at Devil World 6.

Writeup by Kitsune (E-Mail Kitsune)..

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