Federation U.S.S. Federation 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 Enterprise class, as was the Constitution class it was derived from, are in many ways the backbone of the Federation fleets. Soon after the Enterprise class was rebuilt, the Federation class dreadnoughts, which were similar to the Constitution class cruiser, were also modified. As rebuilt, the Federation class appears similar to an Enterprise class heavy cruiser with an extra nacelle. There are significant other changes such as the secondary hull is larger than it is on the Enterprise. The number of dreadnought refitted and constructed was far less than originally planned due to the Excelsior class battleship fulfilling the same role. A total of only twelve Federation class dreadnoughts were constructed. As well, an even more powerful class of dreadnoughts know as the Komsomolsk class were planned but were canceled and the dreadnoughts of the Federation class were replaced in service by Excelsior class Battleships.


Like might be expected, the design of the Federation class dreadnought uses many of the same components as the Enterprise class. The amount of compatibility is around sixty percent. One of the more important differences is that the Federation class carries more powerful shields. As might be expected, the weapons are laid out in a similar fashion to the Enterprise class but the vessel carries additional phaser banks. The vessel is equipped with a total of ten phaser bank. Six of the banks are mounted on the primary hull with three on the top and three on the bottom of the hull. The ship mounts the addition four banks on the secondary hull. Two banks are mounted at the bottom of the secondary hull and two more banks are mounted above the hanger with one bank on either side of the secondary hull. The Federation class also carries more photon torpedo launchers than the initial Enterprise class and has two tubes the fire forward and two tubes that fire aft. This same modification is planned for later Enterprise class cruisers.


The ship design is also set up to carry a reasonable number of both shuttles and fighters although only about the same as the Enterprise class. These ships has full facilities to act as a flagship and actually carry an expanded flag facility compared to the Enterprise class. The Federation class were preferred by many admirals as flagships before the introduction of the Excelsior class. Because of the extra space required for propulsion and defensive systems, the amount of research facilities is reduced compared to an Enterprise class but exercise and entertainment facilities are identical to those carried of the Enterprise class. As might be expected, crew quarters are more cramped than on the Enterprise class. Many of the crews onboard Federation class dreadnoughts originally trained on Enterprise or Constitution class heavy cruisers.


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-2100
Vehicle Type: Dreadnought (Would be considered a heavy cruiser by Phase World Terms)
Crew: 565 (80 Officers and 485 Enlisted)
Troops: 120 Marines and 40 Fighter Pilots
Passengers: 20


Vehicles:
Fighter Compliment:

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


M.D.C. By Location:

Siege Phaser Cannons (10 banks of 2 each):800 each bank
Photon Torpedo Tubes (4):800 each
Main Deflector Array:6,000
Warp Nacelles (3, Secondary Hull):15,000 each
Secondary Hull Hangar Door:3,000
Impulse Engine:6,000
[1] Primary Bridge:12,000
[1] Auxiliary Bridge (Also used as Flag Bridge):12,000
[2] Primary Hull (Main Body):30,000
[2] Secondary Hull (Main Body):35,000
Connection between Hulls:10,000
[3] Variable Force Field:8,000 a side (48,000 Total)


Notes:
[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 bridges are destroyed, the ship can still be piloted from engineering but the ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridges that do not penetrate the ship’s integrity can injure crew members on or near the bridges.
[2] 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.
[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


Speed:
Driving on the Ground: Not Possible.
Atmosphere: Cannot travel within an atmosphere efficiently.
Sublight: Has a special sublight engine that allows the ship to travel up to 60 percent the speed of light. The starship can accelerate/decelerate at the rate of 0.70 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 the starship is not affected severely by the time attenuation that occurs at the higher sublight speeds.
Stardrive: Uses a warp engine that allows the ship to travel at Warp Factor 8.7 on cruise (0.075 light years per hour), Warp Factor 10.8 Flank (0.144 light years per hour), and Warp Factor 12.8 Emergency (0.239 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 ships, 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 5 years worth of supplies on board and a small hydroponics section.


Statistical Data:
Length: 1009.2 feet (307.6 meters)
Height: 274.6 feet (83.7 meters)
Width: 464.89 feet (141.7 meters)
Mass: 275,000 metric tons standard (272,000 mt light, 276,500 mt full load)
Power System: Primary power system is a Matter/Anti-Matter Reactor with a 20 year lifespan. The ship normally only goes 5 years between refueling.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 20,000 metric tons of cargo in addition to the standard compliment of supplies and ammunition.
Market Cost: 6.8 billion credits to construct due to large amounts special equipment. As far as it is known, the Federation does not sell their starship designs to other interested parties.


Weapon Systems:

  1. Ten (10) banks of 2 Siege Phaser Cannons: Primary energy weapon system with three banks on top and three banks on the bottom of the primary hull, two banks on the bottom of the secondary hull, and two banks above the secondary hull's hangar bay doors. The weapons damage is about equal to the 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 when traveling 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 for each cannon.
    Payload: Effectively Unlimited.
  2. Four (4) Photon Torpedo Launching Systems: All four launchers are mounted on the secondary hull with two in a forward facing direction above the main deflector array and two more mounted in the same general location but fire aft. 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 a time. Once a 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 matter/anti-matter warheads but they can carry quantum torpedoes when they are available. Torpedoes have 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 the warhead's drive system goes dead, the torpedo will travel in a straight line unless preset to self destruct or receives a destruct code but has a very low odd of hitting a starship (great for hitting bases and planets because the targets don't move, and Torpedoes when dead are -25% to detect). 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 million 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 fire again on the next.
    Payload: 200 torpedoes (50 per launcher, launchers are mounted in pairs and can use the other launcher's magazine if that 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.

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


Writeup by Kitsune (E-Mail Kitsune).


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