Federation U.S.S. Kirov ADREFT class
Frigate / 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. Background information on the class comes from Starfleet Prototype but full information is not give.
Dreadnoughts are an unusual starship class. These ships are expected to carry heavy firepower, large hanger facilities, and high warp speeds. Various experiments were attempted including modifying an Avenger type hull with a third warp nacelle support by a strut between the two standard nacelles. The main reason behind using an Avenger hull is because the hull is less expensive than Enterprise class hulls. A total of five vessels were built but it was found that the design was not satisfactory for a variety of reasons. These reasons include reduction in research facilities, range, cargo space, fighters, and in the vessel's acceleration due to the support equipment taking up space in the main hull. Because of these problems, the Adamant class dreadnought was designed which uses a small secondary hull to mount the warp engines. The Kirov class is slightly faster at warp speeds due to having less mass.
The weaponry carried on the Kirov class is identical to that of a standard Avenger class and are considered better than the much larger Federation class dreadnought class by many crews and captains. The main weapon are two mega-phaser mounts on supports above the primary hull. These are capable of inflicting massive damage to other vessels and are the reason why the Kirov class is considered to be heavier armed that the Federation class dreadnought. As secondary phaser weaponry, the vessel carries six banks of phasers with three banks on the top of the hull and three banks on the bottom of the hull. The lighter phasers are also effective against large vessels but can be used for point defense as well. For torpedo weaponry, the Kirov carries four torpedo launchers in a pod which is supported between the mega-phaser mounts. Two of the launchers fire forward and two of the launchers fire aft. The vessel has more powerful shields compared to a standard Avenger class frigate.
These ships carry a much reduced number of fighters compared to an Avenger class frigate due to the reduced hangar space but carry the same compliment of marines for shipboard defense. The vessels can be used as flagship and are equipped with flag facilities although they are very cramped and most flag officers prefer a better equipped flagship. As well as the ship having smaller flag facilities, the ships also have a reduced amount of research facilities with the warp systems taking up more space inside of the primary hull.
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-2150.
Vehicle Type: Heavy Frigate / Dreadnought (By Phase World terms
would be considered to be a Heavy Cruiser)
Crew: 385 (80 officers and 305 enlisted)
Troops: 80 Marines, 20 fighter pilots, and can carry up to 10
passengers in addition.
Vehicles:
Fighter Compliment:
6 | Tycho class light interceptors. | |
6 | Arco class attack sleds | |
4 | Argus Class warp fighters |
3 | Standard 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 (3, 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: | 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 of the 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 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% (2,400 M.D.C.) per melee round.
Speed:
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 affected
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 the ship to travel
at Warp Factor 8.4 on cruise (0.068 light years per hour), Warp Factor
9.7 Flank (.104 Light Years per hour), and Warp Factor 12.8 Emergency (.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 1.5 years worth of supplies on board and a small
hydroponic section.
Statistical Data:
Length: 832.0 feet (253.6 m)
Height: 243.4 feet (74.2 m)
Width: 465.2 feet (141.7 m)
Mass: 232,000 Metric Tons
Power System: Primary power system is Anti-Matter with a 10
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 4,000 tons of cargo in addition to standard compliment
of supplies and ammunition.
Market Cost: 5.4 billion to construct. As far as it is known,
the Federation does not sell their starship designs to other interested
parties.
WEAPON SYSTEMS:
- 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. The weapons have 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: Secondary energy
weapon system with three banks on the top and three banks on the bottom
of the primary hull. The weapon's 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. Weapon 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. - 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 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 drive goes dead, the torpedo will continue to travel in a straight line unless preset to self destruct or receive a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because targets do 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 © 2000 & 2001, Kitsune. All rights reserved.