Federation U.S.S. Nebula class Multi-Mission Cruiser (Star Trek):
This ship design should be used just before and during Star Trek: The Next Generation Episodes as well as during Star Trek: Deep Space Nine and Star Trek: Voyager Episodes.
The Nebula class starship is a unique starship. A group of engineers were broken from the main group of engineers working on the Galaxy Class starship to work on a lower cost starship using many of the components used in the Galaxy class starship. The result was the Nebula class starship. The ship uses the same saucer section as the Galaxy class and the saucer section of the USS Galaxy was tested on the secondary hull of the USS Nebula to the disgust of the engineers working on the Galaxy class starship. The Nebula class is less expensive to construct than a Galaxy class and has the added advantage that the ship can carry a multi mission pod for a variety of different operations. Many of the components on the Nebula class starship are identical to those used on the Galaxy class. Like the Galaxy class starship, the ship was designed to carry civilians onboard the ship. Nebula class starship under construction are being completed but future Nebula class construction is being halted for the construction of Sovereign class.
There is a variant on the Nebula class cruiser that is a hospital ship. This variant does not carry the weapon pod and replaces this with extra facility for medical patients. The ship also reduces general crew by about one third and adds 250 medical personnel and has the facilities for 1500 patients. The ship has eight emergency rooms, limb coning facilities, and 300 stasis chambers.
The USS Nebula was destroyed in an encounter with a Borg Cube and the Star System Wolf 359. There was some discussion of renaming the ship class but it was decided to retain Nebula as the ship class.
Like the Galaxy Class, the ship is effectively two ships in one. Both the primary hull (Saucer Section) and the secondary hull (Star Drive Section) can operate independently. If the sections are separate, the saucer section is limited to impulse travel but since it carries most of the ships berthing, it is effective to have the star drive section to engage and opponent while the saucer section runs for safety. While there are some system differences, a Nebula class starship can use a Galaxy class starships saucer section and a Galaxy class starship can use the saucer from a Nebula class starship.
While this ship carried about the same weaponry as a Galaxy class starship, the ship can carry a special Multi-Mission pod which several configuration add extra weaponry to the ship. With the addition of additional pods, the ships firepower is about equivalent to what would be expected on a ship the same size. Otherwise it firepower is lower than Klingon and Romulan ships of the same size. On the primary hull the ship has two phaser arrays and one forward firing torpedo launchers. One the secondary hull the ship has two additional phaser arrays and a forward firing and an aft firing torpedo launcher. The ship can also carry a variety of different multi mission pods to add different weapon systems to add more weapon systems to the ship. The general weapons pod adds to the ship two more phaser arrays and two additional photon torpedo launchers, the photon torpedo launcher pod ass five additional photon torpedo launchers, and mega phaser pod wich adds two mega phaser that are far mor powerful that those carried on the Avenger class.
Because of the situation the Federation is in presently with problems with both the Borg and the Dominion, most of the remaining Nebula class starships have having their civilians based on ground stations and space stations and having the family living quarters converted to marine berthing. Like the Galxy class, there is also the proposal that a large portion of the shuttle bays should be converted into fighter bays and operating the ships as troop transports/ starfighter carriers.
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-0112D
Class: Multi-Mission Cruiser (In phase world terms, would be
considered a battle cruiser by virtue of size)
Crew: 710 (80 officers and 630 enlisted)
Families: Ship can carry a total of 170 Civilians on Board
Marines: If Families are not carried on board, the ship can
carry 340 marines in place of the families.
Vehicles:
25 | Standard Shuttles | |
1 | Captains Gig |
M.D.C. By Location:
[1] Primary Hull (Saucer Section): | 75,000 | |
Saucer Section Impulse Engine: | 20,000 | |
Saucer Section Phasers Arrays (4): | 3,000 each | |
Saucer Section Torpedo Launcher: | 2,000 | |
[2] Saucer Section Shields: | 4,000 per side (24,000 total) | |
[3] Main Bridge: | 20,000 | |
[1] Secondary Hull (Star Drive Section): | 75,000 | |
Connection between Hulls: | 30,000 | |
Star Drive Section Phaser Arrays (2): | 3,000 each | |
Star Drive Section Torpedo Launchers (2, 1 forward and 1 aft): | 2,000 each | |
Main Deflector Array: | 15,000 | |
Warp Nacelle (2): | 35,000 each | |
Star Drive Section Impulse Engine: | 20,000 | |
[2] Star Drive Section Shields: | 8,000 per side (48,000 total) | |
[3] Battle Bridge: | 20,000 | |
[2] Combined Shields: | 12,000 per side (72,000 total) | |
Multi-Mission Pod | 25,000 |
Notes:
[1] Depleting the M.D.C. of the primary hull will destroy all equipment
and weapons in that section and probably kill a large number of people.
Most of the ships crew and civilian quarters are in this section. The secondary
section will still be able to travel at both impulse and warp speeds. Destruction
of the secondary hull will all equipment in the section and destroy the
warp engines (Can also cause the anti-matter storage to collapse and destroy
the primary hull). If the secondary hull is destroyed, the primary hull
can operate all of its equipment but does not have warp drives so is limited
to sublight speeds.
[2] when both the primary and secondary hulls are combined, the shield
values of each section are added together and equal 15,000 M.D.C. per side
in total. In all configurations Shields positions can be varied and all
could be combined in one shield. Shields regenerate at the rate of 5% (1,200
M.D.C. for primary hull shields, 2,400 for secondary hull shields, and 3,600
for both shields combined) per melee round.
[3] 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 a bridge
in both section. When both the primary and secondary hull are connected,
the other bridge can take control from the other bridge if damaged or destroyed.
If the sections are separated and that sections bridge is destroyed or
if both of the bridges are destroyed, the ship can still be piloted from
engineering of the appropriate 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.
Speed:
Driving on the Ground: Not Possible but primary hull can land
on a planet if absolutely necessary.
Sublight: Has a special sublight engine that allows each section
of the ship to travel up to 60 percent of the speed of light. The primary
hull can accelerate/decelerate at the rate of 0.6 percent of light per
melee round. The secondary hull can accelerate/decelerate at the rate of
0.85 percent of light per melee round. When both sections are combined,
maximum acceleration/deceleration is 0.70 percent of light per turn.
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
but primary hull can enter an atmosphere if necessary (usually for an emergency
landing).
Stardrive: Uses a warp engine that allow ship to travel at Warp
Factor 7.5 on cruise (0.09 light years per hour), Warp Factor 9.2 Flank
(0.19 Light Years per hour), and Warp Factor 9.6 Emergency (0.22 Light
Years per Hour). Upgraded Galaxy class starships can reach Warp Factor
9.9 Emergency (0.34 light years per hour). Speed is calculate using a formula
designed to emulate Star Trek: Next Generation speeds. These speed 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.
Ship carries about five years worth of supplies on board.
Statistical Data:
Length: 1,450.9 feet (442.23 meters)
Height: 427.9 feet (130.43 meters)
Width: 1043.7 feet (318.11 meters)
Mass: 3.3 million metic 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. The Saucer
sections is powered by fusion reactors with a 10 year life span.
Cargo: Cargo holds are scattered about the ship that allows
for carrying up to 400,000 tons of cargo in addition to standard compliment
of supplies and ammunition.
Market Cost: 20 billion to construct. As far as it is known,
the Federation does not sell their starship designs to other interested
parties.
Weapon Systems:
- Saucer Section Phaser Arrays (4): On both the top and bottom
sides of the primary hull are a specialized phaser arrays with two on top
and two on the bottom. Each phaser array can fire up to four individual
beams at the same time and can be aimed at different targets or the same
targets (If aimed at the same target they look like one beam). Each one
can fire in any direction and directly up for top phasers and directly
down for bottom phasers. These weapons are often used defensively and have
half the normal penalties of a heavy weapon to hit fighters and small targets
when fired normally. When combined into a heavy beam, they have full penalties.
Weapon system cannot be used when the starship is moving faster than the
speed of light.
Maximum Effective Range: 187 miles (300 km) through atmosphere and 18,700 miles (30,000 km) in space.
Mega Damage: 4D6x100 per normal phaser beam or can be combined into a single heavy beam that inflicts 2D4x1000 + 500
Rate of Fire: volley of 4 phaser beams per array twice per melee (8 beams per melee per array / 32 beams for all arrays) or can fire a total of two combined heavy blasts per melee per array.
Payload: Effectively Unlimited. - Star Drive Section Phaser Arrays (2): On the secondary hull
are two specialized phaser arrays. Each phaser array can fire up to three
individual beams at the same time and can be aimed at different targets
or the same targets (If aimed at the same target they look like one beam).
Each one can fire in any direction and directly up for top phasers and
directly down for bottom phasers. These weapons are often used defensively
and have half the normal penalties of a heavy weapon to hit fighters and
small targets when fired normally. When combined into a heavy beam, they
have full penalties. Weapon system cannot be used when the starship is
moving faster than the speed of light.
Maximum Effective Range: 187 miles (300 km) through atmosphere and 18,700 miles (30,000 km) in space.
Mega Damage: 4D6x100 per normal phaser beam or can be combined into a single heavy beam that inflicts 2D4x1000 + 500
Rate of Fire: volley of 4 phaser beams per array twice per melee (8 beams per melee per array / 16 beams for all arrays) or can fire a total of two combined heavy blasts per melee per array.
Payload: Effectively Unlimited. - Photon/Quantum Torpedo Launchers (3): The ship a total of
three launchers. Two are mounted on the secondary hull with one that fires
forward and one that fires aft. There is also one launcher that fires that
is mounted on the primary hull. 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 in later service they have been replaced by quantum torpedoes.
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 - Sublight 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 or 4 per launcher, per melee round, for a maximum of 12 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next.
Payload: 300 total, 100 torpedoes per launcher. - Multi-Mission Pod: The ship can carry a variety of different
multi mission pods. The pod is located above the secondary hull and overlaps
above the primary hull as well. In addition to the weapon pods types listed
below, there are also pods to give the ship additional sensors, to add
more research facilities, and additional facilities for passengers when
the ship is performing diplomatic missions.
- General Weapons Pod: This pod carries a variety of different
weaponry including two phaser banks and two photon torpedo launchers.
- Phaser Arrays (2): Each phaser array can fire up to three
individual beams at the same time and can be aimed at different targets
or the same targets (If aimed at the same target they look like one beam).
These weapons are often used defensively and have half the normal penalties
of a heavy weapon to hit fighters and small targets when fired normally.
When combined into a heavy beam, they have full penalties. Weapon system
cannot be used when the starship is moving faster than the speed of light.
Maximum Effective Range: 187 miles (300 km) through atmosphere and 18,700 miles (30,000 km) in space.
Mega Damage: 4D6x100 per normal phaser beam or can be combined into a single heavy beam that inflicts 2D4x1000 + 500
Rate of Fire: volley of 4 phaser beams per array twice per melee (8 beams per melee per array / 16 beams for all arrays) or can fire a total of two combined heavy blasts per melee per array.
Payload: Effectively Unlimited. - Photon/Quantum Torpedo Launchers (2): One launcher fires
forward and the other fires aft. 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 in later service they have been replaced by quantum torpedoes.
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 - Sublight 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 or 4 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: 200 total, 100 torpedoes per launcher.
- Phaser Arrays (2): Each phaser array can fire up to three
individual beams at the same time and can be aimed at different targets
or the same targets (If aimed at the same target they look like one beam).
These weapons are often used defensively and have half the normal penalties
of a heavy weapon to hit fighters and small targets when fired normally.
When combined into a heavy beam, they have full penalties. Weapon system
cannot be used when the starship is moving faster than the speed of light.
- Photon Torpedo Launcher Pod: This pod greatly increases the
number of launchers on the ship. The pod adds a total of five Photon Torpedo
launchers, three the fire forward and two that fire aft. 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 in later service
they have been replaced by quantum torpedoes.
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 - Sublight 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 or 4 per launcher, per melee round, for a maximum of 20 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next.
Payload: 500 total, 100 torpedoes per launcher. - Mega-Phaser Pod: While similar to the Mega Phasers carried
on the earlier Avenger class, the Mega Phaser are far more powerful and
have a longer range as well. They are capable of destroying smaller ships
in one hit and can decimate larger targets with just a few shots. 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: 124,400 miles (200,000 km) in space and 124.4 miles (200 km) in an atmosphere.
Mega Damage: 2D4x1000 M.D.C. each and can be combined for a damage equal to 4D4x1000.
Rate of Fire: Maximum of Three (3) times per melee per cannon.
Payload: Effectively Unlimited.
- General Weapons Pod: This pod carries a variety of different
weaponry including two phaser banks and two photon torpedo launchers.
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Technical information partially sourced from Star Trek: Deep Space Nine Technical Manual (Mostly ship sizes.)
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.