Federation U.S.S. Sovereign class Battlecruiser (Star Trek):

This ship design should be used in the last few Star Trek: The Next Generation Episodes as well as more common in the Star Trek: Deep Space Nine and Star Trek: Voyager Episodes.

The Sovereign class was built to be a true combatant vessel. It is far better armed than the Galaxy class and uses many new cutting edge systems. Production of the Galaxy class starship has been discontinued and Sovereign class Battlecruisers are being constructed in their place. The Sovereign class is slightly larger than the Galaxy class starship but is both narrower and shorter in height than the Galaxy class. Except for the Prometheus class starship, the Sovereign class is the most advanced starship design in starfleet. As a result, many admirals are using the Sovereign class as their starship. The ships are also drawing the best captains and crew members in Star Fleet. The Sovereign class Battlecruiser, USS Enterprise fought well against the Borg cube and the ship class has been declare a success.

The Sovereign class starship uses special bio-organic computer components. These systems were first tested on the Intrepid starship class but were added to the Sovereign class. This type of computer system is more advanced than those used on starship classes earlier than the Intrepid and responds faster to any input. This increases the starships combat performance

The ships deflector shields are more powerful than shields on previous ship classes and the shield energy frequencies can be varied so the shields will take less damage from many types attacks. This technology was achieved through studying the Borgs ability to adapt to incoming attacks. The ship is less bulky than the Galaxy class yet because new advanced alloys, the ship is capable of absorbing more punishment than the Galaxy class starship could.

The design is quite well armed. The ship has a total of six heavy phaser arrays. Two arrays is on the top of the primary hull, two arrays is on the bottom of the primary hull, and two of the arrays are on the secondary hull. These arrays are similar to those on the Galaxy class starship but have a longer effective range and have a higher output than the phasers on the Galaxy class. The phasers can also be adjusted so they are more effective against other ships shields. This also allows the phasers to adjust to a Borg cubes ability to adapt to energy weapon fire. The ship also has two torpedo launchers below the saucer and two below the navigation deflector that fire forward as well as two torpedo launchers that fire aft. This gives the ship twice the torpedo launchers of a Galaxy class starship.

Because the ship was designed from the frame outwards up as a warship, the ship has no facilities for families. The ship does carry a small number of marines. The crew and troop quarters are still spacious but have far less room than the quarters in the Galaxy class starship.

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 - 74220
Class: Battlecruiser (In phase world terms, would be also be considered a battlecruiser by virtue of ships size)
Crew: 855 (125 officers and 725 Enlisted)
Troops: 200 Marines, 45 Shuttle pilots, and can carry up to 50 passengers in addition.


15Standard Shuttles

M.D.C. By Location:

Phaser Arrays (6, 4 primary hull / 2 secondary hull):3,000 each
Torpedo Tubes (6):1,000 each
Warp Nacelles (2, secondary hull):45,000 each
Secondary Hull Hanger Door:8,000
Impulse Engine:25,000
Main Deflector Array:15,000
[1] Primary Bridge:30,000
[1] Auxiliary Bridge (Also used as Flag Bridge):30,000
[2] Primary Hull (Main Body):90,000
[2] Secondary Hull (Main Body):90,000
[3] Variable Force Field:16,000 per side (96,000 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 Battecruiser 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 can be combined in one shield. Shields regenerate at the rate of 5% (6,000 M.D.C.) per melee round. Shield is designed to also adapt to incoming fire. To do this, the shield operator rolls his weapon systems skill with a penalty of -40%. The roll can only be made after the ship has been hit at least once by the weapon system in question. If the skill roll is a success, the shield takes 75% damage from frequency bases energy weapons. These include lasers, x-ray lasers, phasers, and disruptors. This does not include grasers, particle beams, gravity based weaponry. and many unusual weapon systems. As well, Variable frequency weapons can adapt to this to continue to inflict full damage and matter to energy reaction of Anti-Matter, Nuclear, and fusion explosions cannot be adapted against. This feature can also be used so that the shield will stop weapons that previously passed through shields such as Borg weaponry. (The adaption modification on this ships shields are planned to be added to all Federation starships in the future.)

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 9.6 on cruise (0.22 Light Years per Hour), Warp Factor Flank 9.8 (0.27 Light Years per hour), and Warp Factor 9.99 Emergency (0.90 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: 2231 feet (680 meters)
Width: 787.4 feet (240 meters)
Height: 285.4 feet (87 meters)
Mass: 3.5 million metric tons (Daystrom Institute Technical Library)
Power System: Anti Matter with 20 year life span. Ship normally only goes 5 years between refuelings.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 100,000 tons of cargo in addition to standard compliment of supplies and ammunition.
Market Cost: 32 billion to construct. As far as it is known, the Federation does not sell their starship designs to other interested parties.


  1. Phaser Arrays (6): Arrays are mounted with two on the top and bottom sides of the starship primary hull and two arrays are mounted on the secondary hull. Each phaser array can fire four individual beams at the same time and can be aimed at different or the same targets. 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. These phaser are both longer ranged and more powerful than the ones mounted on Galaxy class starship. They also have a special feature that the weapon officer can adapt the weapons to enemy shields. The weapons officer rolls the skill weapon systems with a -40% penalty with jamming and masking penalties being added as well. If the skill roll succeeds, the weapons inflict 25% extra damage against the enemy shields. This also allows the weapon to inflict full damage on enemies than can adapt to incoming fire. Shields can be adapted so phasers will not continue to inflict 25% extra damage. (The modification on these are planned to be added to all Federation starships in the future.) Weapon system cannot be used when the starship is moving faster than the speed of light.
    Maximum Effective Range: 249 miles (400 km) through atmosphere and 24,900 miles (40,000 km) in space.
    Mega Damage: 5D6x100 per phaser beam and can be combined with beam from the same array to do 2D6x1000 M.D.C.
    Rate of Fire: volley of 4 phaser beams per array twice per melee (8 beams per melee per array / 48 beams for all arrays) or can fire a total of two combined heavy blasts per melee per array.
    Payload: Effectively Unlimited.
  2. Photon/Quantum Torpedo Launchers (6): The ship a total of six launchers. The ship has two launchers below the dish that fire forward, two launchers below the navigational dish that fire forward, and two launchers 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 24 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 300 total, 50 torpedoes per launcher.

Bonuses: The bonuses are in addition to any bonuses for crew skills or abilities. Bonuses are dues to the faster response times of the ships computer.

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Technical information is partially sourced from Daystrom Institute Technical Library (Mostly ship sizes). The site is hosted by Graham Kennedy.

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, and 2000, Kitsune. All rights reserved.