Maquis Raider class Corvette (Star Trek):


This ship design should be used during the years before and during Star Trek: The Next Generation Episodes as well as during Star Trek: Deep Space Nine and Star Trek: Voyager Episodes.


While this vessel is best know to be used by a group know as 'The Maquis', the design in reality is an older Federation design. In the first war fought between the Federation and the Cardassians, the Federation had a huge technological edge but they had went away from smaller vessels and in many cases just did not have the vessels needed to carry out missions that they required. Because of this, the Federation raced a design into production as fast as possible based on a small short range cargo and courier vessel. This was to allow much faster construction and also made repairs easier. Theses vessels served during the war and when the war was over, the leader of the Federation decided that they could decommission these vessels. Some did remain in service as couriers and some were put into reserve yards. The remained were either scrapped or sold to outside interests. The pioneers on the Federation border next to the Cardassians managed to acquire some of the vessels sold. After the Federation gave up many of the planets that these colonists lived on, the colonists formed a group called the Maquis and rearmed many of these vessels. Even though the ships were rebuild ships from the previous wars and of a civilian design, they did quite well and savages the forces that the Cardassians were willing to use against them. It was not until the Cardassians joined the Dominion that the Maquis was wiped out. It is rumored that a small number of vessels survived and joined the Federation in fighting the Dominion. During the Dominion War, many of the Corvettes sitting in Reserve Yards were recommissioned and did surprisingly well. With the end of the War, it is likely that these vessels will soon decommission and the raining vessels in courier service will be replaced by Runabouts.


These vessels are constructed to civilian standards and have less powerful warp drives than most of the Federations primary warships but they do have a powerful impulse engine and have good combat performance. The Raiders are operated much like a large fighter and much like the Klingon Birds of Prey. Like many ships their size and smaller, the Raider can land on planets. The hull of the vessel is less strong than a purpose built corvette might but can still withstand enough damage to be worthwhile. The whole design is modular and is designed for easy replacement. When sold to outside interests, the shields were replaced by civilian shield generators but were upgraded back to military standards in the vessel that the Maquis refitted.


In weapon systems, most of the Maquis Raiders have salvaged weapon systems. This makes for a huge amount of variation but listed is the most common design. Most common beam weaponry are two mounts of heavy phaser cannons mounted with one on each of the wings of the vessel. These weapons are normally fired forward and are capable of destroying a fighter quickly and swarming threatens even the most powerful of larger vessels. While the vessels originally did not carry them, many have been refitted with mini-photon torpedo launchers. These are good for powerful pinpoint attacks. Finally, these vessels can carry up to 24 full sized photon torpedoes carried underneath the Raider.


These ships were designed to use a crew of twelve but can be operated quite well by as small a crew as four. Unlike most older Corvettes, the Raider was designed to be able to carry about twenty troops along with the standard crew. The vessels accommodations are fairly comfortable for its size but cannot support a flag officer even in emergency. Because the vessels have no small craft, the ships either must use transporters, hard dock themselves, or land on a planet to disembark or embark personnel.


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: Maquis Raider.
Vehicle Type: Light Corvette (By Phase World terms would be considered to be a Destroyer)
Crew: 12 (Can be run by 4)
Troops /Passengers: 20


Vehicles:
None


M.D.C. By Location:

Heavy Phaser Mounts (2):300 each mount
Mini-Photon Torpedo Launchers (2):100 each
Impulse Engine:600
Warp Nacelles (2):750 each
[1] Cockpit / Bridge:500
[2] Main Body:1,600
[3] Variable Force Field:800 per side (4,800 total)


Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge / cockpit through the ship’s armor. This ship does not have an auxiliary bridge. Even if the bridge is 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 bridge 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 Corvette 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% (240 M.D.C.) per melee round.


Speed:
Driving on the Ground: Not Possible (Maquis Raider can land on the ground).
Sublight: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed of light. Raider can accelerate/decelerate at the rate of 1.2 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 starship is not effected severely by time attenuation that occurs at the higher sublight speeds.
Atmospheric Propulsion: Maximum cruise speed is Mach 8, Raider can enter an atmosphere because the corvette has anti-gravity systems.
Stardrive: Uses a warp engine that allow ship to travel at Warp Factor 5.0 on cruise (0.024 light years per hour), Warp Factor 5.5 Flank (0.034 Light Years per hour), and Warp Factor 6.0 Emergency (0.045 Light Years per Hour).
Speed is calculate using a formula designed to emulate Star Trek: Next Generation speeds. 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 drive system but only has supplies for Raider's crew for six months.


Statistical Data:
Length: 196.85 feet (60 meters)
Height: 47.90 feet (14.6 meters)
Width: 216.54 feet (66 meters)
Mass: 661.39 Tons (600 metric tons) (Daystrom Institute Technical Library)
Power System: Advanced Micro Fusion with 10 year life span.
Cargo: Small Storage Space 40x20x20 feet (12.2x6.1x6.1 meters).
Market Cost: 350 million credits to construcnhjt originally. Stripped Version were sold for about 220 million credits. All weapons were salvaged for Maquis Raiders and the refit costs around 120 million credits for materials.


WEAPON SYSTEMS:

  1. Two (2) Heavy Phaser Cannon Mounts: Corvettes primary energy weapon system. Weapons are mounted on the Corvettes Wings. 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 then CAF lasers but only slightly shorter ranged. 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: 9,328 miles (15,000 km), range is halved in atmosphere.
    Mega Damage: 1D6x100 M.D.C. each (2D6x100 M.D.C. for both)
    Rate of Fire: Maximum of three (3) times per melee.
    Payload: Effectively Unlimited.
  2. Mini-Photon Torpedo Launchers (2): The launchers are mounted on the sides of the vessel. The launcher can carry 24 mini-photon torpedoes each for 48 total
    Mini-Photon Torpedoes are about half way between the size of long range missiles and medium range missile. Once spread of torpedoes has been launched, the launchers must be reloaded. In the early service of this shuttle, it carried photon torpedoes which are anti-matter/matter warheads but they can carry quantum torpedoes when they are available.
    Mini-Torpedoes have a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. 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. Launchers can launch on multiple targets each.
    Maximum Effective Range: Mini-Photon Torpedoes: Powered torpedo range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.
    Mega-Damage & Properties: Mini-Photon Torpedoes (Matter/Anti-Matter Warheads): Old Series inflict 3D6x10 each, Star Trek Movies One through Six inflict 4D6x10, and Next Generation inflicts 5D6x10 each. Mini-Quantum Torpedoes: 1D6x100 each.
    Rate of Fire: One at a time or in volleys of 2 or 4 per melee
    Payload: 24 mini-torpedoes per launcher for 48 total
  3. Photon Torpedo Hard Points: The Maquis Raider can carry twenty four photon torpedoes under the ship. This is the main weapon the fighter uses against capital ships.
    Standard 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. Full size torpedoes have penalties to hit small targets but are all considered smart missiles. Launchers can launch on multiple targets each.
    Maximum Effective Range: Standard Torpedoes: 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: Standard 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. Standard Quantum Torpedoes: 8D6x100 each.
    Rate of Fire: One at a time or in volleys of 2,4, 6, 8, or 12 per melee
    Payload: 24 full sized torpedoes.



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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 © 2000, Kitsune. All rights reserved.


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