The writeup of the Galor class is designed to be used during Star Trek: Next Generation episodes as well as during the times of Star Trek: Deep Space Nine and Star Trek: Voyager.
These ships are one of the primary classes of ships used the Cardassian fleets. While the Cardassian ships are not up to latest Federation standards, these ships are still powerful and can be very dangerous when in the hand of a skilled captain. They are about the equivalent of the Federations earlier Excelsior class Battleships but do not compare favorably to most of the newer federation vessels. There is a newer Cardassian vessel know as the Keldon class that is based off of the Galor class cruiser. That ship entered service sometime prior to the Cardassians joining the Dominion. A great many of these ships were lost during their first war against the Federation. After having rebuilt their forces, they lost alarge number of ships against the Klingons. After a short respite, the Cardassians and their Dominion allies went to war against both the Federation and Klingons. Most of the remaining Galor class cruisers were destroyed during that war.
The ship carries six banks of spiral wave disruptors for the ship's main beam weaponry. Each disruptor is more powerful than the unmodified siege phasers mounted on the Federations earlier classes of ships such as the Excelsior but require more power per mount and are unable to be mounted in the same number as the Excelsior class which make the ships firepower equivalent to each other. The Galor also has a powerful high powered spiral wave disruptor that fires aft. This weapon is similar in firepower and range to the federation mega-phaser mounts Of course, when some of the Excelsiors, such as the U.S,S. Lakota, were modified, they became much more powerful than the Galor class. The Cardassians have been unable to develop anti-matter warheads for torpedoes so their torpedoes create a laser initiated fusion explosion. These Torpedoes are called Ion Torpedoes. The Cardassian torpedo launchers are also more massive than the launchers carried on federation ships and like older federation launchers, each launcher can launch up to two torpedoes in each volley. The larger launchers have meant that the ship only carries two launchers, one launcher that fires forward and one launcher that fires aft.
This version is without major upgrades that the Dominion might have done to the Cardassian ships when they became allies. It might be at least expected that these ships after the Dominion and Cardassian treaty carry more powerful missiles with anti-matter warheads. The more powerful warheads are listed as an option under the torpedo launchers.
This ship has never been equipped to carry fighters but the class does carry a large number of marines for ground assaults. This ships are slightly more cramped than most Federation vessels but they do have large quarters for the senior officers. The Galors are set up to be able to act as Flagships.
This design is written to be able to interact with modified phase world rules. See Revised Starship Rules for Phase World 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: Galor Class Battle Cruiser
Vehicle Type: Battle Cruiser (Heavy Cruiser/ Battle Cruiser
by Phase World terms)
Crew: 366 (91 Officers, 274 Enlisted, and 1 political officer)
Troops: 375 Marines.
Vehicles:
8 | Standard Shuttles |
M.D.C. By Location:
Mega Spiral Wave Disruptor Cannon (1, aft): | 1000 | |
Siege Spiral Wave Disruptor Cannons (6 banks of 2 each): | 600 each bank | |
Torpedo Tubes (2, 1 forward / 1 aft): | 800 each | |
Warp Nacelles (2): | 20,000 each | |
Impulse Engine: | 10,000 | |
[1] Primary Bridge: | 15,000 | |
[1] Auxiliary Bridge (Also used as Flag Bridge): | 15,000 | |
[2] Main Body: | 80,000 | |
[3] Variable Force Field: | 6,000 a side (36,000 Total) |
Notes:
[1] In reality this is how much damage needs to be done for a weapon
to hit the bridge through the ships armor. This ship does have an auxiliary
bridge. Even if both of the bridges 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 bridges that do not penetrate
the ships integrity can injure crew members on or near the bridge.
[2] Depleting the MDC of the main body will put the Battle Cruiser.
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% (1,800 MDC 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. The Ship can accelerate/decelerate
at the rate of 0.65 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 7 on cruise (0.075 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). 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.
The ship carries about two years worth of supplies on board and a small
hydroponic section.
Statistical Data:
Length: 1,220.1 feet (371.88 meters)
Height: 193.6 feet (59.0 meters)
Width: 630.7 feet (192.23 m)
Mass: 1,678,000 metric tons (Deep Space Nine: Technical Manual)
Power System: Primary power system is Anti-Matter with a 15
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 50,000 tons of Cargo in addition to standard compliment
of supplies and ammunition.
Market Cost: 6.5 billion credits to construct.
WEAPON SYSTEMS:
[ Phase World™, Kreeghor™, and CAF™, are trademarks owed by Kevin Siembieda and Palladium Books, Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium Books, Inc. ]
[ Star Trek is copyright © Paramount Pictures ]
Parts of Technical information are from Star Trek: Deep Space Nine Technical Manual (Mostly Ship Sizes).
CGI of Ship by Andrew Hodges. More of his CGI pictures of Star Trek Ships at Devil World 6
By Kitsune (E-Mail Kitsune).
I would like to recognize Henning Rogge as giving assistance with the revision of the Star Trek starships.
Rifts Conversion Copyright © 1998, 1999, and 2000, Kitsune. All rights reserved.