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.
In many ways, the Intrepid class are good ships but they are both unspecialized and lightly armed. Due to a lack of hulls and the large loss of ships during the war between the Federation and the Dominion, it was decided to modify the ships of the class under construction into a new and more powerful configuration. These ships were renamed and given the names of both two famous German cruisers and two famous battlecruisers, the Scharnhorst and Gneisenau. These modifications had the benefits of lessons earned from the battle in Earth's Orbit against the Borg. The modified ships were rushed into service and were finished with only one month between them. Since then, the two ships have been serving together as element and have received four battle stars for their performance. There has been much consideration of constructing more of these ships. While the Sharnhorst class is not anywhere near as powerful as a Sovereign class battleship or the Prometheus class, they are quite capable in their own right and are much less expensive to produce. It also has a much greater endurance than the Defiant class escort.
Where possible, standard components already designed for the Intrepid class although were possible, they were simplified. The computer systems have retained the bio-organic components that was first made standard on the USS Intrepid but a full backup standard computer is carried in case there are problems with the new system. The warp engines, while physically the same as those carried on the Intrepid, they cannot change their configuration. The impulse engines have been moved further back so that they do not interfere with the Weapon Pod on the top of the ship. For power, the ship carries the standard anti-matter /matter reactor but carries twice as many fusion reactors as backup which actually allows the ship to travel at warp speeds on backup power although at a much slower speed. Maximum speed is warp 4.5 while using backup power but it does leave the ship an emergency method of escape and travel.
Weapon systems is one of the huge changes in the ship class. The Weapons Pod looks a lot like the pod on the Nebula class but it cannot be changed and it carries two adaptive Mega-Phasers which are capable of inflicting severe damage on other ships. The main phaser arrays were retained on the Sharnhorst class but were replaced by the more powerful banks carried on the Sovereign class. The shields are modified versions of those carried on the Intrepid class and have been modified for adaptive shielding.
The ship's crews have been increased to 120 due to the new systems on the ship and at the same time the ship carries 40 marines to act as ship defense. Because of the increased number of systems on the ship, space available for crew quarters has also been reduced and the crew quarters are only slightly larger than those on the Defiant class and look similar. High power consumption such as holo-decks have been reduced and simpler equipment such as exercise equipment has replaced them.
This design is written to be able to interact with modified phase world rules. 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.
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: NCC - 76500
Vehicle Type: Raiding Light Cruiser (In phase world terms, would
be considered a Heavy Cruiser by virtue of size)
Crew: 120 Standard (20 Officers / 100)
Troops: 40 (Not normally carried)
Vehicles: 4 Shuttles
M.D.C. By Location:
Phaser Arrays (3, 2 primary hull / 1 secondary hull): | 2,500 each | |
Torpedo Tubes (2): | 1,000 each | |
Warp Nacelles (2, secondary hull): | 18,000 each | |
Mega-Phaser Pod: | 20,000 | |
Secondary Hull Hanger Door: | 3,000 | |
Impulse Engine: | 12,000 | |
Main Deflector Array: | 6,000 | |
[1] Primary Bridge: | 15,000 | |
[1] Auxiliary Bridge (Also used as Flag Bridge): | 15,000 | |
[2] Primary Hull (Main Body): | 45,000 | |
[2] Secondary Hull (Main Body): | 45,000 | |
[3] Variable Force Field: | 8,000 per 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 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 primary or secondary hull will put the
Cruiser 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 could be combined in one
shield. Shields regenerate at the rate of 5% (2,400 MDC) 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.)
Speed:
Driving on the Ground: Not Possible. (Starship 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. Star Ship can accelerate/decelerate
at the rate of 0.85 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: Maximum speed is Mach 8.5 using impulse
engine. Due to starship having gravitic propulsion systems, starship can
enter and leave the atmosphere.
Stardrive: Uses a warp engine that allow ship to travel at Warp
Factor 9.8 on cruise (0.27 light years per hour), Warp Factor Flank 9.975
(0.60 Light Years per hour), and Warp Factor 9.999 Emergency (5.12 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 either Drive system.
Ship carries about five years worth of supplies on board.
Statistical Data:
Length: 1231.25 feet (375 meters)
Height: 147.75 feet (45 meters)
Width: 574.6 feet (175 meters)
Mass: 755,000 metric tons
Power System: Primary is Anti Matter with 20 year life span
and has fusion reactor backups. Ship normally only goes 5 years between
refuelings.
Cargo: Cargo holds are scattered about the ship that allows
for carrying up to 15,000 tons of Cargo in addition to standard compliment
of supplies and ammunition.
Market Cost: 18.5 billion to construct. As far as it is known,
the Federation does not sell their starship designs to other interested
parties.
WEAPON SYSTEMS:
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.
[ 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 Daystrom Institute Technical Library (Mostly Intrepid Ship Sizes). The site is hosted by Graham Kennedy .
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By Kitsune (E-Mail Kitsune).
I would like to recognize Henning Rogge as giving assistance with the revision of the Star Trek starships.
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