Specifications - USS Enterprise NCC 1701 G
Summary
Summary for the USS Enterprise NCC 1701 G
General
| Class | Proteus (Class NOT in mass production) | |
| Role | Command Cruiser/Advanced Exploration | |
| Duration | 100 | |
| Time Between Refits | 10 Years | |
| Time Between Resupply | 3 Years |
Dimensions
| Length | 620 | |
| Width | 269 | |
| Height | 118 | |
| Decks | 22 |
Personnel
| Officers | 150 | |
| Enlisted Crew | 550 | |
| Civilians | 150 | |
| Emergency Capacity | 6,500 |
Speed
| Cruise Speed | 6 | |
| Maximum Speed | 9 (Transwarp 11) | |
| Emergency Speed | 9.9999 for 8 hours |
Weapons & Defensive Systems
| Shields | Multi Spatial Tri Axilated Regenerative Shield Matrix Multi Spatial: Over the last decade most major space faring races have come to incorporate a new dimension to energy based weaponry. The Phased Variance, or multi spatial variance. This in essence means that energy weapons now extend beyond the normal phase variance of our space time continuum to effect matter on various levels of the phase spectrum. In order to negate this effect an adaptation of Multi Spatial Shielding, first used on Voyager, has been created and incorporated into the existing shield matrix. The effect of this upgrade creates a "Layered" effect of different phase variances. So, for example, if a phaser with a phase variance of 3 is fired on the shield it will go past (not interact with) layers 1 and 2, impact 3 and if not stopped continue to pass through 4, 5, 6, 7, 8, 9, and so on. The number of layers is based upon the Tac officers discression but usually it is set to all the major and most commonly used variances. Of course, as with all things there is a trade off. The more layers you pile on the less powerful each one is. Tri Axilated: The Tri Axilated aspect to this shield is, in effect, three separate emitters sitting side by side on the hull emitting 3 different shield grids that overlap and intertwine into a mesh build of three separate grids, each capable of operating independently. This is vastly different from just having one powerful shield grid as opposed to 3 slightly less powerful (but have the same net effect) as each emitter is able to handle more of a load than one massive one would be able to. Regenerative: Since the beginning of shielding technology there was always the question of "What to do with all the 'surplus' energy the system had to deal with from incoming energy weapons. It didn't take very long to realize that this energy could go towards the ships own benefit (meaning the more it was fired upon the more energy there would be available to its systems) Unfortunately this simple problem proved to be anything but simple. Early field tests ended in disaster as many ships were quickly overwhelmed with systems that couldn't bare the pure raw energy makeup of the EM weaponry. The idea was abandoned until further technology allowed processing of such intense energy, leaving the systems to simply disperse the energy in the form of heat and radiation. Recently tremendous breakthroughs with hypersensitive materials and advances in Metaphysics have allowed the rebirth of this avenue with successful absorbsion and consequent redistribution to major subsystems allowing for 40-60% increases in power availability during combat. A great deal of this new power has been committed back into the shield system minimizing the "cost" of dispersing a 1GW hit from 700MW to only 400MW. This allows the shield grid to clear it's absorbsion cells in a much more efficient manner (up to 89% faster) and thus "regenerating" faster allowing for a much longer sustainable time period. Capacity: 8,000 MW/Second Hull: Heavy Duranium/Tritanium Double Hull Armor: Polarizing reactive armor (4.0 centimeters) The armor is one of the strangest pieces of technology on the vessel. A derivative of Dominion technology, they are essentially a magnum upgrade of an archaic technology. Called polarizing reactive hull armor, the armor channels an electrical pulse through it, polarizing the electrical charge in it to deflect energy and concussion damage. The last time this technology was used was on the Daedalus-class, before the deployment of the first practical energy-based deflector shields. The cause of its fall out of favor was the limit of how much charge the hull plating could handle. The Dominion used a quitanium alloy in their polarizing armor, which could handle thousands of times more charge over the old style plating. Confederation Fleet R&D had only recently discovered the alloy mix when the Dominion War began. When the Dominion turned over all their ships in the Alpha Quadrant to the Alliance after surrendering, they acquired the forges on board the ships used in forging replacement armor. However, Voyager returned with its deployable ablative armor, rendering the new polarizing armor instantly obsolete before it was even implemented. Confederation Fleet R&D still saw promise in the technology, and continued to research it. Today, the quitanium alloy has been refined to the point where it can more than equal the tensile and insolative strength of deployable armor. The advantage that polarizing hull armor has over deployable ablative armor is the mass involved. The material is very lightweight, but can handle a massive polarizing charge. The simulated density of a quitanium armor plate 4 centimeters thick when fully energized is roughly equal to 25 centimeters of old-style ablative armor used during the Dominion War. The one small price paid is that the vessel loses the full-body coverage that deployable armor provides. This, however, is counteracted by the fact the reduced mass, and inversely, increased combat maneuverability, that the ship has. Having the armor charged all the time during a combat situation is a large burden on a ship's power supply. Therefore, the armor is covered in a network of small ionization and nadion particle detection sensors, which commands the armor to flash-charge when a damaging force comes close. The reactive sensor grid was the final piece of technology that made the reactive armor feasible for use once again. Even with this enhancement to the armor, however, while shields are up it still must be kept running at 35% of normal power due to consumption. While this seems low, if the shields over a section, or even total failure, causes the energy being used for the failed shield segment to be channeled to the polarized plating taking it to 100% in the exposed area. |
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| Weapon Systems | Cloaking Device: Romulan Mk 18 Standard Cloak Holo Cloak: Federation Holo Cloak MK IV Holo Cloak has long been the Federation's answer to the Romulan Cloak. Since the Federation, until soon after the Dominion Wars, was banned from using any type of Cloak under threat of war by the RSR. Federation scientists have worked to perfect this technology. Holo Cloak takes a completely different approach to disguising a ship from the known Romulan/Klingon Cloak. Instead of trying to make a whole object disappear, This technology takes the approach of "If it walks like a duck, looks like a duck, and sounds like a duck, then it is a duck". This cloak is often called Chameleon Cloak due to the fact that it effectively creates a holographic illusion around the ship, using strategically placed holo emitters on the hull, to make it look and feel like virtually any other object in the computers database. Coupled with this is an additional system that masks the warp and energy signatures of the ship to match that item. Due to the fact that all that is required to power this system is energy for Holographic emitters and masking systems a ship that has activated this system may continue to use shields and weapons (which are masked to reflect the chosen form) at will. An important thing to note here is the fact that while this system can change the appearance and even apparent size of the ship, it is limited to a range of an object the same size as the current ship up to 1.5 times its size. Beyond that the holographic projectors on the hull cannot support the illusion and the image appears to flicker and fade. Similarly it is physically impossible to create the illusion that a 300 meter ship is really only 170 meters. For instance. Say you and a Romulan BoP have to bypass a hostile sector, and the " enemy" knows you are coming. The BoP would engage its cloak and plot an inconspicuous course across the sector, totally defenseless in case of detection. The Holo Cloaked ship, can do a myriad of things. It can power down all systems except minimal vital systems like life support and mask itself as a comet, or asteroid and drift across the enemy space; or it could project itself as one of the enemies own ships, masking its shields, warp trail, weapons, and core signatures to mask and fly through its space posing as one of the enemy ships, If discovered you can always raise shields and fire weapons. Holo Cloak isn't full proof. If the enemy knows it is looking for you, it will find you undoubtedly. The only question is how long it will take and how hard you make it for them. |
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| Armament | 18 Type-XIIa Located on the rim of the saucer, two on each of the ventral sides, and two on the front dorsal prow. Their prefire chambers are more compact than the Type-XII's previously installed on starbases. Type-XIIa phasers are capable of channeling up to 85,000 TeraWatts of power through up to three separate beams. Type-XIIa arrays are also capable of producing more substantial annular confinement beams, effectively doubling their range. This gives the Proteus class excellent long-range abilities just short of where only torpedo weapons could reach before. Some new ideas on the placement of phaser arrays have also cropped up, one idea that is being used is the "double-broadside" arrangement. The Proteus class also carries this arrangement, though only on the outside of nacelles port and starboard sides. This arrangement has two separate long phaser arrays on one side, each with separate prefire chambers and EPS power inlets. This allows the vessel to fire off twice the amount of phaser beams in the firing arcs where the double-broadside emplacements are located. The drawback to the placements, on each armored nacelle, is when at warp the phaser prefire chambers and emitters must be completely powered down and drained of all energy. (otherwise they would react with the warp coils) this means that you cannot fire these specific ones at warp. Since you need to power them down completly at warp, it takes longer for these to be ready to fire once you drop out of warp. Fairly, these should become avalible anywhere between 3-5 mins after the rest of the phasers are firing (this spread has to do with the TAC officers ability). Another flaw is at high fractions of .C (meaning high impulse) there is also a warp field (to aid the ship) and that means that the nacelles are working but on a much smaller scale. and so you can use these at high impulse but only at 75% of maximum power output. Location 8 on the saucer section (6 strips ventral and 2 strips dorsal. Can fire from 50 � 130 degrees to the fore of the ship ventral and 0 � 180 degrees dorsal and from 5 to 50 degrees up or down from the saucer) 2 strips on each side, port and starboard, on the aft dorsal engineering hull (can fire aft from 60 � 120 degrees) 4 "double-broad side" strips (2 strip segments on the outsides on each nacelle located in between the buzzard collector and rear of the nacelle. Limited fire arc, from 80�100 degrees each side) 4 strips, 2 aft, 2 center, port and starboard of the engineering hull (both sets able to fire from 60 � 120 degrees) Quantum Torpedoes Mark VI Photon Verteron The verteron torpedo, larger than the photon or quantum torpedoes, disables the subspace systems of any vessel within a 5,000,000 kilometer spherical diameter within 20 seconds of detonation. The effect lasts an approximate 30-90 seconds, This would disable ships ability to goto warp, use subspace communications and even cloak. [WARNING] Use of this technology should Not be implimented if the source ship is within blast radius. Romulan Quantum Singularity Torpedoes These Torpedoes use Quantum singularities on a very small scale. Quantum singularities torpedoes utilize the enormous destructive power of a quantum singularity to destroy any target it is fired upon. This technology was first created as a waste management system and was quickly adapted to military applications. Upon impacting shields a singularity torp would draw massive amounts of energy from the local shield emitter as well as a substantial amount of energy from adjacent generators thus creating a feedback loop into the local shield emitter and in some cases this would cause it to rupture if the energy is not dissipated properly, also noticeably weakening the local shield and slightly drawing power from the adjacent shields. Upon impacting the Hull a singularity torp set to implode would crush the surrounding (around 10m radius) hull, depending on the structure, composition, and dispersal capabilities of the hull like a tin can, compressing everything by a 20/1 ratio meaning every 20cm would now take the space of 1cm. This is an incredibly destructive force and with a well placed shot could destroy or cripple a ship with one shot. Singularity Torpedoes are now a standard on Romulan ships. Due to the nature of the singularities and the immense Field it takes to contain them each torpedo must be "charged" either positively or negatively (+ = explode, - = implode) before firing, this requirement significantly slows down rearming time and the maximum rate of fire is 1/7 or 1 torpedo every 7 seconds. [Warning] Use of these weapons should not be implemented near or around gravitational anomalies or near stars as the gravitational effect of these bodies would have drastic, unpredictable effects. [Note] These torpedoes were licensed to 15 for this project and any resupply's must be cleared with the Romulan Government. Torpedo Launchers: 11 1 Rapid-fire Quantum Torpedo Tube (8 torpedo spread 3 second reload) 1 Standard Quantum Singularity Torpedo Tube (1 torpedo spread 10 second reload) 1 Standard Forward Verteron Tubes (1 Torpedo Spread, 8 second reload) 4 Type 4 Burst fire Photon Torpedo Tubes (12 torpedo spread 5 second reload) 4 Standard Photon Torpedo Tubes (4 torpedo spread 2 second reload) Maximum Torpedo Spread AFT: 26 Quantum Torpedoes Maximum Torpedo Spread FORE: 1 Romulan Quantum Singularity Torpedoe, 2 Verteron Torpedoes, 3 Photon Torpedoes, 26 Quantum Torpedoes Quantum Torpedoes: 1100 Mark VI Photon: 150 Verteron: 25 Romulan Quantum Singularity Torpedoes: 15 total |
Auxiliary Craft
| Shuttlebays | 1 | |
| Shuttles | 12 UCF Type A Shuttles 5 UCF Type C Shuttles 10 Type XVIII Personal Shuttle Pods |
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| Fighters | 15 (12 active 3 reserve) Barracuda Class Bombers 15 (12 active 3 reserve) Phantom Class Fighters Launch Systems: Bombers launch from a tube system which is standard in Starfleet Vessels. The fighters are held in the aft ventral of the ship in nose down with a mini airlock hatch and tube connecting the cockpit to the locker room. The fighters were specially designed for this type of launch bay. The fighters are held in the bay by 2 extensions that come off the aft section and lock the fight into 2 clamps. The fighters are launch via hatches in the belly of the ship. To get maximum speed on launch each \"birth\" is equipped with a tractorbeam that hits the aft section after the clamps disengage and repel the fighter out. This combined with the engines cuts launch time in half by allowing more then 2 fighters to launch at a time. Fighters are retrieved by the fighter fly strait into its \"birth\" and is turned to launch position via 3 tractor beams off the dorsal and top that lock onto the fighter and rotate it back into place. |
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| Runabouts | 3 Yellowstone Class 1 Capptains Yacht - USS Cadmus 4 UCF Mariachi Class Runabouts |