Steamrunner-Class
Light
Cruiser
UNITED
FEDERATION OF
PLANETS: STARFLEET DIVISION
Advanced
Technical Specifications for
the Steamrunner-Class Production Vehicle
Accommodation:
228 (40 Officers - 188 Enlisted Crew)
Classification:
Light Cruiser
[Defensive/Explorer/Diplomatic]
Funding
for Steamrunner Class Development Project Provided by:
Advanced Starship Design Bureau, United Federation of Planets Defense
Council
Development
Project Started: 2337
Production
Start Date: 2353
Production
End Date: In Production
Current
Status: In Service
|
Locations
of Steamrunner-Class Construction:
- Antares Fleet Yards, Antares IV
- Nesrun Shipyards, Andor
- Utopia Planitia, Mars
- McKinley Station, Earth
- Atlas V Fleet Yard, Deneb V
- Balkinur Kosmodrome, Earth
Current
Starship Identification and Registration Numbers:
- U.S.S.
Quirinus NCC-83942
Former
Starship Identification and Registration Numbers:
- U.S.S.
Artemis - NCC-83093
- U.S.S.
Hercules - NCC-83549
|
CONTENTS
1.0
STEAMRUNNER-CLASS
INTRODUCTION
1.1
MISSION OBJECTIVES
Pursuant
to Starfleet
Exploration Directives 902.3 & 914.5, Starfleet Defense
Directives 138.6, 141.1
& 154.7, and Federation Security Council General Policy, the
following
objectives have been established for a Steamrunner Class Starship (CLU,
LCL):
-
Provide
a mission specific
mobile platform for a wide range of diplomatic, scientific, or
explorative projects.
-
Supplement
Miranda, Soyuz,
and Merced class starships as an instrument of the Federation
deep-space defensive, scientific or diplomatic presence.
-
Provide
autonomous capability
for full execution of Federation defensive, cultural, scientific, and
explorative policy in deep space or border territory.
-
Serve
as a frontline support
vehicle during times of war and emergencies.
-
Provide
a mobile platform for
testing and implementation of mission-specific or new technology of any
kind.
1.2
DESIGN STATISTICS
Overall
Length: 300.98
meters
Overall
Width: 223.2 meters
Overall Height: 50.7 meters
Primary
Hull Dimensions - 8 decks
Length: 175.76 meters
Width: 223.2 meters
Height: 38.87 meters
Area: 1.1 million square meters
Secondary
Hull Dimensions - 4 decks
Length: 67.6 meters
Width: 42.25 meters
Height: 20.28 meters
Area: 57,000 square meters
Nacelle
Dimensions
Length: 158.86 meters
Width: 32.11 meters
Height: 20.28 meters
Weight: 585,000 metric
tons
Cargo capacity: 19,360 metric tons
Hull: Duranium-Tritanium composite with micro-fiber
reinforced ablative armor over critical compartments.
Number of Decks: 10 Total.
1.3
GENERAL OVERVIEW
Editor's
Note:
History written by Steve Mallory and Robert Pate - based on information
found in
Star Trek: First Contact, Star Trek: Voyager, Star Trek Technical
Manual, Star
Trek: The Next Generation Technical Manual, Star Trek: Deep Space 9
Technical
Manual, and Star Trek: The Magazine. The style of the history
is based on
histories presented in the Startrek Spaceflight Chronology
by Stan
Goldstein, Fred Goldstein, and Rick Sternbach. Please keep in
mind that this is
a history developed based on canon information presented in various
sources and
filled in with logical conjecture.
One
of the last vessels designed and launched before the debacle at Wolf
359,
the Steamrunner Class of starships was the quintessential utility
vessel of
Starfleet. The class was originally designed as a replacement for the
elder
statesman of the fleet, the Miranda class, in the role of cruiser and
deep space
fleet escort.
The Steamrunner class was launched and quickly slipped into the role of
exploration and, working in tandem with the Saber class, in the
expansion of the
Federation. Equipped with modest scientific resources and diplomatic
facilities,
the Steamrunner proved to be a capable stand-alone deep space vessel.
1.4 CONSTRUCTION
HISTORY
The Steamrunner Class was born out of necessity.
The Miranda Class had long
since passed its expected service life by more than 75 years. In that
time,
Starfleet had yet to find an adequate replacement for the multi-role
Miranda-class, so the call went out to the fleet yards of the United
Federation
of Planets for a new, small vessel, capable of adapting to multiple
roles, to
supplement and ultimately replace the Miranda class.
Over ten different designs were submitted to Starfleet. Several of
these designs
went into production under different contracts; the Norway and Saber
Class
vessels were among those used by Starfleet. The winning design for the
Steamrunner Project was awarded to the Nesrun Shipyards in late 2337,
and the
prefix of NX-52000 was assigned to the project.
Soon after the basic concept for the Steamrunner
was outlined, Starfleet did
a 180-degree change in its direction for the "Master Plan for the
Fleet" and
concentrated on developing larger, multi-mission oriented vessels. It
wasn't
until the late 2340's that Starfleet again decided to expand its
smaller,
mission-specific fleet. Reviewing the design concept for the
Steamrunner,
Starfleet gave the go ahead and the project finally continued.
Construction of the first prototype hull, still
bearing the designation
NX-52000, began in 2353 in Arm 3 of the Nesrun Shipyards. The nacelle /
primary
hull assembly was completed within the year, and both the Primary and
the
Auxiliary Computer Cores were put in place by the end of 2354.
The question arose as to what type of power plant to use for both
Impulse and
Warp engines. Due to the unique profile of the Steamrunner Class, a
standard
Impulse and M/ARA configuration had to be abandoned. The debate raged
as to just
how powerful of a plant the vessel needed until 2355, when Consolidated
Fusion
Inc submitted its M/ARA and Impulse Engine design, originally intended
for the
Akira class vessel but having lost out to the RamJet propulsion system.
Talks
between CFI and Project Steamrunner went quickly, and within 2 standard
months,
the first test Impulse Engines and Warp Core arrived at Nesrun.
Owing to the unique design of the Hull, and that
the impulse engines were
originally designed for a much larger vessel, some severe modifications
to the
NX-52000 hull took place. The most visible modification was the
extraction of
the primary Warp deflector array from the primary hull. The Deflector
was
mounted 'outboard', in a pod strung by structural beams between the
Warp
Nacelles. This unique configuration was not the most efficient manner
of
reconfiguring the deflector network, but it was the most expedient.
NX-52000 left Arm 3 of the Nesrun Shipyards in 2356 for Impulse engine
stress
testing near Theta Cygni V. Stress tolerances were well within expected
levels,
and the hull was towed back to Nesrun for interior compartment
completion and
final warp testing. The hull, now dubbed the USS Steamrunner,
had final
compartmentalization completed on December 1, 2356 and took its final
shakedown
cruise through the new year to January 31, 2357 when she arrived at Sol
system
for its official launch. By the time the USS Steamrunner
entered into
service in 2357, her sister ship, the USS Sulaco,
NCC 52001, was nearing
completion at Nesrun, and no less than 10 more hulls were being
prepared for
construction.
At the height of production, Nesrun Fleet Yards, Balkinur Cosmodrome,
Utopia
Planitia, Antares Fleet Yards, and Atlas V Fleet Yard were producing
Steamrunner
Class vessels. Squat, ugly, but well armed for their size, they were
slowly
supplanting Miranda, Soyuz and Merced class vessels on deep space
patrol and
survey duties at the very fringes of the Federation. Production of the
Steamrunners continued until 2372, when the first of the Intrepid
Class,
outlined in the "Master Plan for the Renewal of the Fleet", began
entering
service. Despite its solid performance since its introduction, the
Steamrunner
fell into disfavor with Starfleet Command, who preferred the newer
Intrepid
class Cruiser.
The introduction of the Intrepid Class pushed the Steamrunner class out
of its
traditional role of Deep Space and Diplomatic vessel. The class was
retired to
refit status while Starfleet sought to find a mission role for this
small,
modestly equipped starship. It wasn't until the realization that the
Borg posed
a clear and present danger to the Federation and her allies, and with
the
continued problems in the development of the Defiant Project, that
Starfleet
made its decision as to what role the Steamrunner was to play.
Soon, the CL was redesigned to be fitted with new
Type X phaser arrays, and
the torpedo launchers were made largely automated to allow for a higher
volume
of firepower. This gave the Steamrunner class unprecedented firepower
for its
size, second only to the size to firepower ratio presented in the
Defiant class
project. Owing to the number of Steamrunner Class vessels that were in
active
service, and complexity of the refits ordered by Starfleet, the
turn-around time
for these 'new' Steamrunners was excessive.
Over 20 refits were completed at Utopia Planitia
and Station McKinley by the
time the second Borg Incursion occurred. Of those 20 Steamrunner Class
vessels
that participated in the defense of Sector 001, nine Steamrunner class
vessels
were destroyed and five suffered significant enough damage that
Starfleet
decided to scrap the hulls. Of the six that survived the battle and
were still
space worthy, the most notable was the USS Appalachia.
By the outbreak of war with the Dominion, the Federation had upgraded
their
entire fleet of Steamrunner class vessels. As losses mounted in the
war,
production orders were once again issued for the Steamrunner Class
vessel. It
was a proven design, heavily armed for its size, and was well suited
for combat
against Dominion Threat vessels. Production of the new Steamrunners
(all of
which were the CLU/LCL variants and have NCCs starting in the 83000's)
fell
again on the Nesrun Fleet Yards and the newly revamped Balkinur
Cosmodrome,
where production continues to this day.
Several small modifications have since been made
to the refit specifications
on the Steamrunner Class, including the addition of EMH technology in
Sickbay
and Ablative Armor to the nacelle and Deflector dish assembly.
2.0
COMMAND SYSTEMS
2.1 MAIN
BRIDGE
General Overview: Primary
operational control for the ship is provided by the Main Bridge on Deck
1, which is located at the top of the primary hull. The Main Bridge
directly
supervises all primary mission operations (with the exception of the
shuttlebay
flight ops) and coordinates all departmental activities.
The
Main Bridge is a highly restricted area; only personnel with security
clearance of Level 4 or above (officers of Ensign rank or higher) and
authorized
bridge personnel are allowed on the bridge. All bridge officers have
access to
type-I and type-II phasers.
The
Main Bridge is an exchangeable module, allowing for a wider variety in
mission parameters.
Layout:
The central area of the Main Bridge provides seating and
information displays for the Captain and the Executive Officer (the XO
sits on
the Captain's right). The two Officer chairs are equipped with fully
programmable consoles for a variety of uses.
Directly
fore of the command area is the Flight Control section, which faces
the main viewer. The FCO is equipped with a console that forms an
almost
180-degree half circle, and has priority links to the navigational
sensor and
deflectors, as well as to the Warp/Impulse/Thruster propulsion systems.
This
console also has links to engineering controls and monitors (such as
the SIF,
IDF, hull integrity monitor, and structural stress monitors), as well
as access
to the tractor beam controls.
At
the very front of the bridge chamber is a large viewscreen. This main
viewer performs all the standard duties expected of it, including
communication
and magnified visual scans of nearby objects..
To
the left of the command area (when facing the Captain's chair, from the
main viewer, or on the Captain's right, when seated in the Big Chair)
is an
elevated platform on which is located the Tactical/Security control
station.
Comprised of two consoles, one built into the wall and one extending
into the
bridge, Tactical forms a 'U' shaped alcove.
Tactical
console usage is extremely limited; only level 4 (or above) Tactical
clearance personnel can use it, and the user must input special codes
to even
get access to the massive amounts of computer links that give tactical
nearly
limitless information from the ship's sensors and computers. For full
access,
the console's security subsystem can run a battery of scans on the
user,
including thermal, biological, retinal, and vocal tests. If all of
these are
passed, full access to the ship's offensive and defensive systems is
made
available.
Between
the Tactical station and the Engineering station is a turbolift
entrance and access to inter-deck ladders. Also located in this area is
the
access to the maintenance crawlspace within the bridge walls.
Against
the left rear wall of the bridge is a large master systems display
monitor (MSD), similar to the one in main engineering. All relative
ship
information (such as damage, power distribution, etc.) is displayed on
the
cutaway image of the ship. This monitor can be used to direct ship
operations
and can be configured for limited flight control if necessary.
In
front of the MSD, extending into the bridge in a 'c' shape, is the
Engineering Console. The Engineering I console has priority links to
the WPS
(Warp Propulsion System), the IPS (Impulse Propulsion System), the SIF
(Structural Integrity Field), the IDF (Inertial Damper Fields), as well
as to
the tractor beam system, to the computers and to navigational controls.
Although
usually unattended, the Chief Engineer can bring this console to full
Enable
mode by entering voice codes and undergoing a retinal scan.
Directly
right of the MSD (centered in the back of the bridge) are the
Engineering II and Science II consoles. The
Engineering II console is
fully programmable to run any Secondary Console function, including
Sciences,
Medical, Operations, Limited Helm control, or Security. This console,
as does
every console on the bridge, also has the hand-input sub-console for
use in
setting the auto-destruct system. The auto-destruct sequence follows
Standard
Starfleet security procedures which can be accessed via any secured
Memory Alpha
ODN connection.
Science
II is the ASO's (Assistant Science Officer's) console, which can be
used by any personnel. Science II has access to all science,
navigational,
sensor, and communications systems. Science II can be configured to
operate in
tandem with Science I, although security links and all other
non-science data is
withheld from Science II. Science II usually works independently of
Science I.
Science
I is the primary science console and has priority links to the Main
Computer, to all sensors and to all probes, as well as to Flight
Control,
Operations, and Tactical functions. It extends from the right rear wall
into the
bridge area, forming a reversed 'c', in a mirror image of the Eng I
console.
This station is always manned.
Between
Science and Operations is the entrance to the Captain's Ready Room,
located behind the rear wall of the Bridge. Also located in this area
is the
entrance to the bridge's head (restroom), a second
turbolift, and access
to inter-deck ladders.
To
the right of the Captain's chair (on the Captain's left when seated in
the
chair) is the Operations manager's console. The Operations console is
identical
in size and design to the Tactical/Security. The Operations console,
due to the
tremendous amount of sensitive information found there, has security
protocols
as stringent as the TAC consoles. Built into the wall behind the Ship
Operations
Console is the Mission Operations Console, for use during Away team
missions.
2.2 MAIN
ENGINEERING
Located on Deck 7, Main Engineering is the
‘heart’ of the ship, comparable to
the bridge as the ‘brain’. It has access to almost
all systems aboard the
starship, and manages repairs, power flow, and general maintenance.
Off to the starboard side of Main Engineering is
the Chief Engineer’s Office,
which is equipped with a diagnostics table, assembly and repair
equipment, a
small replicator, a personal use console with built-in private
viewscreen and a
private bathroom.
Entrance to the primary engineering spaces is
provided by large blast doors
on decks 7, that can be closed for internal or external security
reasons, as
well as in case of emergencies.
Just inside of the doors on deck 7 - Main
Engineering - is an observation
area where technicians monitor various systems of the ship. Also in
that area is
a floor-mounted situational display similar to the Master Systems
Display found
on the Bridge. Affectionately referred to as the ‘pool
table’, the Chief
Engineer can use the display to more easily get a broad view of the
situation
with just a glance.
Farther in from the observation area is the warp
core and the main control
systems. The core is a 'tower' that extends upward into deck 6. On this
deck a
balcony surrounds the core. The core can be ejected out of the bottom
of the
ship, if needed to avoid a breech.
Circular in shape, but exceedingly functional to
save space inside the ship,
Main Engineering has usable consoles mounted on every piece of
‘real estate’
around the circumference of the room and provides primary control
access for the
engineers and technicians. Additionally, there are numerous ladders and
access
panels to Jefferies tubes, which lead throughout the ship. The
technical
complexity of the starship dictates the use of these spaces to maintain
peak
efficiency and affect proper repairs.
The Matter/Anti-Matter Assembly (M/ARA) is what
primarily makes up the warp
core 'tower'. This is where primary power for the ship is generated
inside the
Matter/Anti-Matter Reaction Chamber (M/ARC). This system is checked on
a regular
basis due to its importance to the ship. Access to the warp core is
restricted,
with a front port to get to the Dilithium matrix as well as a side port
for
access to the warp plasma conduits.
Deuterium Storage and Anti-Matter Storage Pods,
the fuel components for the
M/ARA, are stored on deck 8, where they are piped to the intake valves
on the
warp core. Both fuels can be ejected out of the bottom of the ship, as
can the
warp core itself.
2.3
SECURITY DEPARTMENT
This multi-room department is located in a
restricted area on deck 7. Within
it are the entrances to the phaser range, the Brig, the torpedo/probe
magazine,
the auxiliary weapon control room and to the Ship's Armory, as well as
the Chief
Tactical Officer's office.
The CTO's office is decorated to the officer's
preference. It contains a work
area, a personal viewscreen, a computer display, a replicator, and a
washroom/head. It is located next to the brig.
Brig: Located on deck 7, the
brig is a restricted access area whose only
entrance is from within the Security department. The Steamrunner class
vessel
has 4 double occupancy cells, which contain beds, a retractable table
and
chairs, a water dispenser, and a toilet. The cells are secured with a
level-10
forcefield emitter built into each doorway.
Internal Forcefields:
Controlled from the bridge or from the Security
office on deck 7, forcefields can be activated throughout the ship,
effectively
sealing off sections of the hallway from the remainder of the vessel.
Internal Sensors: Used to
monitor the internal security of the ship. They
can identify the location of specific crewmembers who are wearing their
commbadge. They can be used to determine the general location of any
person on
board the ship, based on the entry of specific variables by the
Tactical
officer.
Phaser Range: The phaser range
is located on deck 7. The phaser range is
heavily shielded and the walls are armored. It is designed for low
level phaser
fire, but can withstand short phaser blasts at setting 16 without a
problem.
The phaser range is used by security to train
ship's personnel in
marksmanship. During training, the holo-emitters in the phaser range
are
activated, creating a holographic setting, similar to what a holodeck
does.
Personnel are "turned loose" either independently or in an Away Team
formation
to explore the setting presented to them, and the security officer in
charge
will take notes on the performance of each person as they take cover,
return
fire, protect each other, and perform a variety of different scenarios.
All
personnel on Starfleet vessels are tested every six months in phaser
marksmanship.
There are 25 levels of phaser marksmanship. All
personnel are trained in the
operation of phaser types I and II up to level 14. All security
personnel must
maintain a level 17 marksmanship for all phaser types. The true
marksman can
maintain at least an 80% hit ratio on level 23.
Ship's Armory: This room is
located in a restricted area on deck 7 and is
under constant guard. The room is sealed with a level-10 forcefield and
can only
be accessed by personnel with Alpha 3 security clearance. Inside the
armory is a
work area for maintenance and repair of phasers as well as multiple
sealed
weapon lockers. The armory carries enough type-I and type-II phasers to
arm the
entire crew. Type-III phaser rifle and the new compression phaser
rifles are
available as well, but only in enough numbers to arm approximately 1/3
of the
crew. Heavy ordinance is available in limited numbers.
Torpedo/Probe Magazine: This
restricted area is for storing unarmed
photon torpedoes, quantum torpedoes (if the mission dictates), and
science
probes type I - VI and type IX (types VII and VIII are available if the
mission
dictates). Also stored here are the components for manufacturing new
photon
torpedoes, as well as the equipment to put it all together. This room
is also
accessed by the loading mechanism for the torpedo launchers.
3.0
TACTICAL SYSTEMS
3.1
PHASERS
Arrangement: Three dorsal
phaser arrays on the primary hull. The main
array, extending in a 120 degree arc, is located just forward of the
bridge
module. Due to its recessed nature, set within the sunken hull that
extends from
the leading edge of the saucer to the bridge module, the field of fire
(FOF) for
the dorsal array is limited. The FOF can only be declined 10 degrees
with a 85
degree arc of fire. The FOF can be inclined 160 degrees with a
300-degree arc of
fire, or 135 degrees with a 360-degree arc of fire.
The final two dorsal arrays are located aft of the
Bussard Collectors on the
port and starboards (P/S) sides. Their positioning allows for FOF
coverage from
lateral attacks as well as attacks from above. They also provide some
limited
coverage to the "6 o'clock" (directly aft).
Four ventral phaser arrays on the primary hull.
The twin primary arrays are
located slightly forward of the dorsal phaser array placement. Due to
the angle
of the ventral aspect of the hull, the FOF can be inclined only 5
degrees, and
declined 170 degrees, for a full 360-degree arc of fire.
The final two ventral phaser arrays are located
under the impulse engine
housing. Their FOF covers the "6 o'clock" as well up to 90 degrees on
their
respective sides (P/S).
Phaser
Array Type:
Originally the Steamrunner class (CL) utilized Type-IX phasers.
Following the
upgrade, even though the Steamrunner was a medium sized vessel, it was
fitted
with the new standard Type-X array system.
Each Type-X array fires a steady beam of phased
energy, and the forced-focus
emitters discharge the phasers at speeds approaching .986c (which works
out to
about 182,520 miles per second - nearly warp one). The phaser array
automatically rotates phaser frequency and attempts to lock onto the
frequency
and phase of a threat vehicle's shields for maximum shield penetration.
Phaser Array Output:
Each
phaser array takes its energy directly from the impulse drive and
auxiliary
fusion generators. Individually, each type X -emitter can only
discharge
approximately 5.1 MW (megawatts). However, several emitters (usually
two) fire
at once in the array during standard firing procedures, resulting in a
discharge
approximately 10.2 MW.
Phaser Array Range:
Maximum effective range is 300,000 kilometers.
Primary
purpose: Assault
Secondary purpose:
Defense/anti-spacecraft/anti-fighter
3.2
TORPEDO LAUNCHERS
Arrangement:
Four fixed-focus torpedo launchers, two located in the leading edge of
the
primary hull (below the lounge windows), and two located on the
trailing edge of
the primary hull (under the shuttlebay entrance). The Steamrunner has
been
refitted with the second generation of automated, high-speed launcher
found on
the newer ships, such as the Sovereign and Akira Class starships. Each
launcher
has 5 tubes, giving the Steamrunner the ability to fire an impressive
20
torpedoes at a time (10 forward, 10 aft). (LCL - 2 forword
launcher, 5 tubes
each. 2 rear launchers, 2 tubes each.)
Type: Mark XXV photon torpedo,
capable of pattern firing (sierra, etc.)
as well as independent launch. Independent targeting once launched from
the
ship, detonation on contact unless otherwise directed by Tactical
Operations.
Quantum torpedoes can be launched as well, though
they are not part of the
standard weapon load-out.
Payload: Steamrunner Class can
carry a maximum of 85 completed
torpedoes. Components stored onboard can allow for the manufacture of
an
additional 65 photon torpedoes.
Standard manufacture rate is 2 torpedo per hour.
Maximum rate is 5 torpedo
per hour.
Range: Maximum effective range
is 3,000,000 kilometers.
Primary purpose: Assault
Secondary
purpose: Anti-spacecraft
3.3
DEFLECTOR SHIELDS
Type: Asymmetrical peristaltic
subspace graviton field. This type of
shield is fairly similar to those of most other Starships. During
combat, the
shield sends data on what type of weapon is being used on it, and what
frequency
and phase the weapon uses. Once this is analyzed by the tactical
officer, the
shield can be configured to have the same frequency as the incoming
weapon - but
different nutation. This tactic dramatically increases shield
efficiency.
Output: There are ten shield
generators on a Steamrunner class vessel.
Each generator consists of a cluster of ten 28 MW (megawatt) graviton
polarity
sources feeding into a 575 millicochrane subspace field distortion
amplifier.
Each generator produces 280 MW of shield power, and each can approach
98,000MW
for 150 nanoseconds during peak momentary loads.
During Red Alert situations, seven of the
generators will operate in a phase
lock, producing a continuous output of about 1960MW.
During Cruise Mode (Green Alert) three generators
are required to be
operational at all times with one additional generator on standby.
Deflector
output during Cruise mode is approximately 800MW.
Range: The shields, when
raised, stay extremely close to the hull to
conserve energy - average range is ten meters away from the hull.
Primary purpose: Defense from
enemy threat forces, hazardous radiation
and micro-meteoroid particles.
Secondary purpose: Ramming
threat vehicles.
4.0
COMPUTER SYSTEMS
4.1
COMPUTER CORE
Number of computer cores: Two;
The primary core occupies space on decks
4, 5, & 6, set to the starboard of the bridge module. The
secondary, emergency
core is located in a mirror position on the port side.
Type: The CLU Computer cores
found on the Steamrunner class are smaller
versions of the New Orleans' Isolinear Processing cores, spread out to
take
three rather than four decks. A smaller, regulated EPS conduit directly
from the
warp core powers the system. Cooling of the isolinear core is
accomplished by a
regenerative liquid nitrogen loop.
Performance: For missions,
requirements on the computer core rarely
exceed 70-75% of total core processing and storage capacity. The rest
of the
core is utilized for various scientific, tactical, or intelligence
gathering
missions - or to backup data in the event of a damaged core.
4.2
LCARS
Acronym
for Library Computer Access and Retrieval
System, the common
user interface of 24th century computer systems, based on verbal and
graphically
enhanced keyboard/display input and output. The graphical interface
adapts to
the task that is supposed to be performed, allowing for maximum
ease-of-use. The
LCARS program is updated as needed every time the ship docks with a
Starbase or
station, which accounts for increases in processor speed and power, and
increased security, while limiting flaws discovered in the field in
earlier
versions.
4.3
SECURITY LEVELS
Access to all Starfleet data is highly regulated.
A standard set of access
levels have been programmed into the computer cores of all ships in
order to
stop any undesired access to confidential data.
Security
levels are also
variable, and task-specific. Certain areas of the ship are restricted
to
unauthorized personnel, regardless of security level. Security levels
can also
be raised, lowered, or revoked by Command personnel.
Security levels in use aboard the Steamrunner Class
are:
- Level
10
– Captain and Above
- Level
9
– First Officer
- Level
8 -
Commander
- Level
7
– Lt. Commander
- Level
6
– Lieutenant
- Level
5
– Lt. Junior Grade
- Level
4 -
Ensign
- Level
3
– Non-Commissioned Crew
- Level
2
– Civilian Personnel
- Level
1
– Open Access (Read Only)
Note:
Security Levels beyond current rank can and are bestowed where, when
and to whom
they are necessary.
The
main
computer
grants access based on a battery of checks to the individual user,
including
face and voice recognition in conjunction with a vocal code as an added
level of
security.
4.4 UNIVERSAL
TRANSLATOR
All Starfleet vessels make use of a computer
program called a Universal
Translator that is employed for communication among persons who speak
different
languages. It performs a pattern analysis of an unknown language based
on a
variety of criteria to create a translation matrix. The translator is
built in
the Starfleet badge and small receivers are implanted in the ear canal.
The Universal Translator matrix aboard Steamrunner Class
starships
consists of well over 100,000 languages and increases with every new
encounter.
5.0
PROPULSION SYSTEMS
5.1
WARP PROPULSION SYSTEM
The
warp core
is
located in the engineering section on decks 6 and 7. The
matter-antimatter
reaction assembly (M/ARA) runs vertically between the two decks, with
the
monitoring systems on the balcony above (Deck 6, Upper
Engineering). The core
is constructed from a central translucent aluminum and duranium reactor
with
dilithium articulation frame, four-lobed magnetic constriction segment
columns,
and matter and antimatter injectors. Plasma transfer conduits
exit the core on
Deck 6 and extend laterally to the nacelles and the warp plasma
injectors. The
nacelles incorporate an in-line impulse system, which accepts matter
intake and
heating within the nacelles and exhausts the heated gases through a
space-time
driver assembly in the nacelle aft cap. Anti-deuterium is
stored in a series of
standard Starfleet antimatter pods on Deck 8, forward of the warp
core.
The
warp
field coils,
unlike most Federation ships, are located just within the main hull as
opposed
to outboard nacelles. The basic structure of the nacelles is
similar to that of
the remainder of the starship, however, the entire length of the
nacelle housing
is augmented with longitudinal stiffeners composed of cobalt cortenide
to
protect against high levels of warp-induced stress.
Throughout the nacelle
housing are triply redundant conduits for Structural Integrity Field
(SIF) and
Internal Dampening Field (IDF) systems. Each nacelle contains
a pair of six
warp field coils, making Steamrunner-class vessels have a total of
24. The
Type-V warp reactor is extremely powerful for a ship of this size, and
as such,
the Steamrunner-class vessels put out a warp signature equivalent to
much larger
starships. Advances in variable warp field geometry ensures
that all ships of
this class will not cause harmful subspace damage. All
regulation warp engine
controls and procedures apply to Steamrunner-class vessels.
In the event of a possible warp core breach, the
main M/ARA core can be
ejected out of the bottom of the ship.
Type: Consolidated Fusion, Inc
Type-V Standard Matter/Anti-Matter
Reaction Drive, developed by Consolidated Fusion, Inc. Information on
this Warp
Drive can be found in any Starfleet Library or Omnipedia.
Normal Cruising Speed: Warp 6.6
Cruising Speed as pursuant to Warp
Limitations, as a cause of subspace
pollution: Warp 5
Maximum Safe Speed: Warp 9.7
for 12 hours
Note:. Pursuant to Starfleet Command
Directive 12856.A, all Starships will
receive upgrades to their Warp Core system to prevent further pollution
of
Subspace, thereby removing the Cruising
speed limitation of warp 5.
{CLU have received Warp Core upgrades}
5.2
IMPULSE PROPULSION SYSTEM
Type: Standard Steamrunner
Class mass-drivers developed and built by
HighMPact Propulsion. Output is comparable to New Orleans Class.
Output: Each engine (there are
two impulse engines) can individually
propel the Steamrunner at speeds just under .50c. 'Maximum Impulse' is
.75c
(three-quarters of 186,282 miles per second, which is warp one), and
requires
both engines working at approximately 3/4 strength.
Due to time dilation problems, standard impulse
operations are limited to
.25c ('Full Impulse'), with each engine working at .125c. 'Half
Impulse' is
.125c, while '1/4 impulse' is .0625c.
5.3
REACTION CONTROL SYSTEM
Type: Eight packs of standard
version magneto-hydrodynamic gas-fusion
thrusters, identical to thrusters deployed on the Ambassador Class
starship.
Output: Each thruster quad can
produce 4.2 million Newtons of thrust.
6.0
UTILITIES AND AUXILIARY
SYSTEMS
6.1
NAVIGATION DEFLECTOR
The
Steamrunner Class main deflector dish is located in the Secondary hull.
Composed
of polydenum/duranium mesh panels over a tritanium framework (beneath
the
Duranium-Tritanium hull), the dish can be manually moved six degrees in
any
direction off the ship's Z-axis, except along the positive X-axis
(which would
direct the emitted energies into the primary hull). The main deflector
dish's
shield and sensor power comes from two graviton polarity generators
located on
deck 8(S), each capable of generating 128 MW (megawatts), which can be
fed into
two 550 millicochrane subspace field distortion generators.
6.2 TRACTOR BEAM
Type:
Multiphase subspace graviton beam, used for direct manipulation of
objects from
a submicron to a macroscopic level at any relative bearing to the ship.
Each
emitter is directly mounted to the primary members of the ship's
framework, to
lessen the effects of isopiestic subspace shearing, inertial potential
imbalance, and mechanical stress.
Output:
Each tractor beam
emitter is built around three multiphase 12 MW graviton polarity
sources, each
feeding two 475 millicochrane subspace field amplifiers. Phase accuracy
is
within 1.3 arc-seconds per microsecond, which gives superior
interference
pattern control. Each emitter can gain extra power from the SIF by
means of
molybdenum-jacketed waveguides. The subspace fields generated around
the beam
(when the beam is used) can envelop objects up to 920 meters, lowering
the local
gravitational constant of the universe for the region inside the field
and
making the object much easier to manipulate.
Range:
Effective tractor
beam range varies with payload mass and desired delta-v (change in
relative
velocity). Assuming a nominal 15 m/sec-squared delta-v, the multiphase
tractor
emitters can be used with a payload approaching 880,000,000 metric tons
at less
than 2,000 meters. Conversely, the same delta-v can be imparted to an
object
massing about one metric ton at ranges approaching 30,000 kilometers.
Primary purpose: Towing or
manipulation of objects
Secondary
purpose:
Tactical; pushing enemy ships into each other.
6.3
TRANSPORTER SYSTEMS
Number
of Systems:
6
Personnel Transporters: 2
(Transporter Rooms 1 & 2) [LCL - 3
Transporters (4th in Troop Muster Hall)]
- Max Payload Mass: 800kg (1,763 lbs) [LCL
- TR 4 is a 'double wide' Transporter - Mass 1500kg]
- Max Range: 40,000 km
- Max Beam Up/Out Rate: Approx. 100 persons per
hour per Transporter [LCL - TR3: Approx. 180 per hour]
Cargo Transporters: 2 [LCL
- 1 Cargo Transporter]
- Max Payload Mass: 500 metric tons. Standard
operation is molecular resolution (Non-Lifeform).
- Set for quantum (lifeform) resolution: 1 metric
ton
- Max Beam Up/Out Rate (Quantum Setting): Approx.
100 persons per hour per Transporter
Emergency Transporters: 2
- Max Range: 15,000 km (send only) {range depends
on available power}
- Max Beam Out Rate: 160 persons per hour per
Transporter (320 persons per hour with 2 Emergency Transports)
6.4
COMMUNICATIONS
- Standard
Communications Range: 42,000 - 100,000 kilometers
- Standard Data
Transmission Speed: 18.5 kiloquads per second
- Subspace
Communications Speed: Warp 9.9997
7.0
SCIENCE AND REMOTE
SENSING SYSTEMS
7.1 SENSOR
SYSTEMS
Long
range and navigation
sensors are located behind the main deflector dish, to avoid sensor
"ghosts" and
other detrimental effects consistent with main deflector dish
millicochrane
static field output.
Lateral sensor pallets are located around the rim
of the entire Starship,
providing full coverage in all standard scientific fields, but with
emphasis in
the following areas:
Astronomical
phenomena
- Planetary analysis
- Remote life-form analysis
- EM scanning
- Passive neutrino scanning
- Parametric subspace field stress (a scan to
search for cloaked ships)
- Thermal variances
- Quasi-stellar material
Each
sensor pallet (twenty in
all) can be interchanged and re-calibrated with any other pallet on the
ship.
7.2 WARP
CURRENT SENSOR
This is an
independent subspace
graviton field-current scanner, allowing Steamrunner Class to track
ships at
high warp by locking onto the eddy currents from the threat ship's warp
field,
then follow the currents by using multi-model image mapping.
7.3 TACTICAL
SENSORS
There
are twenty-two independent
tactical sensors on the Steamrunner Class. Each sensor automatically
tracks and
locks onto incoming hostile vessels and reports bearing, aspect,
distance, and
vulnerability percentage to the tactical station on the main bridge.
Each
tactical sensor is approximately 84% efficient against ECM, and can
operate
fairly well in particle flux nebulae, (which has been hitherto
impossible).
7.4
STELLAR CARTOGRAPHY
One
stellar cartography bay is
located on deck 4, with direct EPS power feed from engineering. All
information
is directed to the bridge and can be displayed on any console or the
main
viewscreen.
7.5 SCIENCE LABS
There are twelve science labs on a Steamrunner
class ship. All are located on
deck 4. Three labs are bio-chem-physics labs that can also be
reconfigured for
Medical labs. Xeno-biology and botany, Geology,
Astrophysics/Astrometrics,
Stellar Cartography and other physical sciences are represented, as
well as the
cultural sciences (Sociology, Archeology, etc.). Many of the labs are
multi-functional labs that can be equipped for various experiments.
The Chief Science Officer's office is located
adjacent Science Lab 1. It is
decorated to the CSO's preferences as well as containing a work area, a
personal
viewscreen, a computer display, a replicator, and a washroom/head.
7.6 PROBES
A probe is a device that contains a number of
general purpose or mission
specific sensors and can be launched from a starship for closer
examination of
objects in space.
Depending on the mission orders, the Steamrunner
carries a variety of science
probes. Class I - VI, and IX probes are standard on every Steamrunner,
with
Class VII & VIII loaded onboard as the mission dictates.
The
nine standard classes are:
- 7.6.1 Class
I Sensor Probe:
- Range:
2 x
10^5 kilometers
- Delta-v
limit: 0.5c
- Powerplant:
Vectored deuterium microfusion propulsion
- Sensors:
Full
EM/Subspace and interstellar chemistry pallet for in-space applications.
- Telemetry:
12,500 channels at 12 megawatts.
-
- 7.6.2 Class
II Sensor Probe:
-
Range: 4 x 10^5 kilometers
- Delta-v
limit: 0.65c
- Powerplant:
Vectored deuterium microfusion propulsion, extended deuterium fuel
supply
- Sensors:
Same
instrumentation as Class I with addition of enhanced long-range
particle and field detectors and imaging system
- Telemetry:
15,650 channels at 20 megawatts.
-
- 7.6.3 Class
III Planetary Probe:
- Range:
1.2 x
10^6 kilometers
- Delta-v
limit: 0.65c
- Powerplant:
Vectored deuterium microfusion propulsion
- Sensors:
Terrestrial and gas giant sensor pallet with material sample and return
capability; onboard chemical analysis submodule
- Telemetry:
13,250 channels at ~15 megawatts.
- Additional
data: Limited SIF hull reinforcement. Full range of terrestrial soft
landing to subsurface penetration missions; gas giant atmosphere
missions survivable to 450 bar pressure. Limited terrestrial loiter
time.
-
- 7.6.4 Class
IV Stellar Encounter Probe:
- Range:
3.5 x
10^6 kilometers
- Delta-v
limit: 0.6c
- Powerplant:
Vectored deuterium microfusion propulsion supplemented with continuum
driver coil and extended deuterium supply
- Sensors:
Triply redundant stellar fields and particle detectors, stellar
atmosphere analysis suite.
- Telemetry:
9,780 channels at 65 megawatts.
- Additional
data: Six ejectable/survivable radiation flux subprobes. Deployable for
nonstellar energy phenomena
-
- 7.6.5 Class V
Medium-Range Reconnaissance Probe:
- Range:
4.3 x
10^10 kilometers
- Delta-v
limit: Warp 2
- Powerplant:
Dual-mode matter/antimatter engine; extended duration sublight plus
limited duration at warp
- Sensors:
Extended passive data-gathering and recording systems; full autonomous
mission execution and return system
- Telemetry:
6,320 channels at 2.5 megawatts.
- Additional
data: Planetary atmosphere entry and soft landing capability. Low
observatory coatings and hull materials. Can be modified for tactical
applications with addition of custom sensor countermeasure package.
- 7.6.6 Class
VI Comm Relay/Emergency Beacon:
- Range:
4.3 x
10^10 kilometers
- Delta-v
limit: 0.8c
- Powerplant:
Microfusion engine with high-output MHD power tap
- Sensors:
Standard pallet
- Telemetry/Comm:
9,270 channel RF and subspace transceiver operating at 350 megawatts
peak radiated power. 360 degree omni antenna coverage, 0.0001
arc-second high-gain antenna pointing resolution.
- Additional
data: Extended deuterium supply for transceiver power generation and
planetary orbit plane changes
- 7.6.7Class
VII Remote Culture Study Probe:
- Range:
4.5 x
10^8 kilometers
- Delta-v
limit: Warp 1.5
- Powerplant:
Dual-mode matter/antimatter engine
- Sensors:
Passive data gathering system plus subspace transceiver
- Telemetry:
1,050 channels at 0.5 megawatts.
- Additional
data: Applicable to civilizations up to technology level III. Low
observability coatings and hull materials. Maximum loiter time: 3.5
months. Low-impact molecular destruct package tied to antitamper
detectors.
- 7.6.8 Class
VIII Medium-Range Multimission Warp Probe:
- Range:
1.2 x
10^2 light-years
- Delta-v
limit: Warp 9
- Powerplant:
Matter/antimatter warp field sustainer engine; duration of 6.5 hours at
warp 9; MHD power supply tap for sensors and subspace transceiver
- Sensors:
Standard pallet plus mission-specific modules
- Telemetry:
4,550 channels at 300 megawatts.
- Additional
data: Applications vary from galactic particles and fields research to
early-warning reconnaissance missions
- 7.6.9 Class
IX Long-Range Multimission Warp Probe:
- Range:
7.6 x
10^2 light-years
- Delta-v
limit: Warp 9
- Powerplant:
Matter/antimatter warp field sustainer engine; duration of 12 hours at
warp 9; extended fuel supply for warp 8 maximum flight duration of 14
days
- Sensors:
Standard pallet plus mission-specific modules
- Telemetry:
6,500 channels at 230 megawatts.
- Additional
data: Limited payload capacity; isolinear memory storage of 3,400
kiloquads; fifty-channel transponder echo. Typical application is
emergency-log/message capsule on homing trajectory to nearest starbase
or known Starfleet vessel position
8.0
CREW SUPPORT SYSTEMS
8.1 MEDICAL
SYSTEMS
Sickbay: There is one large
sickbay facility located on deck 4, equipped
with two treatment wards, an intensive-care unit, a nursery, two
surgical
suites, a null-grav therapy ward, a biohazard isolation unit, a medical
laboratory, a morgue/stasis containment unit, and a dental care office.
Also
pursuant to new Starfleet Medical Protocols, the sickbay is equipped
with holo-emitters
for the emergency usage of the Emergency Medical Holographic System.
The CMO's office is located adjacent to Sickbay
with doors connecting to the
hallway as well as directly to sickbay. The office is decorated to the
Chief
Medical Officer's preference and also contains a personal viewscreen, a
computer
display, a replicator, and a washroom/head.
The Cargo bays are designated as the first
locations for additional medical
space if needed for mass casualty situations, with the shuttlebay
designated as
the secondary location. VIP quarters can be adapted to act as
additional
Intensive Care Units, and the lounge can be modified to act as a
secondary
treatment ward.
8.2
COUNSELING
The Ship's Counselor's office is located on Deck
4, near the Medical section.
It consists of a private office, with standard furnishings (decorated
to the
Counselors preference), a personal viewscreen, a computer display, a
replicator,
and a washroom/head. An individual therapy room furnished with chairs
and couch
for one on one sessions, as well as a large, group-therapy room,
consisting of
several couches and chairs, are located adjacent to the Counselor's
office.
In the event of a crewmember suffering a psychotic
episode, and needing to be
isolated from the crew, the ill crewman is kept in sickbay, in the
isolation
unit, or in the intensive care units, as determined by bed availability.
8.3 CREW
QUARTERS SYSTEMS
General Overview: Officer
quarters and VIP/Guest accommodations, along
with diplomatic facilities, are located on deck 3. Enlisted crew
quarters are
located on decks 5 and 6.
Individuals assigned to the ship for periods over
six months are permitted to
reconfigure their quarters within hardware, volume, and mass limits.
Individuals
assigned for shorter periods are generally restricted to standard
quarter's
configuration.
Crew
Quarters: Standard Living Quarters
are provided for both Starfleet Non-Commissioned Officers and
Ensigns.
These persons are expected to share their room with another crewmate
due to
space restrictions aboard the starship. After six months,
crewmembers are
permitted to bring family aboard the ship and a slightly larger room is
allocated to them.
Two
NCO's or two Ensigns are assigned to a suite. Accommodations include 2
bedrooms with standard
beds, connected by a living/work area. A washroom with ultrasonic
shower is
located off of each bedroom. A food replicator and a personal
holographic viewer
are located in the living area. Small pets are allowed to NCO's.
Enlisted crewmembers share quarters with up
to 4 others. Accommodations
include
2 bedrooms with twin beds, connected by a living/work area. A washroom
with
ultrasonic shower is located off of each bedroom. A food replicator and
a
personal holographic viewer are located in the living area. Pets are
not allowed
to enlisted crew.
Crewmen
can request that their living quarters
be combined to create a single larger dwelling.
Officers'
Quarters: Starfleet personnel
from the rank of Lieutenant Junior Grade up to Commander are given one
set of
quarters to themselves. In addition, department heads and
their assistants
are granted such privileges as well, in an effort to provide a private
environment to perform off-duty work. After six months,
officers are
permitted to bring family aboard, with those having children typically
assigned
quarters with viewports. Members of the Captain's Senior
Staff can have these
restrictions waved with the Captain's permission.
Single officer accommodations typically include a
small bathroom with an
ultrasonic shower, a bedroom (with standard bed), a living/work area, a
food
replicator, a computer display, a personal viewscreen, and provisions
for pets.
Family accommodations include 2 or 3 bedrooms and
2 bathrooms with ultrasonic
showers. The rest of the accommodations are as described above.
Officers may request that their living quarters be
combined to form one large
dwelling.
Executive Quarters: The Captain
and Executive Officer have special
quarters, located on Deck 3.
These quarters are much more luxurious than any
others on the ship, with the
exception of the VIP/Diplomatic Guest quarters. Both the Executive
Officer's and
the Captain's quarters are larger than standard Officer Quarters. This
space
generally has the following accommodations: a living/work area, a food
replicator, a personal holographic viewer, a computer display,
provisions for
pets, a bedroom (with a nice, fluffy bed), a null-grav sleeping chamber
and a
bathroom with ultrasonic shower and an old-fashioned water shower.
VIP/Diplomatic Guest Quarters:
The Steamrunner class starship is a symbol
of UFP authority, a tool in dealing with other races. Starfleet intends
to use
the Steamrunner in diplomatic situations and the need to transport or
accommodate Very Important Persons, diplomats, or ambassadors will
arise.
These quarters are located on Deck 3. These
quarters include a spacious
living/work area, a food replicator, a personal holographic viewer, an
ultrasonic shower and bathtub/water shower, a bedroom with a null-grav
sleeping
chamber, and provisions for pets. These quarters can be immediately
converted to
class H, K, L, N, and N2 environments.
8.4
RECREATIONAL SYSTEMS
General Overview: The
Steamrunner class vessel is a medium sized starship
and its design has been maximized for scientific and tactical usage.
However, it
is realized that the stress of operating at 99% efficiency on a ship
that is
built for extended field operations and exploration can be dangerous,
so there
are some recreational facilities on board.
Holodecks: There are three
standard holodeck facilities located on deck
5. They are for group use, or for individual officers. Individual
enlisted crew
are not allowed to use the holodeck.
Holosuites: These are smaller
versions of standard Federation holodeck,
designed for individual use. They do everything that their larger
counterpart
do, only these holosuites can't handle as many variables and are less
detailed.
There are four Holosuites, all of them located on deck 5.
Phaser Range: Sometimes the
only way a Starfleet officer or crewman can
vent his frustration is through the barrel of a phaser rifle. The
phaser range
is located on deck 7. The phaser range is heavily shielded and the
walls are
armored. It is designed for low level phaser fire, but can withstand
short
phaser blasts at setting 16 without a problem.
Normal phaser recreation and practice is used with
a type II phaser set to
level 3 (heavy stun). The person stands in the middle of the room, with
no light
except for the circle in the middle of the floor that the person is
standing in.
Colored circular dots approximately the size of a human hand whirl
across the
walls, and the person aims and fires. After completing a round, the
amounts of
hits and misses, along with the percentage of accuracy is announced by
the
ship's computer.
Gymnasium: Some Starfleet
personnel can find solace from the aggravations
of day-to-day life in exercising their bodies. The Security department
encourages constant use of this facility; tournaments and competitions
are held
regularly in this room.
The gymnasium is located on deck 5, near the
holodeck and the lounge. This
facility includes a weight room that has full body building and
exercise
apparatuses available for your disposal; any kind of exercise can be
performed
here, be it Terran, Klingon, Vulcan (it isn't logical to let your body
atrophy),
Bajoran, Trill, or others.
There is also a wrestling mat in the weight room,
which can be used for
wrestling, martial arts, kickboxing, or any other sort of hand-to-hand
fighting.
There are holo-diodes along the walls and ceiling which generate a
holographic
opponent (if you can't find someone to challenge), trained in the
combat field
of your choice. The computer stores your personal attack and defensive
patterns
as it gains experience on your style of fighting, and adapts to defeat
you. All
personnel must go through a full physical fitness and hand-to-hand
combat test
every six months.
Weapon lockers that contains a variety of
hand-to-hand combat weapons, for
use in training, can be found along one wall. Ancient weapon
proficiencies for
Starfleet personnel are recommended by the security division; phasers
may not
always be available for use in all contingencies. Terran, Klingon,
Betazoid,
Vulcan, Bajoran, and other non-energy weapons are available for
training.
Arboretum: Sometimes, one must
feel grass under ones feet and between
ones toes. Located on deck 4, the arboretum is maintained by the botany
department, and is used for research into plant-life. Crewmembers are
allowed to
wander the small facility, which includes twisting paths that provide
privacy,
and a small stream that feeds a little pond. (The stream and pond are
connected
to a high-speed pump that will immediately drain both during a red
alert
situation). 'Natural' lighting is provided on a day/night schedule that
provides
maximum benefit to the plant-life.
8.5
THE LOUNGE
This is a large lounge, located on deck 5, is set
in the forward edge of the
primary hull. It has a very relaxed and congenial air about it; The
Lounge is
the only place on the ship where rank means nothing - "sir" need not be
uttered
when a person of lower rank addresses an officer, and everyone is on an
equal
footing. Opinions can be voiced in complete safety. This lounge is the
social
center of the ship.
The Lounge has a battery of recreational games and
assorted "stuff". 3-D
chess, pool tables, card tables (complete with holographic dealer and
chips),
and numerous other games can all be found here. There is also a bar
(with
bartender) which is stocked with various potent alcoholic beverages (at
the
Captain's discretion), such as; chech'tluth, Aldebaran whiskey, Saurian
brandy,
Tzartak aperitif, Tamarian Frost, C&E Warp Lager, Warnog,
Antarean brandy, and
countless others as well as the synthahol versions of these and other
drinks.
The replicators have a huge menu of foods and drinks that can be
instantly
available for culinary adventurers, and variations can be created by
the crew
and stored in files for easy access and trading.
The lounge is often named by the crew, and is
decorated as the crew decides
and usually has a theme, to some extent. Large numbers of tables and
chairs, as
well as benches and booths, provide seating for the crew. Large windows
set into
the forward wall allow a breathtaking view from the bow of the ship,
giving
clear site to what lies before the ship. Situated over the forward
torpedo
tubes, they also allow for a 'you-are-there' view of the launching of
the
destructive devices. A small dais can be raised from the floor on one
side of
the room to make a stage area, to allow for the performing arts and for
VIPs,
during large dinners.
9.0
AUXILIARY SPACECRAFT
SYSTEMS
9.1
SHUTTLEBAY
General Overview: Located on
the aft, dorsal bow of the ship, the
shuttlebay module is accessed by a flight path between the nacelles.
The
standard shuttle bay module contains facilities to refuel/rearm, to
repair, and
to provide routine maintenance to the shuttle complement assigned to
the ship. A
flight control room, known as "Flight Ops", controls the shuttle bay
and directs
flight vectors for incoming and outgoing craft. This is located against
the
forward wall of the shuttlebay, next to the exit for the turbolift on
deck 4.
The Flight Control Officer's office is located
adjacent to the Flight Ops
center. It is decorated to the FCO's preferences and contains a work
area, a
personal viewscreen, a computer display, a replicator, and a
washroom/head.
CL and CLU Shuttlebay
The standard shuttlebay (CL and CLU only) contains
the following:
- Four Type-8 Shuttlecrafts
- Three Type-10 Shuttlecrafts
- Three Shuttlepods
- Ordnance and Fuel
- Flight Ops
LCL Shuttle Bay:
The LCL variant of the Steamrunner class has an
enlarged shuttle bay module,
to accommodate the extra size of the shuttles utilized for troop
transport and
landing operations. Flight Ops is located in the same position as on
the CL/CLU,
and serves the same function. The LCL shuttlebay contains the following:
- Four Type-9B Troop Transport Shuttlecraft
(Armed)
- Six Type-8 Shuttlecraft (Armed)
- Ordnance and Fuel
- Flight Ops
9.2
SHUTTLES
9.2.1
TYPE-15 SHUTTLEPOD
Type:
Light short-range sublight shuttle.
Accommodation: Two; pilot and
system manager.
Power Plant: Two 500
millicochrane impulse driver engines, four RCS
thrusters, three sarium krellide storage cells.
Dimensions: Length, 3.6 m;
beam, 2.4 m; height 1.6 m.
Mass: 0.86 metric tones.
Performance: Maximum delta-v,
12,800 m/sec.
Armament: Two Type-IV phaser
emitters.
The
Type-15
Shuttlepod
is a two person craft primarily used for short-ranged transportations
of
personnel and cargo, as well as for extravehicular inspections of
Federation
starships, stations and associated facilities. Lacking the
ability to obtain
warp speeds, the Type-15 is a poor candidate for even interplanetary
travel, and
is traditionally used as a means of transport between objects only a
few
kilometers apart. The craft is capable of atmospheric flight,
allowing for
routine flights between orbiting craft or stations and planetside
facilities.
Ships of this type are stationed aboard various starship classes and
stations,
both spaceborne and planetside.
A
variant of
this type,
the Type-15A Shuttlepod, shares the same specifications of its sister
craft, but
is capable of reaching a maximum delta-v of 13,200 m/sec. The
Type-15A was a
limited production craft and the information gained from its service
allowed for
further streamlining of what would eventually become the Type-16
Shuttlepod.
Still, the 15A remains in active service, and existing Type-15
spaceframes can
easily be converted to the 15A provided that off the shelf parts are
available.
However, it should be noted that Starfleet Operations has deemed that
the 15A
spaceframe exhausts its fuel supply rather quickly and its production
at major
assembly plants is now discontinued.
9.2.2
TYPE-18 SHUTTLEPOD
Type:
Medium short-range sublight shuttle.
Accommodation: Two; pilot and
system manager.
Power Plant: Two 800
millicochrane impulse driver engines, four RCS
thrusters, four sarium krellide storage cells.
Dimensions: Length, 4.5 m;
beam, 3.1 m; height 1.8 m.
Mass: 1.12 metric tones.
Performance: Maximum delta-v,
16,750 m/sec.
Armament: Three Type-V phaser
emitters.
Developed
in
the
mid-2360s, the Type-18 Shuttlepod is somewhat of a departure from the
traditional layout for ships of its size. In response to the
growing threat of
conflicts with various galactic powers bordering or near to the
Federation, this
shuttlepod was designed to handle more vigorous assignments that still
fell into
the short-range roles of a shuttlepods. Even with her parent
vessel under
attack, the Type-18 was designed to function in battle situations and
could even
be used as an escape vehicle should the need arise. Lacking a
warp core, the
pod is a poor choice for travel beyond several million
kilometers. Ships of
this type are seeing limited deployment on various border patrol and
defensive
starship classes, including the Defiant-, Sabre-, and Steamrunner-class.
9.2.3
TYPE-8 PERSONNEL SHUTTLECRAFT
Type:
Light long-range warp shuttle.
Accommodation: Two flight
crew, six passengers.
Power Plant: One 150 cochrane
warp engine, two 750 millicochrane impulse
engines, four RCS thrusters.
Dimensions: Length, 6.2 m;
beam, 4.5 m; height 2.8 m.
Mass: 3.47 metric tones.
Performance: Warp 4.
Armament: Two Type-V phaser
emitters.
Based
upon
the frame of
the Type-6, the Type-8 Shuttlecraft is the most capable follow-up in
the realm
of personnel shuttles. Only slightly larger, the Type-8 is
equipped with a
medium-range transporter and has the ability to travel within a
planet’s
atmosphere. With a large cargo area that can also seat six
passengers, the
shuttle is a capable transport craft. Slowly replacing its
elder parent craft,
the Type-8 is now seeing rapid deployment on all medium to large
starships, as
well as to Starbases and stations throughout the Federation.
9.2.4
TYPE-10 PERSONNEL SHUTTLECRAFT
Type:
Heavy long-range warp shuttle.
Accommodation: Two flight
crew, two passengers.
Power Plant: One 250 cochrane
warp engine, two 800 millicochrane impulse
engines, four RCS thrusters.
Dimensions: Length, 9.64 m;
beam, 5.82 m; height 3.35 m.
Mass: 19.73 metric tones.
Performance: Warp 5.
Armament: Three Type-V phaser
emitters, two micro-torpedo launchers,
jamming devices.
Developed
specifically
for the Defiant-class starship project, the Type-10 Personnel Shuttle
is the
largest departure from the traditional role of an auxiliary craft that
Starfleet
has made in the past century. Short of a dedicated fighter
craft, the Type-10
is one of the most powerful auxiliary ships, with only the bulkier
Type-11 being
more heavily equipped. Nonetheless, the shuttle sports
increased hull armor and
the addition of micro-torpedo launchers, as well as a suite of tactical
jamming
devices. A larger warp coil assembly, as well as torpedo
stores, makes the
Type-10 much more heavier then other shuttles. Elements from
the Defiant-class
project that were incorporated into the shuttle include armored bussard
collectors, as well as a complex plasma venting system for use during
possible
warp core breech situations. This bulky craft is equipped
with a powerful
navigation deflector that allows it to travel at high-warp, and a
complex sensor
system makes this shuttle suitable for reconnaissance work.
Able to hold its
own in battle situations, the Type-10 is seeing limited deployment on
Defiant-class starships, as well as border patrol vessels and
combat-ready
ships.
9.2.5
TYPE-9A PERSONNEL SHUTTLECRAFT
Type:
Heavy long-range warp shuttle.
Accommodation: Two flight crew.
Power Plant: One 150 cochrane
warp engine, two 750 millicochrane impulse
engines, six RCS thrusters.
Dimensions: Length, 10.5 m;
beam, 4.2 m; height 3.6 m.
Mass: 8.9 metric tones.
Performance: Warp 4.
Armament: Two Type-V phaser
emitters.
Short
of a
full-fledged
transport ship, the Type-9A Cargo Shuttle is the primary shuttle of
choice for
cargo runs at major Starfleet facilities. Originally
developed by the ASDB team
stationed at Utopia Planitia, the 9A served as cargo vessel that
carried
components from the surface of Mars to the facilities in
orbit. While able to
travel at warp velocities, the 9A is somewhat slow at sub-light speeds,
especially when carrying large amounts of cargo. The front of
the shuttle is
divided by a wall with a closable hatch, allowing for the aft area to
be opened
to the vacuum of space. The 9A also has the ability to carry
one Sphinx Workpod
in the aft area. A medium-range transporter and atmospheric
flight capabilities
allow it to easily complete its tasks. While rarely seen
stationed aboard all
but the largest starships, the Type-9A is a common site at any large
Starfleet
facility.
In
response
to the need
to transporter ground troops into areas heavily shielded, a variant
designated
the Type-9B was designed and is capable of carrying 40 troops and their
equipment to the surface of a planet or interior of a space
station. This
variant has seen limited service onboard frontline ships, most notably
the
Steamrunner-class starship.
Major
technological
advancements in the 2370’s allowed for further upgrades to be
made to the engine
systems aboard shuttlecraft. These upgrades make this craft
more capable of
long-range spaceflight and, like its starship counterparts, no longer
damages
subspace.
10.0 STEAMRUNNER
CLASS FLIGHT
OPERATIONS
Operations aboard a Steamrunner class starship
fall under one of four
categories: flight operations, primary mission operations, secondary
mission
operations, and flight deck operations.
Flight Operations are all operations that relate
directly to the function of
the starship itself, which include power generation, starship upkeep,
environmental systems, and any other system that is maintained and used
to keep
the vessel space worthy.
Primary Mission Operations entail all tasks
assigned and directed from the
Main Bridge, and typically require full control and discretion over
ship
navigation and ship's resources.
Secondary Mission operations are those operations
that are not under the
direct control of the Main Bridge, but do not impact Primary Mission
Operations.
Some examples of secondary mission operations include long-range
cultural,
diplomatic or scientific programs run by independent or semi-autonomous
groups
aboard the starship.
Flight Deck Operations are those operations that
typically fall under
Secondary Mission operations, but fall under the control of the
Tactical
Information Center. It is not uncommon for Flight Deck Operations to
supercede
Primary Mission Operations, particularly in combat missions.
10.1 MISSION
TYPES
The Steamrunner class, as a Light Cruiser, is a
highly modular structure that
can be adapted relatively quickly (days to weeks) to mission goals
assigned to
it. While any Steamrunner can be assigned to any mission, to truly be
effective
a change in modules may be required. The following lists the current
missions
and structural modifications for the CLU. If there are no structural
changes,
then the standard layout as described in this document is the optimal
design:
- Tactical/Defensive Operations
: Typical Missions include patrolling the
Federation borders, Borg interdiction missions, convoy escort, fleet
support, police/combat patrols, troop transport, special operations,
and other combat related missions.
Structural changes: Diplomatic facilities are
almost eliminated and the Science department is also reduced to allow
for greater torpedo storage, larger torpedo manufacturing facilities,
increased number of security/combat personnel, increased number of
shield generators, redundant communication equipment, and increased
ablative armor to the hull.
- Deep-space Exploration
: The Steamrunner class is
equipped for long-range interstellar survey and mapping missions, as
well as the ability to explore a wide variety of planetary
classifications.
- Ongoing Scientific Investigation
: The Steamrunner class
starship is equipped with scientific
laboratories and a wide variety of sensor probes and sensor arrays,
giving her the ability to perform a wide variety of ongoing scientific
investigations.
Structural changes: Additional laboratories,
probes, and mission specific experiments/equipment are installed as the
mission dictates. Typically there is a decrease in weapon loadout, and
in diplomatic facilities.
- Contact with Alien Lifeforms
: Pursuant to Starfleet Policy regarding the
discovery of new life, facilities aboard the Steamrunner class include
a variety of exobiology and xenobiological suites, and a small cultural
anthropology staff, allowing for limited deep-space life form study and
interaction.
- Federation Policy and Diplomacy
: A Steamrunner class starship can be used for
diplomatic conferences, courier duty, treaty-signing ceremony and other
political natured missions.
Structural changes: Additional VIP quarters,
conference rooms, private meeting rooms, formal dining facilities,
recreational facilities, and improved, secure communications can be
installed as the mission dictates. Typically, weapons loadout and
science departments are reduced to allow for the extra diplomatic
facilities.
- Emergency/Search and Rescue
: Typical Missions include answering standard
Federation emergency beacons, extraction of Federation or
Non-Federation citizens in distress, retrieval of Federation or
Non-Federation spacecraft in distress, Station/ Outpost evacuation,
and/or small-scale planetary evacuation - medium or large scale
planetary evacuation is not feasible.
10.2
OPERATING MODES
The normal flight and mission operations of the
Steamrunner class
starship are conducted in accordance with a variety of Starfleet
standard
operating rules, determined by the current operational state of the
starship.
These operational states are determined by the Commanding Officer,
although in
certain specific cases, the Computer can automatically adjust to a
higher alert
status.
The major operating modes are:
- Cruise Mode: The normal
operating condition of the ship.
- Yellow Alert: Designates a
ship wide state of increased preparedness for possible crisis
situations.
- Red Alert: Designates
an actual state of emergency in which the ship or crew is endangered,
immediately impending emergencies, or combat situations.
- External Support Mode: State of
reduced activity that exists when a ship is docked at a starbase or
other support facility.
- Reduced Power Mode:
this protocol is invoked in case of a major failure in spacecraft power
generation, in case of critical fuel shortage, or in the event that a
tactical situation requires severe curtailment of onboard power
generation.
During
Cruise Mode, the ship’s operations are run
on three 8-hour shifts designated Alpha, Beta, and Gamma. Should a
crisis
develop, it may revert to a four-shift system of six hours to keep crew
fatigue
down.
Typical Shift command is as follows:
- Alpha Shift: Captain (CO)
- Beta Shift: Executive Officer (XO)
- Gamma Shift: Second Officer
10.3
SEPARATED FLIGHT MODE
Due to the unique
shape of her hull,
the Steamrunner class does not have a separated flight mode.
While the hull can
eject the secondary hull assembly quickly, her lack of a clearly
identifiable
saucer section precludes independent operations.
10.4 LANDING
MODE
Due to the unique shape of her hull, the
Steamrunner class cannot land
within a gravity well and maintain hull integrity for Trans-atmospheric
operations. This does not mean that the hull cannot withstand
a landing - quite
the contrary, in an extreme emergency, the Steamrunner class could
effect a
surface landing while only losing an estimated 15% of hull integrity
while
structural members are estimated to have failure rates as high as
65%. While
integrity is not high enough to allow for deep-space operations, enough
of the
internal volume and structural members should remain to allow for a
landing that
is safe for her crew. See section 11.4 for additional information.
10.5 MAINTENANCE
Though
much of
a modern starship’s systems are automated, they do require
regular maintenance
and upgrade. Maintenance is typically the purview of the Engineering,
but
personnel from certain divisions that are more familiar with them can
also
maintain specific systems.
Maintenance of onboard systems is almost constant, and varies in
severity.
Everything from fixing a stubborn replicator, to realigning the
Dilithium matrix
is handled by technicians and engineers on a regular basis. Not all
systems are
checked centrally by Main Engineering; to do so would occupy too much
computer
time by routing every single process to one location. To alleviate
that, systems
are compartmentalized by deck and location for checking.
Department heads are
expected to run regular diagnostics of their own equipment and report
anomalies
to Engineering to be fixed.
Systems
Diagnostics
All
key operating systems and subsystems aboard the ship have
a number of
preprogrammed diagnostic software and procedures for use when actual or
potential malfunctions are experienced. These various diagnostic
protocols are
generally classified into five different levels, each offering a
different
degree of crew verification of automated tests. Which type of
diagnostic is used
in a given situation will generally depend upon the criticality of a
situation,
and upon the amount of time available for the test procedures.
Level 1 Diagnostic - This refers to the
most comprehensive type of system
diagnostic, which is normally conducted on ship's systems. Extensive
automated
diagnostic routines are performed, but a Level 1 diagnostic requires a
team of
crew members to physically verify operation of system mechanisms and to
system
readings, rather than depending on the automated programs, thereby
guarding
against possible malfunctions in self-testing hardware and software.
Level 1
diagnostics on major systems can take several hours, and in many cases,
the
subject system must be taken off-line for all tests to be performed.
Level 2 Diagnostic - This refers to a
comprehensive system diagnostic
protocol, which, like a Level 1, involves extensive automated routines,
but
requires crew verification of fewer operational elements. This yields a
somewhat
less reliable system analysis, but is a procedure that can be conducted
in less
than half the time of the more complex tests.
Level 3 Diagnostic - This protocol is
similar to Level 1 and 2
diagnostics but involves crew verification of only key mechanics and
systems
readings. Level 3 diagnostics are intended to be performed in ten
minutes or
less.
Level 4 Diagnostic - This automated
procedure is intended for use
whenever trouble is suspected with a given system. This protocol is
similar to
Level 5, but involves more sophisticated batteries of automated
diagnostics. For
most systems, Level 4 diagnostics can be performed in less than 30
seconds.
Level 5 Diagnostic - This automated
procedure is intended for routine use
to verify system performance. Level 5 diagnostics, which usually
require less
than 2.5 seconds, are typically performed on most systems on at least a
daily
basis, and are also performed during crisis situations when time and
system
resources are carefully managed.
11.0
EMERGENCY OPERATIONS
11.1 EMERGENCY MEDICAL
OPERATIONS
Pursuant to Starfleet General Policy and Starfleet
Medical Emergency
Operations, at least 40% of the officers and crew of the Steamrunner
class are
cross-trained to serve as Emergency Medical Technicians, triage
specialists,
medics, and other emergency medical functions along with non-medical
emergency
operations in engineering or tactical departments. This set
of policies was
established due to the wide variety of emergencies, both medical and
otherwise,
that a Federation Starship could respond to on any given mission.
The observation lounge on deck 5 can serve as a
treatment ward while the
VIP/guest quarters on deck 3 can serve as emergency intensive care
wards, with
an estimated online activation time of 30 minutes with maximum
engineering
support.
Further, the Shuttle bay has a mobile hospital
that can be deployed either on
the flight deck, or transported to the Cargo Bays for emergency
overflow triage
centers. The Cargo Bays also provides for the emergency atmosphere
recalibration
to type H,K, or L environments, intended for non-humanoid casualties.
All
facilities are equipped with full Biohazard suites, to minimize and
prevent crew
exposure to potentially deadly diseases.
11.2
LIFEBOATS
Ever present is the possibility that a ship will
become disabled or otherwise
damaged to such extent that it can no longer support life. In such
situations
the crew has to option of abandoning ship by using the Escape Pod
system. Each
8-person pod has life support for 3 months in space, and has a maximum
speed of
4,200 m/sec. Subspace radio and beacon are permanently activated once
the pod is
ejected from the ship, to aid in locating the pod. Escaped pods have
atmospheric
entry and landing capability.
There are no escape pods connected to the bridge.
Pods are located on all
decks below Deck two. Two pods are reserved for the top four officers
in the
chain of command, because they are the last four to leave the ship. As
the
number of experienced Captains dwindles in Starfleet, the notion of a
Captain
going down with his ship has been abolished. If the ship is abandoned,
the top
four officers in the chain of command will wait until everyone else is
off the
ship, opt to arm the auto-Destruct (not always necessary, but there if
needed),
and then leave in the two escape pods.
11.3
RESCUE AND EVACUATION
OPERATIONS
Rescue and Evacuation Operations for a Steamrunner
class starship will fall
into one of two categories - abandoning the starship, or rescue and
evacuation
from a planetary body or another starship.
Rescue Scenarios
Resources are available for rescue and evacuation
to a Steamrunner class
starship include:
- The ability to transport 400 persons per hour
to the ship via personnel and cargo transporters. [580 per
hour for LCL]
- The availability of the 4 Type 8 shuttlecraft
to be on hot-standby for immediate launch, with all additional
shuttlecraft available for launch in an hours notice. Total
transport capabilities of these craft vary due to differing
classifications but an average load of 200 persons can be offloaded per
hour from a standard orbit to an M Class planetary surface.
- Capacity to support up to 2000 evacuees with
conversion of the flight bay and cargo bays to emergency living
quarters. [2500 -LCL]
- Ability to convert Holodecks, the Observation
Lounge and the Crew Lounge to emergency triage and medical centers.
- Ability to temporarily convert the Cargo Bays
to type H,K, or L environments, intended for non-humanoid casualties.
Abandon-Ship Scenarios
Resources available for abandon-ship scenarios
from a Steamrunner class
starship include:
- The ability to transport 720 persons per hour
from the ship via personnel, cargo, and emergency transporters. [900
- LCL]
- The availability of the 4 Type 8 shuttlecraft
to be on hot-standby for immediate launch, with all additional
shuttlecraft available for launch in an hours notice. Total
transport capabilities of these craft vary due to differing
classifications but an average load of 200 persons can be offloaded per
hour from a standard orbit to an M Class planetary surface.
- Protocols also include the use of
Lifeboats. Each Steamrunner carries a total of 35 of the
8-person variants, which measures 5.6 meters tall and 6.2 meters along
the edge of the triangle, and has a maximum speed of 4,200 m/sec. Each
pod has a life support of 3 months in space, longer if they connect
together in "Gaggle Mode".
- Environmental
Suits are available for evacuation directly into a vacuum. In
such a scenario, personnel can evacuate via airlocks, the flight bay,
or through exterior turbolift couplings. Environmental suits
are available at all exterior egress points, along with survival
lockers spaced through-out the habitable portions of the starship.
- Many exterior windows are removable, allowing
for egress. However, these manual releases are only activated
in the event of atmosphere loss, power loss, certain Red Alert
conditions, and only if personnel in contiguous compartments have
access to an environmental suit.
11.4
EMERGENCY LANDING OF
PRIMARY HULL
In
the event of a planetary body being within reach of a disabled
Steamrunner
class vessel, a landing of the primary hull can be attempted. The basic
procedure for atmospheric entry includes jettisoning warp core and
antimatter
pods prior to entry. Explosive charges set within the Nacelle pylons
are
detonated, separating the nacelles and primary hull from the pylons and
the
secondary hull. Entry is controlled with impulse and thrusters, while
IDF and
SIF are maintained. Flight path is determined and the primary hull is
guided
into a sliding landing.
Data
from a previous successful landing by a Steamrunner class vessel was
incorporated into the emergency routines of other vessels, including
Galaxy
class saucer landings.
APPENDIX
A - VARIANT DESIGNATIONS
CL - Light
Cruiser
CLU - Light Cruiser (Uprated)
LCL - Troop Landing, Light Cruiser
(Uprated)
APPENDIX
B - BASIC
TECHNICAL SPECIFICATIONS
ACCOMMODATION
Officers and Crew
228 (455 for LCL)
Evacuation Limit 2000 (2500 for LCL)
DIMENSIONS
Overall
Length 300.98 meters
Overall
Draft 50.70 meters
Overall
Beam 223.20 meters
PERFORMANCE
Maximum
Velocity warp 9.7 (12 hours maximum)
ARMAMENT
CL - 3
Type IX phasers, 4 Type VIII phasers, 4 photon torpedo launchers
[2 tube], 2 fore and 2 aft
CLU - 7 Type X phasers, 4
photon torpedo launchers [5 tube], 2 fore
and 2 aft
LCL - 7 Type X phasers, 4 photon
torpedo launchers, 2 fore [5 tube] and 2
aft [2 tube]
TRANSPORT EQUIPMENT
Shuttlecraft (CL
and CLU)
-
Three Shuttlepods
-
Four
Type-8 Personnel Shuttles
-
Three Type-10 Personnel Shuttles
Shuttlecraft (LCL)
- 4 Type-9B Troop Transport Shuttlecraft (2
flight crew,1 Gunner, 40 troops) [2 Type-VII phasers]
- 6 Type-6 shuttlecraft [2 type-VII phasers,
Micro-torpedo launchers]
Transporters (CL
and CLU)
-
Three
personnel
-
Two cargo
-
Four emergency
Transporters (LCL)
- Four personnel (One 'double wide')
- One cargo
- Four emergency
APPENDIX C
- DECK LAYOUT
Primary Hull
- Deck 1
Captain's Ready Room, Main Bridge
- Deck
2
Briefing/Conference Room, XO's Office
- Deck 3
Officers Quarters, VIP/Guest Quarters,
Diplomatic Facilities, Transporter Room 1, Shuttlebay Observation deck
- Deck 4
Sickbay, CMO's Office, CNS' Office, Science
Labs 1-12, CSO's Office, Arboretum, Shuttlebay (floor), FCO's Office,
Computer Core Entrance/Control
- Deck 5
Lounge, Holodeck/suites, Recreation
facilities, NCO Quarters, Cargo Bay 1, Cargo Transporters 1, Computer
Core, Docking Ports, [LCL - Cargo bay replaced with troop
barracks, muster/mess hall, Transporter Room 3]
- Deck
6
Warp Core, Engineering (upper), Crew Quarters,
Transporter Room 2, Torpedo Launchers and controls, Cargo Bay 2, Cargo
Transporters 2, Computer Core
- Deck 7
Warp Core, Engineering
(floor), CEO's Office, Brig/Security, CTO's office,
Phaser Range, Ship's Armory, Torpedo/Probe Magazine, Aux. Weapon
Controls,
- Deck 8
Deuterium Storage, Anti-Matter Storage Pods,
Life Support Systems
Secondary Hull
- Deck 7
Navigation Deflector Control room, LRS Control
room
- Deck 8
Navigation Deflector , LRS Array
- Deck
9
Navigation Deflector
- Deck
10
Waste Processing/Recycling Center
APPENDIX
D - AUTHOR'S NOTES
This is the one point in this
entire page where you'll find that, for the
first time, the authors step out of the Star Trek universe and back
into our own
20th Century mindset. The information presented on this page
is a result of
hours and hours worth of researching, more researching and then a
rigorous and
intensive process of compiling the best information from canon sources,
and
making an attempt to fill in the blanks. For the purposes of
ST:ACTD, these are
the specs for the Steamrunner-class vessel. Now to address
some of the problems
found in compiling this information followed by a brief explanation as
to why a
certain path was taken in these specs.
Variants:
The Specs Team decided that the Steamrunner was a Light
Cruiser, and as such would not have multi-mission capabilities. Well at
least
not full multi-mission capabilities, such as the Galaxy can do. We felt
that the
Steamrunner would require some modifications to efficiently complete
some
mission types. So, the mission variants were created. Since there is no
cannon
data, I created the variants to provide a logical, and hopefully, fun
playing
field.
The LCL variant is totally of
my design. I based this off a jpg I found on
the Internet showing a larger than normal shuttlebay behind the bridge.
Since I
really wanted to use the picture, I created this variant as a troop
transport.
Decks:
This version of the Steamrunner, versus the old ST:ACTD specs, has
lost 8 decks. This was because the specs team decided a deck height of
4.85m
would be the standard. After fully measuring out the Steamrunner in the
ST Ency
II, and comparing it to ships of know length and height, it was shown
that the
Steamrunner was only 50.7m high. So we lost almost half of our ship (I
was on
the Steamrunner USS Quirinus)
Phaser count:
In almost every description of the Steamrunner I have
looked at, it is almost always said to be "heavily armed". My initial
view of
the ship was that it had only one phaser strip that was (stupidly, in
my
opinion) recessed within the top side of the ship. This severely limits
the
field of fire for this phaser array. Looking at the movie First
Contact, the
only visible attack by a Steamrunner is a phaser shot from the
underside of the
main saucer. To me this did not make the ship 'heavily armed'. My first
thoughts
were shaped by the game ST Armada, where it states the Steamrunner is a
torpedo
boat, that sits backs an lobs torps at the enemy. A thorough discussion
by the
specs team pointed out several possible arrays scattered around the
ship. So in
the end, I counted out 7 possible arrays, that logically (for me at
least) cover
all the space around the ship. Plus 7 type X phasers array would make
this
medium sized ship 'heavily armed'. The 4 torpedo tubes I placed, just
as a nod
to my original idea of a torpedo boat.
APPENDIX
E - CREDITS
AND COPYRIGHT INFORMATION
STEAMRUNNER
CLASS SPECIFICATIONS CREATED BY: ROBERT PATE
SOURCES USED:
- Star Trek: The Next Generation
Technical Manual - Rick Sternbach and Michael Okuda
- Star Trek: Deep Space Nine Technical
Manual - Herman Zimmerman, Rick Sternbach and Doug Drexler
- Star Trek: The Magazine
- Star Trek: First Contact
- Star Trek Starfleet Starship Spotters Guide
- Starfleet Technical Manual - Franz Joseph
- Star Trek Starfleet Chronology - Stan
Goldstein, Fred Goldstein, Rick Sternbach
Copyright
2001 -
Star Trek: A Call to
Duty. Use of these specifications is restricted to the Star Trek:
A Call to Duty (ST:ACTD) Technical Specifications domain at
http://techspecs.acalltoduty.com and may only be reproduced
with the express permission of the ST:ACTD on sites that clearly serve
to provide
information on ST:ACTD, its various ships and stations, or other
related
topics. Editing the contents of the information present on this page or
reformatting the way in which it is presented is not permitted without
the
direct permission of ST:ACTD. Wherever possible, published
sources were consulted to add
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