ASCII Art Dreadnought
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History-
The Dreadnought-Class was, for decades, a periodically revised design of an improved Militaristic vessel that many in Tacfleet, some of whom were veterans of the old Military Operations Command of the 23rd Century and budding engineers looking to get noticed with new designs and eager to optimize many hullforms and systems to create a new vessel, all of whom were eager to bring this vessel to completion, but they were blocked by the Utopianists, who were shocked at the notion of anything more than 1/8th Militaristic. However, when the Borg and Dominion became known, and easily destroyed dozens of Starfleet Vessels and Colonies, many across the Federation were panicing, and soon in 2367, the project for the Dreadnought-Class proceeded to actual construction, although even with the increased carte blanche for R&D, the Scientists and Engineers of the Dreadnought Project masked this design's actual purpose by calling it a "Heavy Explorer", and sometimes "Heavy Command Cruiser".
And starting with 3X systems, and gradually improving on them, and creating new systems, which with the Defiant Project, gradually introduced 4Xe technology, the Dreadnought-Class was finished in 3/1101.08 (January 8th, 2372).
The new technology included railguns, rarely used since a few occurrences in the 21st-22nd centuries, and a few new torpedo types developed to update Starfleet's torpedo arsenal, and give the Dreadnought, and perhaps a few other vessels, some additional firepower, Genocide, Scorched-Earth Tactic, Suicide and Nemesis Torpedos all made use of different containment fields and targeting scanners, and had heavier warheads, but were only carried in small quantities, alongside the carried-in-bulk Photon Torpedoes, and with the development of the improved Quantum Torpedo, using dimensional flux and often x1.25 to x1.5 the damage and range, these other new torpedoes were already superfluous, and were only used in small quantities on special missions, sometimes to help the Marine Corps.
Proposed changes for the next Enterprise (or, "Ten Ways to Make the Show
REALLY Boring."):
1.) Four nacelles (redundant twin setup) connected to a hull that is
attached to a saucer. The saucer is not "raised" as much as in the Big-E.
The purpose is for power and redundancy - if one nacelle is damaged, you
can use the other "twin". I would entertain a "rotating" saucer section
that would turn on the secondary hull's end in case diagonal Warp coils
got damaged.
Warp crusing speed: Warp 9.0
Max. Warp: 9.97+ for 96 hours. (allowing for breakthoughs in TransWarp)
The battleship of the Federation has to get to those borders in a hurry,
and may have to chase the Borg around. It should also be able to make/use
the Borg's TransWarp subspace conduits in "Descent".
2.) TWO antimatter/matter reactors - one for each twin nacelle, since I've
had people tell me I would need quadlithium cells to make the plasma
stream split four ways. Make the antimatter containment safe and all
that. Maybe substitute one of the AM/M reactors for a Romulan-style
Forced Quantum Singularity Drive (FQSD) of equal power. The AM/M is ol'
reliable, but the FQSD would be there in case something disrupted the AM/M
reactions.
A faster, more reliable way of ejecting the AM/M Warp core in case of
emergency. Too many ST:TNG episodes have the Big-E blowing up because of
this design flaw.
The backup fusion reactors would be located both in the primary and
secondary hulls (the Big-E-D had four? six?). Triple redunant systems in
case they try to act up, too. The altogether power compared to the
Enterprise-D would be 300%, because of the twin AM/M reactors and
additional fusion reactors.
3.) Changes to the saucer section: (keeping the 'swept' or as I call it
"Great Cobra Hood in the Sky" look according to Warp physics)
No saucer seperation unless you plan to self-destruct. The added 'main
cannon' of "All Good Things.." cancels the seperation. No Captain's
Yacht. More powerful impulse engines, possibly vaned for more
maneuverability. No stupid bar sticking on the nose of the saucer section
(Ten-Forward).
A bridge located NOT at the top of the saucer section, but in the forward
middle of the saucer. It would look a little better than the
Enterprise-D's battle bridge. Put an auxiliary bridge in the second hull,
just in case. The computer core would be in the center of the saucer, with
medical in the rear center. MUCH safer in a battle.
_____ _____
_.-' `-._ top _.-' `-._ underside
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|= || `-',--. \| -| - ==| |---|----------,_|___| - ==|
|- || (core)|| bridge --| | |Klingon-buster__ > --|
|= || _,-.`--' /| -| - ==| |---|----------' | | - ==|
|- |/-' | `---' | -| == | | |/-' | `---' | -| == |
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] / \ / `---' \ / \\ / ] / \ / `---' \ / \\ /
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4.) The secondary hull would be an actual structure, and not chopped in
half like the other Federation starships. Here you would have the AM/M
reactors, additional fusion reactors, additional weapon systems, and
storage space. The primary deflector dish would be similar to the
Enterprise-D's, but strengthened to allow for safe, frequent use of the
particle-beam weapon in "BoBW".
5.) THREE completely independent shield systems (see DREADNAUGHT! for
ideas) - if one shield system goes down, turn on #2 or #3. Add metaphasic
shielding for close-stellar encounters. Add cooling, more ways to store
the power, etc. Improve the superstructure metal used, so the starship can
better withstand solar photosphere temperatures and atmospheric
aerobraking without injuring the ship.
6.) Twice as many photon torpedoes, phaser banks, and other weapon
systems. Change the phasers so they have selectable phaser/disruptor
percentages-- that would permit the E to destroy ship hulls OR shields
(disruptors are better at taking down shields according to someone else).
This ship is the battlewagon of the Federation, after all. It should have
a better-than-average chance of defeating a Borg cube, laugh at a threat
of less than three Romulan ships, or four Cardassian vessels. It should
also have non-energy weapons, like railguns, for small targets and so that
the enemy cannot read a buildup in power. Add the "main cannon" seen in
"All Good Things...". It was an EXCELLENT weapon to have!
7.) This is a military vessel, no dependents allowed. The holodeck
provides recreational/physical training. The dreadnaught would have an
absolute minimum skeleton crew of 260, with a normal compliment of 700,
with room for 300-500 more people. A computer core, medical staff, and
science staff equal to a Galaxy-class. This isn't a rescue vessel, or a
diplomatic host, this is a battleship. All that extra space would be
brigs, triple-redundant backup systems, room for additional equipment,
etc. It's called a "hardship" tour in the Army. Typical rotation tour
would be one year, with the option to volunteer for additional years of
service at 110% pay.
8.) The phase-cloaking device - Let's get real here, folks. Treaty or no
treaty, the phase-cloak is just too good to pass up for warfare purposes.
And the Federation in "All Good Things..." DID have one!
9.) About the shuttlebays... Have two "main" shuttlebays, with a variety of
shuttlecraft. Also, perhaps in the secondary hull, have one main bay for
Maquis-class starship fighters (I thought they were great in ST:DS9 "The
Maquis" and ST:TNG "Preemptive Strike"). Have two to six fighter-craft.
10.) Add two "suicide" or "scorched-earth tactic" Genesis torpedos or
modidfied Nemesis torpedos in the main torp bay, just in case. Have a
good R&D staff to work on field-testing new weapon systems for when the
Borg come back.
Make six such craft and the they would be worthy of the name dreadnaught
(that's "dread nought" in the old English, folks, or "don't worry").
Put a Rear Admiral (O-7) in charge of each Dreadnaught, because of the
firepower . (Just like Riker in "All Good Things...")
Construction Data:
Model Numbers- Mk IC
Ship Class- XIX
Date Entering Service- 3/1101.08 (January 8th, 2372)
Number Constructed- 6
Hull Data:
Superstructure Points- 113
Damage Chart- C
Size
Length- 861.13 meters
Width- 430.65 meters
Height- 287 meters
Weight- 504,960 tons
Cargo
Cargo Units- 1400 units
Cargo Capacity- 70,000 tons
Landing Capability- None
Equipment Data:
Control Computer Type- I-6 (x2)
Cloaking Device Type- RCF
Power To Activate- 75
Transporters-
Standard 7-person- 6
Combat 20-person- 4
Emergency 22-person- 4
cargo large- 3
cargo small- 7
Other Data:
Crew- 700-715
Passengers- 260
Troops- 240
Shuttlecraft- 16
Shuttlepods- 8
Cargo Shuttles/Runabouts- 6
Fighters- 6
Hoppers- 6
Assault Shuttles- 6
Workpods- 20
Engines and Power Data:
Total Power Units Available- 208
Movement Point Ratio- 7/1
Warp Engine Type- FVWA-3A
Number- 4
Power Provided- 40 ea
Stress Charts- A/A
Maximum Safe Cruising Speed- Warp 13 (9.7)
Emergency Speed- Warp 15.2 (9.97)
Impulse Engine Type- FIG-5
Impulse Engine Output- 48
Weapons and Firing Data:
Beam Weapon Type- FH-23
Number- 16
Firing Arcs- 8 f/p/s, 2 f/p, 2 f/s, 2 a/p, 2 a/s
Firing Chart- Y
Max Beam Power- 16
Modifiers-
+3 - (1-11)
+2 - (12-20)
+1 - (21-24)
Missile Weapon Type- FRRG-2
Number- 4
Firing Arcs- 2 f/p, 2 f/s
Firing Chart- V
Power To Arm- 2
Damage- 12
Missile Weapon Type- FP-4
Number- 12
Firing Arcs- 2f, 4 f/p, 4 f/s, 2a
Firing Chart- S
Power To Arm- 1
Damage- 20
Missile Weapon Type- FN-1
Number- 12
Firing Arcs- 2f, 4 f/p, 4 f/s, 2a
Firing Chart- S
Power To Arm- 4
Damage- 24
Missile Weapon Type- FSE-1
Number- 12
Firing Arcs- 2f, 4 f/p, 4 f/s, 2a
Firing Chart- N
Power To Arm- 3
Damage- 2d10 Damage Chart Rolls - double against ground targets
Missile Weapon Type- FS-1
Number- 12
Firing Arcs- 2f, 4 f/p, 4 f/s, 2a
Firing Chart- T
Power To Arm- 3
Damage- 27 - applied to casualties on internals, -1 to all system accuracy
Shields Data:
Deflector Shield Type- FXSA
Shield Point Ratio- 1/6
Maximum Shield Power- 56 - three sets, choose one, can replace damaged generator
Ablative Armor- 33 per facing
Defense Factor- 456.8
Weapon Damage Factor- 624.6
And for LUG
USS Vardaine
Class and Type: Dreadnought-Class Heavy Explorer
Commissioning Date: 2372
Hull Characteristics
Size: 9
Resistance: 4 (+26 Ablative Armor)
Structural Points: 180
Operations Characteristics
Crew/Passengers/Evac: 700/500/16,200 [8 Power/round]
Computers: 8 [8 Power/round]
Transporters: 6 personnel, 4 combat, 4 emergency, 10 cargo [12 Power/round]
Tractor Beams: 2 ad, 2 fd, 2 fv [2 Pwr/Rtg/Rnd]
Propulsion Characteristics
Warp System: 9.0/9.6/9.97 (96 hours) [2/Warp Factor]
Impulse System: .75c/.95c [7/9 Power/Round]
Power: 290
Sensor Data
Long-Range Sensors: +2/25 ly [6 Power/round]
Lateral Sensors: +2/1 ly [4 Power/round]
Navigational Sensors: +2 [5 Power/round]
Sensor Skill: 5
Tactical Data
Type IIIA Megaphaser
Range: 10/30,000/100,000/300,000
Arc: Forward (90 degrees)
Accuracy: 3/4/6/9
Damage: 60
Power: [60]
Type X Phaser
Range: 10/30,000/100,000/300,000
Arc: f/p/s (420 degrees)
Accuracy: 4/5/7/10
Damage: 20
Power: [20]
Type XVI-A Phaser
Range: 9/27,000/80,000/250,000
Arc: All (720 degrees)
Accuracy: 4/5/7/10
Damage: 15
Power: [15]
Type II Railguns
Number: 600
Launchers: 2 fvp, 2 fvs
Spread: 4
Range: 9/28,500/90,000/275,000
Arc: fvp, fvs (240 degrees)
Accuracy: 4/5/7/10
Damage: 18
Power: [6]
Type II Photon Torpedoes
Number: 600
Launchers: 2 ad, 2 fv
Spread: 4
Range: 15/300,000/1,000,000/3,500,000
Arc: Forward or Aft, but are Self-Guided
Accuracy: 4/5/7/10
Damage: 20
Power: [5]
Type II Nemesis Torpedoes
Number: 25
Launchers: 2 ad, 2 fv
Spread: 4
Range: 15/300,000/1,000,000/3,500,000
Arc: Forward or Aft, but are Self-Guided
Accuracy: 4/5/7/10
Damage: 24
Power: [8]
Type I Scorched Earth Tactic Torpedoes
Number: 60
Launchers: 2 ad, 2 fv
Spread: 4
Range: 14/280,000/960,000/2,900,000
Arc: Forward or Aft, but are Self-Guided
Accuracy: 4/5/7/10
Damage: 2d6 Internal rolls - 5 per roll
Power: [7]
Type I Genocide Torpedoes
Number: 40
Launchers: 2 ad, 2 fv
Spread: 4
Range: 16/302,000/1,060,000/3,600,000
Arc: Forward or Aft, but are Self-Guided
Accuracy: 4/5/7/10
Damage: 27 (Applied to Life Support and Casualties)
Power: [7]
Weapon Skill: 5
Defensive Data:
Type XI Deflector Shield
Sets: 3/3
Protection: 62/82
Power: [62]
Note: Has three sets, one of which can be up at a time.
Note 2: Phasers can be set to Disruptor mode, which does +4 damage to shields