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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,' \\ // `. ,' \\ // `.

/' \ _,-----._ / \ /' \ _,-----._ / \

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|- |\-._ | .---, | -| == | | |\-._ | .---, | -| == |

|= || `-',--. \| -| - ==| |---|----------,_|___| - ==|

|- || (core)|| bridge --| | |Klingon-buster__ > --|

|= || _,-.`--' /| -| - ==| |---|----------' | | - ==|

|- |/-' | `---' | -| == | | |/-' | `---' | -| == |

/ , | / \ / \ |\ - | / , | / \ / \ |\ - |

] / \ / `---' \ / \\ / ] / \ / `---' \ / \\ /

] // `._ armory_.' \\ / ] // `._\ | | /_.' \\ /

\ / `-----' \ / \ / `-----' \ /

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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