USS Enterprise NCC-1701 (Original Series)

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==Summary==
The USS Enterprise (NCC-1701) was a 23rd century Federation Constitution-class starship operated by Starfleet. In the course of her career, the Enterprise became the most celebrated starship of her time.
In her forty years of service and discovery, through upgrades and at least two refits, she took part in numerous first contacts, military engagements, and time-travels. She achieved her most lasting fame from the five-year mission (2265-2270) under the command of James T. Kirk.
The Enterprise was destroyed over the Genesis Planet in 2285 when Kirk activated the ship's auto-destruct sequence to prevent the Enterprise from falling into the hands of the Klingons. (Star Trek III: The Search for Spock)
==Powers and Stats==
Tier: to with phasers.  with Antimatter Bombs and Photon Torpedoes
Name: USS Enterprise NCC - 1701
Origin: Star Trek (the original series and movies 1-3)
Type: Constitution-class Heavy Cruiser Starship, Space Combat and Exploration Vessel
In use by: United Federation of Planets, Starfleet
Captain: James T. Kirk (most famous captain, others include: Robert April, Christopher Pike, Willard Decker and Spock)
Crew: 430
Dimensions: length: 947 feet (~ 288.6 meters), width: 417 feet (~127 meters), height: 208 feet (~63.5 meters)
Powered by: Matter-Antimatter reactor, many backup impulse power reactors (nuclear fusion engines)
Powers and Abilities: Atomic Manipulation ("Material Synthesisers" are essentially 3D printers that act on an atomic scale. They can produce food or almost any common materials: according to Kirk they can also manufacture precious gemstones at will), Complete Analysis (shipboard sensors can identify complete enemy composition at range), Energy Absorption (Bussard Collecters on nacelles provide limited energy absorption), Energy Projection (via phasers and navigational deflector) Forcefield Creation (via Deflector Screens), Gravity Manipulation (Warp Engines work this way, and are sufficiently powerful to distort time and space and unintentionally create black holes), Healing (the technology in the medical bay can heal major injuries by partial regeneration of damaged organs), Homing Attack (via Photon Torpedo), Information Manipulation (sensors and computer banks can work together to download, store, and analyse information simultaneously), Invisibility (via stolen cloaking device), Magnetism Manipulation (the ship can generate powerful magnetic fields) Plasma Manipulation (all of the ships circuits are plasma based), Power Mimicry (can adjust energy outputs to match specific frequencies), Preparation (all forms except Evolution are represented, often uses all of them in one episode), Radiation Manipulation (sufficient to flood an entire planet with lethal concentrations of neutron radiation), Self-Destruction (antimatter reactor can be rigged to explode), Spaceflight, Statistics Amplification (ship can temporarily increase the energy output of any system), Teleportation (has 80 onboard "Transporter" devices that can be used to move the crew across vast distances, such as from high orbit to a planet's surface), Time Travel (the warp engines can be used to freely travel time in two different ways, both of which can be and were used intentionally).
Attack Potency: Continent level+ to Multi-Continent level with phasers (At least 4 petatons, capable of destroying continents from high orbit. By channeling the full power of the warp core through the phasers, they are powerful enough to split a moon approximately the size of Luna in half with repeat fire, or destroy an asteroid-ship with a diameter of 200 miles before it can collide with an inhabited planet. After the refit, warp-powered phasers are standard). Multi-Continent level with Antimatter Bombs and Photon Torpedoes (Approximately 66 petatons per Photon Torpedo: It takes 77 Petatons of energy to blast Earth's atmosphere into space, and one of Enterprise's remote-detonated antimatter bombs blasted half of the atmosphere of the Earth-sized planet Tycho IV into space and left a visible continent-sized crater on the surface, with associated secondary damages including a shock-wave that propagated into high orbit with enough force to threaten a starship. Photon torpedoes also use antimatter - it can be assumed that they possess a similar warhead, and because they can move at warp speed, the total yield is higher with the kinetic impact]. In accordance with General Order 24, the Enterprise can destroy the inhabited portion of a planet's surface [such as Eminiar VII], and was even stated to be capable of laying waste to 892-IV's entire surface in the episode "Bread and Circuses", a feat which requires a minimum total energy of 7 Exatons, assuming the crust is merely melted and not completely disintegrated)
Speed: FTL via impulse drives (Can travel from the edge of the galaxy to Earth in "years"), Massively FTL+ via warp travel (Depending on the warp factor this ranges between hundreds, to hundreds of thousands of times the speed of light. The most exact warp speed calculation in the Original Series comes from Spock in the episode "That Which Survives". In that episode, a mysterious force moves the Enterprise exactly 990.7 light years away from a planet where they've already sent a landing party. Enterprise returns in only 11.337 hours, for a speed of 766,029.48 times times the speed of light: fast enough to cross the Milky Way galaxy in only 47.68 days), Massively FTL+ reactions (Close to billions of times FTL, the crew has tons of time to react against a Warp 15 projectile coming from 90,000 kilometers away)
Durability: At least Country level for the bare hull (Phasers on 1/100th power are completely harmless against it, while full phasers breach the hull and kill the crew without obliterating the ship entirely), Multi-Continent level for the Deflector Screens (Can tank multiple direct hits from the Planet Killer, each shot equaling about 6 exatons, as can it can reduce planets or even gas giants to rubble with sustained fire)
Material: Duranium and tritanium alloy composite reinforced with structural integrity fields.
Weaknesses: The ship's circuitry can easily be overloaded and burned out via reckless use, either temporally or permanently knocking down systems or even destroying its dilithium crystals. Dilithium crystals transmit all power through the ship, and replacement requires visiting a dilithium mine or a starbase. Extremely intense radiation (like a nuke at point-blank range) can slightly penetrate the hull to hurt the crew even if the ship is undamaged.
Terrain: Air, Space
Needed Prerequisite for Use: Access to the computer command codes, knowledge of its operation and at least a skeleton crew (~80 persons, as shown by Khan's people) to control the ship.
Operational Timeframe: Impulse Drives on emergency power can last for half a day, normally capable of operating for at least half a year without resupply. Warp Drives expected to operate for 18 years a non-emergency speeds without repairs.
Weaponry: At final refit:
*Phaser Banks: 18 ball turrets (six on each of the dorsal and ventral saucer surfaces in three pairs, two single phasers on either side of the engineering hull above the hangar deck, and four more grouped around the bottom of the engineering hull. Phasers can rotate to hit targets out of their facing arc)
*Torpedo Bays: 2 fixed forward launch tubes (each bay can hold three torpedoes and loads rapidly, ship carries 144 photon torpedoes total. As homing weapons, photon torpedoes can track targets beyond the firing arc of the launchers)
*Tractor Beams: 1 ventral 2-axis swivel turret
Weapons Range: At least 90,000 kilometers via tractor beams and transporters, tens of millions of kilometers via phasers and photon torpedoes, sensor scans can reach for multiple lightyears
Defensive Systems: Multiple Deflector Screens covering the entire hull, acting as a powered armor system.
Special Forms: N/A
Notable Features: Durable armored hull, inertial dampeners, warp drive which can warp space/time for FTL travel, or under certain conditions even allow time travel, deflector shields, replicators to produce food or almost any common materials, transporters to beam up or down people/equipment, tractor beams to attract/repel objects, 14 science labs, advanced medical facilities, self-destruct system, advanced computers, sub-space communications, various sensors (both being FTL), able to scan entire star systems in great detail (like tracking the number of life signals, detecting radiation, poisons, diseases or debris of destroyed space vessels)
Notable Attacks/Techniques:
*Warp field: The Warp Engines generate a space-time warping energy field around the ship that allows for casual faster-than-light travel through real space. Unlike most Sci-Fi universes, Star Trek ships are very much aware of their surroundings when operating at FTL speeds and are easily able to engage in combat at those speeds due to the Warp Field massively increasing the crew's reaction time. For example, the Enterprise made a pivot maneuver at Warp Factor 2 and fired it's photon torpedoes on a Klingon ship that was strafing them at higher than Warp Factor 7 in the episode, "Elann of Troyus". Various similar maneuvers are observable throughout the series.
* Proximity Blast: Phasers are set to release their energy in a single projectile burst and detonate on proximity to a target being tracked by the less accurate motion sensors. This function was used against the Romulan Bird of Prey because the latter's stealth system prevented the Enterprise from pin-pointing its exact location. Dispersion set to 100% scatters the projectiles over the widest possible area.
* Slingshot Effect: With the correct calculations and warp settings, if the Enterprise approaches the gravitational field of the star, accelerates using the Warp engines while orbiting it, and then quickly breaks away at maximum warp factor they can manage to travel in time. Because of the rudimentary nature of this tech, timing is extremely important but if accomplished well it's possible to travel both back in time or returning safely. This method causes a strain on the ships systems, consumes much energy, and requires a sufficiently large star (like our Sun) to accomplish.
* Transporters: The Enterprise has 80 transporters which can break down people and objects into energy, send them out as a beam and then reconstruct them in their original form, effectively working like teleportation. Energizing and reconstructing takes several seconds, and when it malfunctions the consequences could be grave. Transporters have limited range (compared to other equipment on the ship), can only penetrate material up to a limited thickness (1km solid rock, for example) and is adversely affected by Deflector Screens and severe electromagnetic interference. The heaviest amount it was implied to transfer was 1000 tons (it was done by the inferior technology of a Klingon Bird of Prey in the fourth movie). At one time a transporter malfunction split Kirk's rational and primal sides into two bodies: the result was very unstable and required both sides to be recombined. Another time, an ionic storm in overlapping locations in two parallel worlds resulted in Kirk and the cast accidentally switching places with their counterparts in a mirror universe. This feat was replicated to get the crew back to their original world. Lastly transporters can be used to intercept other transporter signals nearby or take objects to other places than the transporter room. Though they must first briefly transfer the object to the transporter room and then into the place they want it to end up.
Note: This only covers the original USS Enterprise from TOS, not the lettered models, the alternate reality versions, the reboot movie version or anything else.
Category:Star Trek
Category:Items
Category:Vehicles
Category:Spaceships
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Category:Matter Users
Category:Antimatter Users
Category:Energy Users
Category:Gravity Users
Category:Space Users
Category:Time Users
Category:Teleportation Users
Category:Forcefield Users
Category:Military Weapons