Generischer Taktischer Kreuzer

This design is meant for the times between the movies *Star Trek Two: Wrath of Khan* and *Star Trek Six: The Undiscovered Country.* This could easily also be used in Next generation times as ships pulled from Mothball / Reserve fleets to cover the huge losses incurred while fighting against the Borg and Dominion.

These ships were built as relatively short duration starships that carry a lot of firepower. The concept of the ship was to strip items that are unnecessary to both make the ship less expensive and to increase the ships top speed and more maneuverability. Because the ship was not expected to operate far from bases, the ship was designed with a fairly limited endurance. The ship was also designed to have a smaller target cross section from the front and sides so the ship would be harder to hit. These ships were designed used in trouble spots and designed to be used in a rapid response fleet that Star Fleet called TacFleet.

In physical appearance, the ship has the standard saucer section from the Enterprise class cruiser but the secondary hull is attached directly to the primary hull. The secondary hull is also much smaller than that on the Enterprise class starship. The warp nacelles are just about horizontal from the secondary hull and the struts supporting the nacelles also have mega-phasers mounted on them. Under the primary hull are two photon torpedo launchers that fire forward and near the aft of the primary hull and under the secondary hull are two photon torpedo launchers that fire aft.

This ship is very well armed. The ship has two mega phasers that can fire both forward and aft for the ships main armament. To support the mega phasers, the ship carries a total of six banks of siege phasers that are used for point defense as well. The ship also has four photon torpedo launchers.

The ship only carries a small detachment of marines assigned to shipboard defense. In order to reduce the size and cost of the ship, both shuttles and fighters were removed from the ships design. This has left the tranporters and other shuttles to transport all crew and cargo transfers.

This design is written to be able to interact with modified phase world rules. See Revised Starship Rules for Phase World / Three Galaxies for more details. There is a lack of hard detail on this ship. Some materials have suggested accelerations that are simply beyond scope. I have taken a moderate level in writing up this starship for Phase World because otherwise the ship would either be far too powerful or far too weak for Phase World. Warp speeds are far slower than the FTL speeds for Phase World but they are very close to those from the original series and Star Trek: The Next Generation Technical Manual. Also, a note on the mass of starships. The original sources indicated much smaller masses for starships than Star Trek: Deep Space Nine Technical Manual does and where possible, both masses are listed for the gamers to choose which one seems most appropriate.

Model Type: NCC-2761 (Would be considered a heavy cruiser by Phase World terms)
Vehicle Type: Tactical Cruiser
Crew: 455
Troops: 50 Marines and can carry up to 20 passengers in addition.
Vehicles: None

[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ship’s armor. This ship does have an auxiliary bridge. Even if both of the bridges are destroyed, the ship can still be piloted from engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridges that do not penetrate the ships integrity can injure crew members on or near the bridge.
[2] Depleting the M.D.C. of the main body will put the Frigate out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (1,800 M.D.C.) per melee round.

Speed:
Driving on the Ground: Not Possible.
Sublight: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 0.9 percent of light per melee round.
As an alternative, the starship can reach .99 of the speed of light but is normally restricted to slower speeds so that starship is not effected severely by time attenuation that occurs at the higher sublight speeds.
Atmospheric Propulsion: Cannot travel within an atmosphere efficiently.
Stardrive: Uses a warp engine that allow ship to travel at Warp Factor 8.2 on cruise (0.063 light years per hour), Warp Factor 11.8 Flank (0.188 Light Years per hour), and Warp Factor 15.3 Emergency (0.417 Light Years per Hour). Warp speed is raised to the third power to figure out how many times the speed of light the ship travels. These speeds are very slow when compared to Phase World ship, so if used in that universe, they could be increased enough to operate within Three Galaxy speeds but should not exceed them.
Maximum Range: Effectively Unlimited by either drive system. Carries about two years worth of supplies on board but does not have a hydroponics section.

Statistical Data:
Length: 1034.9 feet (315.2 meters)
Height: 110.6 feet (33.7 meters)
Width: 465.2 feet (141.7 meters)
Mass: 150,000 Metric Tons *(Starfleet Prototype)*
Power System: Primary power system is Anti-Matter with a 10 year life span. Ship normally only goes 3 year between refuelings.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 10,000 tons of cargo in addition to standard compliment of supplies and ammunition.
Market Cost: 3.2 billion to construct. As far as it is known, the Federation does not sell their starship designs to other interested parties.

WEAPON SYSTEMS:

1. Two (2) Mega-Phaser Cannons: Located on the supports for the warp drive nacelles and and used as anti-capital ship weapons and can take out frigates in one shot or do large amounts of damage to bases or larger ships. The Phaser cannons can be combined or used separately. They cannot be used faster than the speed of light. Weapon has standard penalties to hit fighters and small targets. The barrels can be fired either forward or behind and can be rotated 30 degrees horizontally or vertically.
Maximum Effective Range: 93,300 miles (150,000 km) in space and 93.3 miles (150 km) in an atmosphere.
Mega Damage: 1D4x1000 M.D.C. each and can be combined for a damage equal to 2D4x1000.
Rate of Fire: Maximum of Two (2) times per melee per cannon.
Payload: Effectively Unlimited.
2. Six (6) banks of 2 Siege Phaser Cannons: Secondary energy weapon system with three banks on the top and three banks on the bottom of the primary hull. The weapons damage is about equal to laser cannons used by the CAF but the Phasers have a greater rate of fire. The phasers are also slightly shorter ranged but only slightly. Both Phaser Cannons in each bank can be linked or can be fired separately. They cannot be used faster than the speed of light. Weapons system has half the normal penalties to hit fighters and small targets.
Maximum Effective Range: 12,437 miles (20,000 km) in space and 12.4 miles (20 km) in an atmosphere.
Mega Damage: 2D4x100 M.D.C. each or 4D4x100 for both in a bank..
Rate of Fire: Maximum of Three (3) times per melee each cannon.
Payload: Effectively Unlimited.
3. Four (4) Photon Torpedo systems: Mounted under primary hull, 2 are front firing and two are rear firing. While the launchers are older than those used on the U.S.S. Defiant and other next generation ships, they can use new torpedoes and quantum torpedoes if used in later Next Generation times. Newer photon torpedo warheads carry more anti-matter.
Effectively very similar to Phase World cruise missile launchers but instead of having groups of multiple launchers, Starfleet has concentrated on launchers that can launch more than one torpedo at the same time. There are two launchers that fire forward and two launchers that fire aft. Once spread of torpedoes has been launched, the launchers must reload and rearm before launching another spread of torpedoes. In the early service of this ship, it carried photon torpedoes which are anti-matter/matter warheads but they can carry quantum torpedoes when they are available.
Torpedoes has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship). When drive goes dead, the torpedo will continue to travel in a straight line unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and torpedoes when dead is at -25% to be detected.) See modified starship rules for more details - Torpedoes have penalties to hit small targets but are all considered smart missiles. Launchers can launch on multiple targets each.
Maximum Effective Range: Powered torpedo range is 8000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space.
Mega-Damage & Properties: *Photon Torpedoes (Matter/Anti-Matter Warheads):*Old Series inflict 2D6x100 each, Star Trek Movies One through Six inflict 3D6x100, and Next Generation inflicts 4D6x100 each. *Quantum Torpedoes:* 8D6x100 each.
Rate of Fire: One at a time or in volleys of 2 per launcher, per melee round, for a maximum of 8 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next.
Payload: 200 torpedoes (50 per launcher, launchers are mounted in pairs and can use the other launchers magazine if launcher is damaged)