"Constitution"-Klasse Mk. IV Schwerer Kreuzer

After its historic five year mission, The U.S.S. Enterprise (NCC 1701) enter the shipyard for refit but the refit became virtually a complete rebuild. The Enterprise operated quite successfully and most of the other older Constitution class were also rebuild. The Enterprise herself was assigned to training and while the external hull, weapons, shields, and other systems were less than ten years old, the structures of the ships were much older and did not support the external additions as well as the parts that were inside of the old structural framework of the vessel. The class was no longer up to performing their specified roles and many of the refitted constitution class were planned to be decommissioned. Much of the heavy combat roles that were performed had been taken up by the Belknap class Strike Cruiser and the Avenger class Frigates. The much larger Excelsior class was also under construction.

Star Fleet still saw the need for a heavily armed starship that could perform th exploration mission. Various designs were submitted but none passes all the design specification. Finally, a design was worked up from the ship that the specifications were derived from. A modern version of the rebuilt Constitution class was developed. Newly developed systems were incorporated including better sensors and improved warp drive systems. In most ways, the enterprise is identical to previous class and is armed with two forward firing photon torpedo launchers and carries 18 powerful Phaser mounts.

The ship design is also set up to carry a reasonable number of both shuttles and fighters. In addition, the ships has full facilities to act as a flagship. Because thses ships are assumed to operate independently for long periods of time, the Enterprise class has excellent entertainment and exercise facilities including a swimming pool for the crew.

After the original Enterprise was damaged, Starfleet BuShips decided that the ship was not rebuilding and was to be scrapped but was stolen by the Captain James T. Kirk and was destroyed. After the loss of the original Enterprise, it was decided to rename the first ship of the the class "U.S.S. Enterprise" with the hull number of NCC 1701A. During the shakedown cruise, the Enterprise performed quite well but many bugs needed to be worked out. The engineers worked hard and all the system bugs were quickly worked out and the Enterprise quickly passed her acceptance trials. She went on one five year mission and was then involved in saving the peace mission at Khitomer. The Enterprise was badly damaged and was retired soon after. By this time, many of the roles for the Enterprise class were being taken up by the Excelsior class and the next Enterprise was of that class.

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.

## Bekannte Schiffsnamen

* UFP "Constitution"
* UFP "Wellington"

## Besatzung

500 (72 Offiziere und 428 Mannschaften), 120 Landungstruppen, 60 Kampfpiloten, 20 Passagiere

## M.D.C. nach Region

* Phaser Kanonen (8 Bänke mit 2 Kanonen) - je 800
* Phaser Kanonen (2 Einzelgeschütze) - je 400
* Photonentorpedo Rohre (2) - je 800
* Deflektor Schüssel - 6.000
* Warpgondeln (2) - je 15.000
* Hangartor (Sekundärrumpf) - 3.000
* Impulstriebwerk - 6.000
* Primärbrücke\*\* - 12.000
* Notbrücke\*\* - 12.000
* Primärrumpf\*\*\* - 30.000
* Sekundärrumpf\*\*\* - 30.000
* Rumpfverbindung\*\*\* - 10.000
* Kubisches Energiefeld\*\*\*\* (6) - 6.000 pro Seite

Notes:
[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 bridges are destroyed, the ship can still be piloted from engineering but the ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridges that do not penetrate the ship’s integrity can injure crew members on or near the bridges.
[2] Depleting the M.D.C. of the primary or secondary hull will put the cruiser out of commission. If the secondary hull is destroyed, the primary hull will remain capable of sublight travel and weapons may still be fired. If the primary hull is destroyed, all internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
[3] Shield's positions can be varied and all can be combined in one shield. Shields regenerate at the rate of 5% (1,800 M.D.C. total) per melee round.

==

Bewegung ==
Atmosphäre: Cannot travel within an atmosphere efficiently.

Sublight: Has a special sublight engine that allows the ship to travel up to 60 percent the speed of light. The starship can accelerate/decelerate at the rate of 0.75 percent of light per melee.
As an alternative, the starship can reach .99 of the speed of light but is normally restricted to slower speeds so that the starship is not affected severely by the time attenuation that occurs at the higher sublight speeds.

Stardrive: Uses a warp engine that allows the ship to travel at Warp Factor 8.0 on cruise (0.058 light years per hour), Warp Factor 10.2 Flank (0.121 light years per hour), and Warp Factor 12.0 Emergency (0.197 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. The ship carries about 5 years worth of supplies on board and a small hydroponics section.

==

Technische Daten ==

* Länge: 304,8 Meter
* Höhe: 71,3 Meter
* Breite: 141,7 Meter
* Masse: 200.000 Tonnen
* Power System: Primary power system is a Matter/Anti-Matter Reactor with a 20 year lifespan. The ship normally only goes 5 years between refueling.
* Cargo: Cargo holds are scattered about the ship that allows for carrying up to 33,000 tons (30,000 tones) of cargo in addition to the standard compliment of supplies and ammunition.
* Market Cost: 4.8 billion credits to construct due to large amounts of research equipment. As far as it is known, the Federation does not sell their starship designs to other interested parties.

==

Systeme ==

1. Eight (8) banks of 2 Siege Phaser Cannons and Two (2) Individual Siege Phaser mounts: Primary energy weapon system with three banks on top and three banks on the bottom of the primary hull, two banks on the bottom of the secondary hull, and two individual mounts above the secondary hull's hangar bay doors. The weapons damage is about equal to the 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 when traveling 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 for each cannon.
Payload: Effectively Unlimited.

1. Two (2) Photon Torpedo Launching Systems: Both launchers are mounted on the secondary hull in a forward facing direction above the main deflector array. Later ships of the class are plans to have four Photon Torpedo launchers with two launchers firing aft. 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 a time. Once a 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 matter/anti-matter warheads but they can carry quantum torpedoes when they are available. Torpedoes have 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 the warhead's drive system goes dead, the torpedo will travel in a straight line unless preset to self destruct or receives a destruct code but has a very low odd of hitting a starship (great for hitting bases and planets because the targets don't move, and Torpedoes when dead are -25% to detect). 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 million 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 4 torpedoes per melee. Launchers are reloaded on the same melee and can fire again on the next.
Payload: 200 torpedoes (100 per launcher, launchers are mounted in pairs and can use the other launcher's magazine if that launcher is damaged.
Beiboote: 18 Raumjäger, 6 leichte Warp-Shuttles und 4 Standard Warp-Shuttles