Steamrunner Class
This article is considered a canon article for Star Trek: Equilism. |
UNITED FEDERATION OF PLANETS: STARFLEET DIVISION
Standard Technical Specifications for the Steamrunner-Class Production Vehicle
Accomodation | Standard complement - 228 (40 officers, 188 enlisted) | Locations of Steamrunner-Class Construction: |
Antares Fleet Yards, Antares IV | ||
Classification: | Light Cruiser [Defensive/Explorer/Diplomatic] | Nesrun Shipyards, Andor |
Development Project Started: | 2337 | Utopia Planitia Fleet Yards, Mars |
Production Start Date: | 2353 | McKinley Station, Earth |
Production End Date: | Still in Production | Atlas V Fleet Yard, Deneb V |
Production Resumed: | 2368 | Baikinur Kosmodrome, Earth |
Current Status: | In Service |
STEAMRUNNER-CLASS INTRODUCTION
MISSION OBJECTIVES
Pursuant to Starfleet Exploration Directives 902.3 & 914.5, Starfleet Defense Directives 138.6, 141.1 & 154.7, and Federation Security Council General Policy, the following objectives have been established for a Steamrunner Class Starship (CLU, LCL):
- Provide a mission specific mobile platform for a wide range of diplomatic, scientific, or explorative projects.
- Supplement Miranda, Soyuz, and Merced class starships as an instrument of the Federation deep-space defensive, scientific or diplomatic presence.
- Provide autonomous capability for full execution of Federation defensive, cultural, scientific, and explorative policy in deep space or border territory.
- Serve as a frontline support vehicle during times of war and emergencies.
- Provide a mobile platform for testing and implementation of mission-specific or new technology of any kind.
ORIGINAL DESIGN STATISTICS
Length: 300.98 meters
Width: 223.20 meters
Height: 50.7 meters
Primary Hull Dimensions - 8 decks Length: 175.76 meters Width: 223.2 meters Height: 38.87 meters Area: 1.1 million square meters
Secondary Hull Dimensions - 4 decks Length: 67.6 meters Width: 42.25 meters Height: 20.28 meters Area: 57,000 square meters
Nacelle Dimensions Length: 158.86 meters Width: 32.11 meters Height: 20.28 meters
Weight: 585,000 metric tons Cargo capacity: 19,360 metric tons
Hull: Duranium-Tritanium composite with micro-fiber reinforced ablative armor over critical compartments. Number of Decks: 10 Total.
GENERAL OVERVIEW
Editor's Note: History written by Steve Mallory and Robert Pate - based on information found in Star Trek: First Contact, Star Trek: Voyager, Star Trek Technical Manual, Star Trek: The Next Generation Technical Manual, Star Trek: Deep Space 9 Technical Manual, and Star Trek: The Magazine. The style of the history is based on histories presented in the Startrek Spaceflight Chronology by Stan Goldstein, Fred Goldstein, and Rick Sternbach. Please keep in mind that this is a history developed based on canon information presented in various sources and filled in with logical conjecture.
One of the last vessels designed and launched before the debacle at Wolf 359, the Steamrunner Class of starships was the quintessential utility vessel of Starfleet. The class was originally designed as a replacement for the elder statesman of the fleet, the Miranda class, in the role of cruiser and deep space fleet escort.
The Steamrunner class was launched and quickly slipped into the role of exploration and, working in tandem with the Saber class, in the expansion of the Federation. Equipped with modest scientific resources and diplomatic facilities, the Steamrunner proved to be a capable stand-alone deep space vessel.
CONSTRUCTION HISTORY
The Steamrunner Class was born out of necessity. The Miranda Class had long since passed its expected service life by more than 75 years. In that time, Starfleet had yet to find an adequate replacement for the multi-role Miranda-class, so the call went out to the fleet yards of the United Federation of Planets for a new, small vessel, capable of adapting to multiple roles, to supplement and ultimately replace the Miranda class.
Over ten different designs were submitted to Starfleet. Several of these designs went into production under different contracts; the Norway and Saber Class vessels were among those used by Starfleet. The winning design for the Steamrunner Project was awarded to the Nesrun Shipyards in late 2337, and the prefix of NX-52000 was assigned to the project.
Soon after the basic concept for the Steamrunner was outlined, Starfleet did a 180-degree change in its direction for the "Master Plan for the Fleet" and concentrated on developing larger, multi-mission oriented vessels. It wasn't until the late 2340's that Starfleet again decided to expand its smaller, mission-specific fleet. Reviewing the design concept for the Steamrunner, Starfleet gave the go ahead and the project finally continued.
Construction of the first prototype hull, still bearing the designation NX-52000, began in 2353 in Arm 3 of the Nesrun Shipyards. The nacelle / primary hull assembly was completed within the year, and both the Primary and the Auxiliary Computer Cores were put in place by the end of 2354.
The question arose as to what type of power plant to use for both Impulse and Warp engines. Due to the unique profile of the Steamrunner Class, a standard Impulse and M/ARA configuration had to be abandoned. The debate raged as to just how powerful of a plant the vessel needed until 2355, when Consolidated Fusion Inc submitted its M/ARA and Impulse Engine design, originally intended for the Akira class vessel but having lost out to the RamJet propulsion system. Talks between CFI and Project Steamrunner went quickly, and within 2 standard months, the first test Impulse Engines and Warp Core arrived at Nesrun.
Owing to the unique design of the Hull, and that the impulse engines were originally designed for a much larger vessel, some severe modifications to the NX-52000 hull took place. The most visible modification was the extraction of the primary Warp deflector array from the primary hull. The Deflector was mounted 'outboard', in a pod strung by structural beams between the Warp Nacelles. This unique configuration was not the most efficient manner of reconfiguring the deflector network, but it was the most expedient.
NX-52000 left Arm 3 of the Nesrun Shipyards in 2356 for Impulse engine stress testing near Theta Cygni V. Stress tolerances were well within expected levels, and the hull was towed back to Nesrun for interior compartment completion and final warp testing. The hull, now dubbed the USS Steamrunner, had final compartmentalization completed on December 1, 2356 and took its final shakedown cruise through the new year to January 31, 2357 when she arrived at Sol system for its official launch. By the time the USS Steamrunner entered into service in 2357, her sister ship, the USS Sulaco, NCC 52001, was nearing completion at Nesrun, and no less than 10 more hulls were being prepared for construction.
At the height of production, Nesrun Fleet Yards, Balkinur Cosmodrome, Utopia Planitia, Antares Fleet Yards, and Atlas V Fleet Yard were producing Steamrunner Class vessels. Squat, ugly, but well armed for their size, they were slowly supplanting Miranda, Soyuz and Merced class vessels on deep space patrol and survey duties at the very fringes of the Federation. Production of the Steamrunners continued until 2372, when the first of the Intrepid Class, outlined in the "Master Plan for the Renewal of the Fleet", began entering service. Despite its solid performance since its introduction, the Steamrunner fell into disfavor with Starfleet Command, who preferred the newer Intrepid class Cruiser.
The introduction of the Intrepid Class pushed the Steamrunner class out of its traditional role of Deep Space and Diplomatic vessel. The class was retired to refit status while Starfleet sought to find a mission role for this small, modestly equipped starship. It wasn't until the realization that the Borg posed a clear and present danger to the Federation and her allies, and with the continued problems in the development of the Defiant Project, that Starfleet made its decision as to what role the Steamrunner was to play.
Soon, the CL was redesigned to be fitted with new Type X phaser arrays, and the torpedo launchers were made largely automated to allow for a higher volume of firepower. This gave the Steamrunner class unprecedented firepower for its size, second only to the size to firepower ratio presented in the Defiant class project. Owing to the number of Steamrunner Class vessels that were in active service, and complexity of the refits ordered by Starfleet, the turn-around time for these 'new' Steamrunners was excessive.
Over 20 refits were completed at Utopia Planitia and Station McKinley by the time the second Borg Incursion occurred. Of those 20 Steamrunner Class vessels that participated in the defense of Sector 001, nine Steamrunner class vessels were destroyed and five suffered significant enough damage that Starfleet decided to scrap the hulls. Of the six that survived the battle and were still space worthy, the most notable was the USS Appalachia.
By the outbreak of war with the Dominion, the Federation had upgraded their entire fleet of Steamrunner class vessels. As losses mounted in the war, production orders were once again issued for the Steamrunner Class vessel. It was a proven design, heavily armed for its size, and was well suited for combat against Dominion Threat vessels. Production of the new Steamrunners (all of which were the CLU/LCL variants and have NCCs starting in the 83000's) fell again on the Nesrun Fleet Yards and the newly revamped Balkinur Cosmodrome, where production continues to this day.
Several small modifications have since been made to the refit specifications on the Steamrunner Class, including the addition of EMH technology in Sickbay and Ablative Armor to the nacelle and Deflector dish assembly.
COMMAND SYSTEMS
MAIN BRIDGE
General Overview: Primary operational control for the ship is provided by the Main Bridge on Deck 1, which is located at the top of the primary hull. The Main Bridge directly supervises all primary mission operations (with the exception of the shuttlebay flight ops) and coordinates all departmental activities.
The Main Bridge is a highly restricted area; only personnel with security clearance of Level 4 or above (officers of Ensign rank or higher) and authorized bridge personnel are allowed on the bridge. All bridge officers have access to type-I and type-II phasers.
The Main Bridge is an exchangeable module, allowing for a wider variety in mission parameters.
Layout:The central area of the Main Bridge provides seating and information displays for the Captain and the Executive Officer (the XO sits on the Captain's right). The two Officer chairs are equipped with fully programmable consoles for a variety of uses.
Directly fore of the command area is the Flight Control section, which faces the main viewer. The FCO is equipped with a console that forms an almost 180-degree half circle, and has priority links to the navigational sensor and deflectors, as well as to the Warp/Impulse/Thruster propulsion systems. This console also has links to engineering controls and monitors (such as the SIF, IDF, hull integrity monitor, and structural stress monitors), as well as access to the tractor beam controls.
At the very front of the bridge chamber is a large viewscreen. This main viewer performs all the standard duties expected of it, including communication and magnified visual scans of nearby objects..
To the left of the command area (when facing the Captain's chair, from the main viewer, or on the Captain's right, when seated in the Big Chair) is an elevated platform on which is located the Tactical/Security control station. Comprised of two consoles, one built into the wall and one extending into the bridge, Tactical forms a 'U' shaped alcove.
Tactical console usage is extremely limited; only level 4 (or above) Tactical clearance personnel can use it, and the user must input special codes to even get access to the massive amounts of computer links that give tactical nearly limitless information from the ship's sensors and computers. For full access, the console's security subsystem can run a battery of scans on the user, including thermal, biological, retinal, and vocal tests. If all of these are passed, full access to the ship's offensive and defensive systems is made available.
Between the Tactical station and the Engineering station is a turbolift entrance and access to inter-deck ladders. Also located in this area is the access to the maintenance crawlspace within the bridge walls.
Against the left rear wall of the bridge is a large master systems display monitor (MSD), similar to the one in main engineering. All relative ship information (such as damage, power distribution, etc.) is displayed on the cutaway image of the ship. This monitor can be used to direct ship operations and can be configured for limited flight control if necessary.
In front of the MSD, extending into the bridge in a 'c' shape, is the Engineering Console. The Engineering I console has priority links to the WPS (Warp Propulsion System), the IPS (Impulse Propulsion System), the SIF (Structural Integrity Field), the IDF (Inertial Damper Fields), as well as to the tractor beam system, to the computers and to navigational controls. Although usually unattended, the Chief Engineer can bring this console to full Enable mode by entering voice codes and undergoing a retinal scan.
Directly right of the MSD (centered in the back of the bridge) are the Engineering II and Science II consoles. The Engineering II console is fully programmable to run any Secondary Console function, including Sciences, Medical, Operations, Limited Helm control, or Security. This console, as does every console on the bridge, also has the hand-input sub-console for use in setting the auto-destruct system. The auto-destruct sequence follows Standard Starfleet security procedures which can be accessed via any secured Memory Alpha ODN connection.
Science II is the ASO's (Assistant Science Officer's) console, which can be used by any personnel. Science II has access to all science, navigational, sensor, and communications systems. Science II can be configured to operate in tandem with Science I, although security links and all other non-science data is withheld from Science II. Science II usually works independently of Science I.
Science I is the primary science console and has priority links to the Main Computer, to all sensors and to all probes, as well as to Flight Control, Operations, and Tactical functions. It extends from the right rear wall into the bridge area, forming a reversed 'c', in a mirror image of the Eng I console. This station is always manned.
Between Science and Operations is the entrance to the Captain's Ready Room, located behind the rear wall of the Bridge. Also located in this area is the entrance to the bridge's head (restroom), a second turbolift, and access to inter-deck ladders.
To the right of the Captain's chair (on the Captain's left when seated in the chair) is the Operations manager's console. The Operations console is identical in size and design to the Tactical/Security. The Operations console, due to the tremendous amount of sensitive information found there, has security protocols as stringent as the TAC consoles. Built into the wall behind the Ship Operations Console is the Mission Operations Console, for use during Away team missions.
MAIN ENGINEERING
Located on Deck 7, Main Engineering is the ⤘heart⤙ of the ship, comparable to the bridge as the ⤘brain⤙. It has access to almost all systems aboard the starship, and manages repairs, power flow, and general maintenance.
Off to the starboard side of Main Engineering is the Chief Engineer⤙s Office, which is equipped with a diagnostics table, assembly and repair equipment, a small replicator, a personal use console with built-in private viewscreen and a private bathroom.
Entrance to the primary engineering spaces is provided by large blast doors on decks 7, that can be closed for internal or external security reasons, as well as in case of emergencies.
Just inside of the doors on deck 7 - Main Engineering - is an observation area where technicians monitor various systems of the ship. Also in that area is a floor-mounted situational display similar to the Master Systems Display found on the Bridge. Affectionately referred to as the ⤘pool table⤙, the Chief Engineer can use the display to more easily get a broad view of the situation with just a glance.
Farther in from the observation area is the warp core and the main control systems. The core is a 'tower' that extends upward into deck 6. On this deck a balcony surrounds the core. The core can be ejected out of the bottom of the ship, if needed to avoid a breach.
Circular in shape, but exceedingly functional to save space inside the ship, Main Engineering has usable consoles mounted on every piece of ⤘real estate⤙ around the circumference of the room and provides primary control access for the engineers and technicians. Additionally, there are numerous ladders and access panels to Jefferies tubes, which lead throughout the ship. The technical complexity of the starship dictates the use of these spaces to maintain peak efficiency and affect proper repairs.
The Matter/Anti-Matter Assembly (M/ARA) is what primarily makes up the warp core 'tower'. This is where primary power for the ship is generated inside the Matter/Anti-Matter Reaction Chamber (M/ARC). This system is checked on a regular basis due to its importance to the ship. Access to the warp core is restricted, with a front port to get to the Dilithium matrix as well as a side port for access to the warp plasma conduits.
Deuterium Storage and Anti-Matter Storage Pods, the fuel components for the M/ARA, are stored on deck 8, where they are piped to the intake valves on the warp core. Both fuels can be ejected out of the bottom of the ship, as can the warp core itself.
SECURITY DEPARTMENT
This multi-room department is located in a restricted area on deck 7. Within it are the entrances to the phaser range, the Brig, the torpedo/probe magazine, the auxiliary weapon control room and to the Ship's Armory, as well as the Chief Tactical Officer's office.
The CTO's office is decorated to the officer's preference. It contains a work area, a personal viewscreen, a computer display, a replicator, and a washroom/head. It is located next to the brig.
Brig: Located on deck 7, the brig is a restricted access area whose only entrance is from within the Security department. The Steamrunner class vessel has 4 double occupancy cells, which contain beds, a retractable table and chairs, a water dispenser, and a toilet. The cells are secured with a level-10 forcefield emitter built into each doorway.
Internal Forcefields: Controlled from the bridge or from the Security office on deck 7, forcefields can be activated throughout the ship, effectively sealing off sections of the hallway from the remainder of the vessel.
Internal Sensors: Used to monitor the internal security of the ship. They can identify the location of specific crewmembers who are wearing their commbadge. They can be used to determine the general location of any person on board the ship, based on the entry of specific variables by the Tactical officer.
Phaser Range: The phaser range is located on deck 7. The phaser range is heavily shielded and the walls are armored. It is designed for low level phaser fire, but can withstand short phaser blasts at setting 16 without a problem.
The phaser range is used by security to train ship's personnel in marksmanship. During training, the holo-emitters in the phaser range are activated, creating a holographic setting, similar to what a holodeck does. Personnel are "turned loose" either independently or in an Away Team formation to explore the setting presented to them, and the security officer in charge will take notes on the performance of each person as they take cover, return fire, protect each other, and perform a variety of different scenarios. All personnel on Starfleet vessels are tested every six months in phaser marksmanship.
There are 25 levels of phaser marksmanship. All personnel are trained in the operation of phaser types I and II up to level 14. All security personnel must maintain a level 17 marksmanship for all phaser types. The true marksman can maintain at least an 80% hit ratio on level 23.
Ship's Armory: This room is located in a restricted area on deck 7 and is under constant guard. The room is sealed with a level-10 forcefield and can only be accessed by personnel with Alpha 3 security clearance. Inside the armory is a work area for maintenance and repair of phasers as well as multiple sealed weapon lockers. The armory carries enough type-I and type-II phasers to arm the entire crew. Type-III phaser rifle and the new compression phaser rifles are available as well, but only in enough numbers to arm approximately 1/3 of the crew. Heavy ordinance is available in limited numbers.
Torpedo/Probe Magazine: This restricted area is for storing unarmed photon torpedoes, quantum torpedoes (if the mission dictates), and science probes type I - VI and type IX (types VII and VIII are available if the mission dictates). Also stored here are the components for manufacturing new photon torpedoes, as well as the equipment to put it all together. This room is also accessed by the loading mechanism for the torpedo launchers.
TACTICAL SYSTEMS
PHASERS
Phaser Array arrangement: Three dorsal phaser arrays on the primary hull. The main array, extending in a 120 degree arc, is located just forward of the bridge module. Due to its recessed nature, set within the sunken hull that extends from the leading edge of the saucer to the bridge module, the field of fire (FOF) for the dorsal array is limited. The FOF can only be declined 10 degrees with a 85 degree arc of fire. The FOF can be inclined 160 degrees with a 300-degree arc of fire, or 135 degrees with a 360-degree arc of fire.
The final two dorsal arrays are located aft of the Bussard Collectors on the port and starboards (P/S) sides. Their positioning allows for FOF coverage from lateral attacks as well as attacks from above. They also provide some limited coverage to the "6 o'clock" (directly aft).
Four ventral phaser arrays on the primary hull. The twin primary arrays are located slightly forward of the dorsal phaser array placement. Due to the angle of the ventral aspect of the hull, the FOF can be inclined only 5 degrees, and declined 170 degrees, for a full 360-degree arc of fire.
The final two ventral phaser arrays are located under the impulse engine housing. Their FOF covers the "6 o'clock" as well up to 90 degrees on their respective sides (P/S).
Phaser Array Type: Originally the Steamrunner class (CL) utilized Type-IX phasers. Following the upgrade, even though the Steamrunner was a medium sized vessel, it was fitted with the new standard Type-X array system.
Each Type-X array fires a steady beam of phased energy, and the forced-focus emitters discharge the phasers at speeds approaching .986c (which works out to about 182,520 miles per second - nearly warp one). The phaser array automatically rotates phaser frequency and attempts to lock onto the frequency and phase of a threat vehicle's shields for maximum shield penetration.
Phaser Array Output: Each phaser array takes its energy directly from the impulse drive and auxiliary fusion generators. Individually, each type X -emitter can only discharge approximately 5.1 MW (megawatts). However, several emitters (usually two) fire at once in the array during standard firing procedures, resulting in a discharge approximately 10.2 MW.
Phaser Array Range: Maximum effective range is 300,000 kilometers.
Primary purpose: Assault
Secondary purpose: Defense/anti-spacecraft/anti-fighter
TORPEDO LAUNCHERS
Arrangement: Four fixed-focus torpedo launchers, two located in the leading edge of the primary hull (below the lounge windows), and two located on the trailing edge of the primary hull (under the shuttlebay entrance). The Steamrunner has been refitted with the second generation of automated, high-speed launcher found on the newer ships, such as the Sovereign and Akira Class starships. Each launcher has 5 tubes, giving the Steamrunner the ability to fire an impressive 20 torpedoes at a time (10 forward, 10 aft). (LCL - 2 forword launcher, 5 tubes each. 2 rear launchers, 2 tubes each.)
Type: Mark XXV photon torpedo, capable of pattern firing (sierra, etc.) as well as independent launch. Independent targeting once launched from the ship, detonation on contact unless otherwise directed by Tactical Operations.
Quantum torpedoes can be launched as well, though they are not part of the standard weapon load-out.
Payload: Steamrunner Class can carry a maximum of 85 completed torpedoes. Components stored onboard can allow for the manufacture of an additional 65 photon torpedoes.
Standard manufacture rate is 2 torpedo per hour. Maximum rate is 5 torpedo per hour.
Range: Maximum effective range is 3,000,000 kilometers.
Primary purpose: Assault
Secondary purpose: Anti-spacecraft
DEFLECTOR SHIELDS
Type: Asymmetrical peristaltic subspace graviton field. This type of shield is fairly similar to those of most other Starships. During combat, the shield sends data on what type of weapon is being used on it, and what frequency and phase the weapon uses. Once this is analyzed by the tactical officer, the shield can be configured to have the same frequency as the incoming weapon - but different nutation. This tactic dramatically increases shield efficiency.
Output: There are ten shield generators on a Steamrunner class vessel. Each generator consists of a cluster of ten 28 MW (megawatt) graviton polarity sources feeding into a 575 millicochrane subspace field distortion amplifier. Each generator produces 280 MW of shield power, and each can approach 98,000MW for 150 nanoseconds during peak momentary loads.
During Red Alert situations, seven of the generators will operate in a phase lock, producing a continuous output of about 1960MW.
During Cruise Mode (Green Alert) three generators are required to be operational at all times with one additional generator on standby. Deflector output during Cruise mode is approximately 800MW.
Range: The shields, when raised, stay extremely close to the hull to conserve energy - average range is ten meters away from the hull.
Primary purpose: Defense from enemy threat forces, hazardous radiation and micro-meteoroid particles.
Secondary purpose: Ramming threat vehicles.
COMPUTER SYSTEMS
COMPUTER CORE
Number of computer cores: Two; The primary core occupies space on decks 4, 5, & 6, set to the starboard of the bridge module. The secondary, emergency core is located in a mirror position on the port side.
'Type: The CLU Computer cores found on the Steamrunner class are smaller versions of the New Orleans Isolinear Processing cores, spread out to take three rather than four decks. A smaller, regulated EPS conduit directly from the warp core powers the system. Cooling of the isolinear core is accomplished by a regenerative liquid nitrogen loop.
Performance: For missions, requirements on the computer core rarely exceed 70-75% of total core processing and storage capacity. The rest of the core is utilized for various scientific, tactical, or intelligence gathering missions - or to backup data in the event of a damaged core.
LCARS
Acronym for Library Computer Access and Retrieval System, the common user interface of 24th century computer systems, based on verbal and graphically enhanced keyboard/display input and output. The graphical interface adapts to the task which is supposed to be performed, allowing for maximum ease-of-use. The LCARS program is updated as needed every time the ship docks with a Starbase or station, which accounts for increases in processor speed and power, and increased security, while limiting flaws discovered in the field in earlier versions.
SECURITY LEVELS
Access to all Starfleet data is highly regulated. A standard set of access levels have been programmed into the computer cores of all ships in order to stop any undesired access to confidential data.
Security levels are also variable, and task-specific. Certain areas of the ship are restricted to unauthorized personnel, regardless of security level. Security levels can also be raised, lowered, or revoked by Command personnel.
Security levels in use aboard a Steamrunner Class are:
Level 10 ⤓ Captain and Above Level 9 ⤓ First Officer Level 8 - Commander Level 7 ⤓ Lt. Commander Level 6 ⤓ Lieutenant Level 5 ⤓ Lt. Junior Grade Level 4 - Ensign Level 3 ⤓ Non-Commissioned Crew Level 2 ⤓ Civilian Personnel Level 1 ⤓ Open Access (Read Only)
Note: Security Levels beyond current rank can and are bestowed where, when and to whom they are necessary.
The main computer grants access based on a battery of checks to the individual user, including face and voice recognition in conjunction with a vocal code as an added level of security.
UNIVERSAL TRANSLATOR
All Starfleet vessels make use of a computer program called a Universal Translator that is employed for communication among persons who speak different languages. It performs a pattern analysis of an unknown language based on a variety of criteria to create a translation matrix. The translator is built in the Starfleet badge and small receivers are implanted in the ear canal.
The Universal Translator matrix aboard an Steamrunner Class starships typically consists of well over 100,000 languages and increases with every new encounter.
PROPULSION SYSTEMS
WARP PROPULSION SYSTEM
The warp core is located in the engineering section on decks 6 and 7. The matter-antimatter reaction assembly (M/ARA) runs vertically between the two decks, with the monitoring systems on the balcony above (Deck 6, Upper Engineering). The core is constructed from a central translucent aluminum and duranium reactor with dilithium articulation frame, four-lobed magnetic constriction segment columns, and matter and antimatter injectors. Plasma transfer conduits exit the core on Deck 6 and extend laterally to the nacelles and the warp plasma injectors. The nacelles incorporate an in-line impulse system, which accepts matter intake and heating within the nacelles and exhausts the heated gases through a space-time driver assembly in the nacelle aft cap. Anti-deuterium is stored in a series of standard Starfleet antimatter pods on Deck 8, forward of the warp core.
The warp field coils, unlike most Federation ships, are located just within the main hull as opposed to outboard nacelles. The basic structure of the nacelles is similar to that of the remainder of the starship, however, the entire length of the nacelle housing is augmented with longitudinal stiffeners composed of cobalt cortenide to protect against high levels of warp-induced stress. Throughout the nacelle housing are triply redundant conduits for Structural Integrity Field (SIF) and Internal Dampening Field (IDF) systems. Each nacelle contains a pair of six warp field coils, making Steamrunner-class vessels have a total of 24. The Type-V warp reactor is extremely powerful for a ship of this size, and as such, the Steamrunner-class vessels put out a warp signature equivalent to much larger starships. Advances in variable warp field geometry ensures that all ships of this class will not cause harmful subspace damage. All regulation warp engine controls and procedures apply to Steamrunner-class vessels.
In the event of a possible warp core breach, the main M/ARA core can be ejected out of the bottom of the ship.
Type: Consolidated Fusion, Inc Type-V Standard Matter/Anti-Matter Reaction Drive, developed by Consolidated Fusion, Inc. Information on this Warp Drive can be found in any Starfleet Library or Omnipedia.
Normal Cruising Speed: Warp 6.6
Official Warp Limit due to subspace pollution: Warp 5
Maximum Speed: Warp 9.7 for 12 hours
Note: Pursuant to Starfleet Command Directive 12856.A, all Starships will receive upgrades to their Warp Core system to prevent further pollution of Subspace, thereby removing the Cruising speed limitation of warp 5. {CLU have received Warp Core upgrades}.
IMPULSE PROPULSION SYSTEM
Type: Standard Steamrunner Class mass-drivers developed and built by HighMPact Propulsion. Output is comparable to New Orleans Class.
Output: Each engine (there are two impulse engines) can individually propel a Steamrunner class ship at speeds just under 0.50c. 'Maximum Impulse' is 0.75c (three-quarters of 186,282 miles per second, which is warp one), and requires both engines working at approximately 3/4 strength.
Due to time dilation problems, standard impulse operations are limited to 0.25c ('Full Impulse'). 'Half Impulse' is 0.125c, while '1/4 impulse' is 0.0625c.
REACTION CONTROL SYSTEM
Type: Eight packs of standard version magneto-hydrodynamic gas-fusion thrusters, identical to thrusters deployed on the Ambassador Class starship.
Output: Each thruster quad is capable of producing 4.2 million Newtons of exhaust.
UTILITIES AND AUXILIARY SYSTEMS
NAVIGATION DEFLECTOR
The Steamrunner Class main deflector dish is located in the Secondary hull. Composed of polydenum/duranium mesh panels over a tritanium framework (beneath the Duranium-Tritanium hull), the dish can be manually moved six degrees in any direction off the ship's Z-axis, except along the positive X-axis (which would direct the emitted energies into the primary hull). The main deflector dish's shield and sensor power comes from two graviton polarity generators located on deck 8(S), each capable of generating 128 MW (megawatts), which can be fed into two 550 millicochrane subspace field distortion generators.
TRACTOR BEAM
Type:Multiphase subspace graviton beam, used for direct manipulation of objects from a submicron to a macroscopic level at any relative bearing to the ship. Each emitter is directly mounted to the primary members of the ship's framework, to lessen the effects of isopiestic subspace shearing, inertial potential imbalance, and mechanical stress.
Output: Each tractor beam emitter is built around three multiphase 12 MW graviton polarity sources, each feeding two 475 millicochrane subspace field amplifiers. Phase accuracy is within 1.3 arc-seconds per microsecond, which gives superior interference pattern control. Each emitter can gain extra power from the SIF by means of molybdenum-jacketed waveguides. The subspace fields generated around the beam (when the beam is used) can envelop objects up to 920 meters, lowering the local gravitational constant of the universe for the region inside the field and making the object much easier to manipulate.
Range: Effective tractor beam range varies with payload mass and desired delta-v. Assuming a nominal 15 m/sec-squared delta-v, the multiphase tractor emitters can be used with a payload approaching 650,000,000 metric tons at less than 2,000 meters. Conversely, the same delta-v can be imparted to an object massing about one metric ton at ranges approaching 30,000 kilometers.
Primary purpose: Towing or manipulation of objects
Secondary purpose: Tactical; pushing enemy ships into each other.
TRANSPORTER SYSTEMS
Number of Systems: 6
- Personnel Transporters: 2 (Transporter Rooms 1 & 2) [LCL - 3 Transporters (4th in Troop Muster Hall)]
Max Payload Mass: 800kg (1,763 lbs) [LCL - TR 4 is a 'double wide' Transporter - Mass 1500kg]
Max Range: 40,000 km
Max Beam Up/Out Rate: Approx. 100 persons per hour per Transporter [LCL - TR3: Approx. 180 per hour]
- Cargo Transporters: 2 [LCL - 1 Cargo Transporter]
Max Payload Mass: 500 metric tons. Standard operation is molecular resolution (Non-Lifeform).
Set for quantum (lifeform) resolution: 1 metric ton
Max Beam Up/Out Rate (Quantum Setting): Approx. 100 persons per hour per Transporter
- Emergency Transporters: 2
Max Range: 15,000 km (send only) {range depends on available power}
Max Beam Out Rate: 160 persons per hour per Transporter (320 persons per hour with 2 Emergency Transports)
COMMUNICATIONS
Standard Communications Range: 42,000 - 100,000 kilometers
Standard Data Transmission Speed: 18.5 kiloquads per second
Subspace Communications Speed: Warp 9.9997
SCIENCE AND REMOTE SENSING SYSTEMS
SENSOR SYSTEMS
Long range and navigation sensors are located behind the main deflector dish, to avoid sensor "ghosts" and other detrimental effects consistent with main deflector dish millicochrane static field output.
Lateral sensor pallets (Short Range Sensors) are located around the rim of the entire Starship, providing full coverage in all standard scientific fields, but with emphasis in the following areas:
- Astronomical phenomena
- Planetary analysis
- Remote life-form analysis
- EM scanning
- Passive neutrino scanning
- Parametric subspace field stress (a scan to search for cloaked ships)
- Thermal variances
- Quasi-stellar material
Each sensor pallet (20 in all) can be interchanged and re-calibrated with any other pallet on the ship.
WARP CURRENT SENSOR
This is an independent subspace graviton field-current scanner, allowing the Steamrunner Class to track ships at high warp by locking onto the eddy currents from the threat ship's warp field, then follow the currents by using multi-model image mapping.
TACTICAL SENSORS
There are 22 independent tactical sensors on a Steamrunner class vessel. Each sensor automatically tracks and locks onto incoming hostile vessels and reports bearing, aspect, distance, and vulnerability percentage to the tactical station on the main bridge. Each tactical sensor is approximately 84% efficient against ECM, and can operate fairly well in particle flux nebulae, (which has been hitherto impossible).
STELLAR CARTOGRAPHY
One stellar cartography bay is located on deck 4, with direct EPS power feed from engineering. All information is directed to the bridge and can be displayed on any console or the main viewscreen.
SCIENCE LABS
There are twelve science labs on a Steamrunner class ship. All are located on deck 4. Three labs are bio-chem-physics labs that can also be reconfigured for Medical labs. Xeno-biology and botany, Geology, Astrophysics/Astrometrics, Stellar Cartography and other physical sciences are represented, as well as the cultural sciences (Sociology, Archeology, etc.). Many of the labs are multi-functional labs that can be equipped for various experiments.
The Chief Science Officer's office is located adjacent to Science Lab 1. It is decorated to the CSO's preferences as well as containing a work area, a personal viewscreen, a computer display, and a washroom/head.
PROBES
A probe is a device that contains a number of general purpose or mission specific sensors and can be launched from a starship for closer examination of objects in space.
There are nine different classes of probes, which vary in sensor types, power, and performance ratings. The spacecraft frame of a probe consists of molded duranium-tritanium and pressure-bonded lufium boronate, with sensor windows of triple layered transparent aluminum. With a warhead attached, a probe becomes a photon torpedo. The standard equipment of all nine types of probes are instruments to detect and analyze all normal EM and subspace bands, organic and inorganic chemical compounds, atmospheric constituents, and mechanical force properties. All nine types are capable of surviving a powered atmospheric entry, but only three are specially designed for aerial maneuvering and soft landing. These ones can also be used for spatial burying. Many probes can be real-time controlled and piloted from a starship to investigate an environment dangerous hostile or otherwise inaccessible for an away-team.
Depending on the mission orders, the Steamrunner carries a variety of science probes. Class I - VI, and IX probes are standard on every Steamrunner, with Class VII & VIII loaded onboard as the mission dictates.
The nine standard classes are:
CLASS I SENSOR PROBE:
Range: 2 x 10^5 kilometers
Delta-v limit: 0.5c
Powerplant: Vectored deuterium microfusion propulsion
Sensors: Full EM/Subspace and interstellar chemistry pallet for in-space applications.
Telemetry: 12,500 channels at 12 megawatts.
CLASS II SENSOR PROBE:
Range: 4 x 10^5 kilometers
Delta-v limit: 0.65c
Powerplant: Vectored deuterium microfusion propulsion, extended deuterium fuel supply
Sensors: Same instrumentation as Class I with addition of enhanced long-range particle and field detectors and imaging system
Telemetry: 15,650 channels at 20 megawatts.
Class III Planetary Probe:
Range: 1.2 x 10^6 kilometers
Delta-v limit: 0.65c
Powerplant: Vectored deuterium microfusion propulsion
Sensors: Terrestrial and gas giant sensor pallet with material sample and return capability; onboard chemical analysis submodule
Telemetry: 13,250 channels at ~15 megawatts.
Additional data: Limited SIF hull reinforcement. Full range of terrestrial soft landing to subsurface penetration missions; gas giant atmosphere missions survivable to 450 bar pressure. Limited terrestrial loiter time.
Class IV Stellar Encounter Probe:
Range: 3.5 x 10^6 kilometers
Delta-v limit: 0.6c
Powerplant: Vectored deuterium microfusion propulsion supplemented with continuum driver coil and extended deuterium supply
Sensors: Triply redundant stellar fields and particle detectors, stellar atmosphere analysis suite.
Telemetry: 9,780 channels at 65 megawatts.
Additional data: Six ejectable/survivable radiation flux subprobes. Deployable for nonstellar energy phenomena
Class V Medium-Range Reconnaissance Probe:
Range: 4.3 x 10^10 kilometers
Delta-v limit: Warp 2
Powerplant: Dual-mode matter/antimatter engine; extended duration sublight plus limited duration at warp
Sensors: Extended passive data-gathering and recording systems; full autonomous mission execution and return system
Telemetry: 6,320 channels at 2.5 megawatts.
Additional data: Planetary atmosphere entry and soft landing capability. Low observatory coatings and hull materials. Can be modified for tactical applications with addition of custom sensor countermeasure package.
Class VI Comm Relay/Emergency Beacon:
Range: 4.3 x 10^10 kilometers
Delta-v limit: 0.8c
Powerplant: Microfusion engine with high-output MHD power tap
Sensors: Standard pallet
Telemetry/Comm: 9,270 channel RF and subspace transceiver operating at 350 megawatts peak radiated power. 360 degree omni antenna coverage, 0.0001 arc-second high-gain antenna pointing resolution.
Additional data: Extended deuterium supply for transceiver power generation and planetary orbit plane changes
Class VII Remote Culture Study Probe:
Range: 4.5 x 10^8 kilometers
Delta-v limit: Warp 1.5
Powerplant: Dual-mode matter/antimatter engine
Sensors: Passive data gathering system plus subspace transceiver
Telemetry: 1,050 channels at 0.5 megawatts.
Additional data: Applicable to civilizations up to technology level III. Low observability coatings and hull materials. Maximum loiter time: 3.5 months. Low-impact molecular destruct package tied to antitamper detectors.
Class VIII Medium-Range Multimission Warp Probe:
Range: 1.2 x 10^2 light-years
Delta-v limit: Warp 9
Powerplant: Matter/antimatter warp field sustainer engine; duration of 6.5 hours at warp 9; MHD power supply tap for sensors and subspace transceiver
Sensors: Standard pallet plus mission-specific modules
Telemetry: 4,550 channels at 300 megawatts.
Additional data: Applications vary from galactic particles and fields research to early-warning reconnaissance missions
Class IX Long-Range Multimission Warp Probe:
Range: 7.6 x 10^2 light-years
Delta-v limit: Warp 9
Powerplant: Matter/antimatter warp field sustainer engine; duration of 12 hours at warp 9; extended fuel supply for warp 8 maximum flight duration of 14 days
Sensors: Standard pallet plus mission-specific modules
Telemetry: 6,500 channels at 230 megawatts.
Additional data: Limited payload capacity; isolinear memory storage of 3,400 kiloquads; fifty-channel transponder echo.
Typical application is emergency-log/message capsule on homing trajectory to nearest starbase or known Starfleet vessel position
CREW SUPPORT SYSTEMS
MEDICAL SYSTEMS
Sickbay: There is one large sickbay facility located on deck 4, equipped with two treatment wards, an intensive-care unit, a nursery, two surgical suites, a null-grav therapy ward, a biohazard isolation unit, a medical laboratory, a morgue/stasis containment unit, and a dental care office. Also pursuant to new Starfleet Medical Protocols, the sickbay is equipped with holo-emitters for the emergency usage of the Emergency Medical Holographic System.
The CMO's office is located adjacent to Sickbay with doors connecting to the hallway as well as directly to sickbay. The office is decorated to the Chief Medical Officer's preference and also contains a personal viewscreen, a computer display, a replicator, and a washroom/head.
The Cargo bays are designated as the first locations for additional medical space if needed for mass casualty situations, with the shuttlebay designated as the secondary location. VIP quarters can be adapted to act as additional Intensive Care Units, and the lounge can be modified to act as a secondary treatment ward.
Counseling: The Ship's Counselor's office is located on Deck 4, near the Medical section. It consists of a private office, with standard furnishings (decorated to the Counselors preference), a personal viewscreen, a computer display, a replicator, and a washroom/head. An individual therapy room furnished with chairs and couch for one on one sessions, as well as a large, group-therapy room, consisting of several couches and chairs, are located adjacent to the Counselor's office.
In the event of a crewmember suffering a psychotic episode, and needing to be isolated from the crew, the ill crewman is kept in sickbay, in the isolation unit, or in the intensive care units, as determined by bed availability.
CREW QUARTERS SYSTEMS
General Overview: Officer quarters and VIP/Guest accommodations, along with diplomatic facilities, are located on deck 3. Enlisted crew quarters are located on decks 5 and 6.
Individuals assigned to the ship for periods over six months are permitted to reconfigure their quarters within hardware, volume, and mass limits. Individuals assigned for shorter periods are generally restricted to standard quarter's configuration.
Crew Quarters: Standard Living Quarters are provided for both Starfleet Non-Commissioned Officers and Ensigns. These persons are expected to share their room with another crewmate due to space restrictions aboard the starship. After six months, crewmembers are permitted to bring family aboard the ship and a slightly larger room is allocated to them.
Two NCO's or two Ensigns are assigned to a suite. Accommodations include 2 bedrooms with standard beds, connected by a living/work area. A washroom with ultrasonic shower is located off of each bedroom. A food replicator and a personal holographic viewer are located in the living area. Small pets are allowed to NCO's.
Enlisted crewmembers share quarters with up to 4 others. Accommodations include 2 bedrooms with twin beds, connected by a living/work area. A washroom with ultrasonic shower is located off of each bedroom. A food replicator and a personal holographic viewer are located in the living area. Pets are not allowed to enlisted crew.
Crewmen can request that their living quarters be combined to create a single larger dwelling.
Officers' Quarters: Starfleet personnel from the rank of Lieutenant Junior Grade up to Commander are given one set of quarters to themselves. In addition, department heads and their assistants are granted such privileges as well, in an effort to provide a private environment to perform off-duty work. After six months, officers are permitted to bring family aboard, with those having children typically assigned quarters with viewports. Members of the Captain's Senior Staff can have these restrictions waved with the Captain's permission.
Single officer accommodations typically include a small bathroom with an ultrasonic shower, a bedroom (with standard bed), a living/work area, a food replicator, a computer display, a personal viewscreen, and provisions for pets.
Family accommodations include 2 or 3 bedrooms and 2 bathrooms with ultrasonic showers. The rest of the accommodations are as described above.
Officers may request that their living quarters be combined to form one large dwelling.
Executive Quarters: The Captain/Executive Officer have special quarters, located on Deck 3.
These quarters are much more luxurious than any others on the ship, with the exception of the VIP/Diplomatic Guest quarters. Both the Executive Officer's and the Captain's quarters are larger than standard Officer Quarters. This space generally has the following accommodations: a living/work area, a food replicator, a personal holographic viewer, a computer display, provisions for pets, a bedroom, a null-grav sleeping chamber and a bathroom with ultrasonic shower and an old-fashioned water shower.
VIP/Diplomatic Guest Quarters: The Steamrunner class starship is a symbol of UFP authority, a tool in dealing with other races. Starfleet intends to use the Steamrunner in diplomatic situations and the need to transport or accommodate Very Important Persons, diplomats, or ambassadors will arise.
These quarters are located on Deck 3. These quarters include a spacious living/work area, a food replicator, a personal holographic viewer, an ultrasonic shower and bathtub/water shower, a bedroom with a null-grav sleeping chamber, and provisions for pets. These quarters can be immediately converted to class H, K, L, N, and N2 environments.
RECREATIONAL SYSTEMS
General Overview: The Steamrunner class vessel is a medium sized starship and its design has been maximized for scientific and tactical usage. However, it is realized that the stress of operating at 99% efficiency on a ship that is built for extended field operations and exploration can be dangerous, so there are some recreational facilities on board.
Holodecks: There are three standard holodeck facilities located on deck 5. They are for group use, or for individual officers. Individual enlisted crew are not allowed to use the holodeck.
Holosuites: These are smaller versions of standard Federation holodeck, designed for individual use. They do everything that the larger holodeck can do, only these holosuites can't handle as many variables and are less detailed. There are four Holosuites, both of them located on deck 5.
Phaser Range: Sometimes the only way a Starfleet officer or crewman can vent his frustration is through the barrel of a phaser rifle. The phaser range is located on deck 7. The phaser range is heavily shielded and the walls are armored. It is designed for low level phaser fire, but can withstand short phaser blasts at setting 16 without a problem.
Normal phaser recreation and practice is used with a type II phaser set to level 3 (heavy stun). The person stands in the middle of the room, with no light except for the circle in the middle of the floor that the person is standing in. Colored circular dots approximately the size of a human hand whirl across the walls, and the person aims and fires. After completing a round, the amounts of hits and misses, along with the percentage of accuracy is announced by the ship's computer.
Gym Facilities: Some Starfleet personnel can find solace from the aggravations of day-to-day life in exercising their bodies. The Security department encourages constant use of this facility; tournaments and competitions are held regularly in this room.
The gymnasium is located on deck 5, near the holodeck and the lounge. This facility includes a weight room that has full body building and exercise apparatuses available for your disposal; any kind of exercise can be performed here, be it Terran, Klingon, Vulcan, Bajoran, Trill, or others.
There is also a wrestling mat in the weight room, which can be used for wrestling, martial arts, kickboxing, or any other sort of hand-to-hand fighting. There are holo-diodes along the walls and ceiling which generate a holographic opponent (if you can't find someone to challenge), trained in the combat field of your choice. The computer stores your personal attack and defensive patterns as it gains experience on your style of fighting, and adapts to defeat you. All personnel must go through a full physical fitness and hand-to-hand combat test every six months.
Weapon lockers that contains a variety of hand-to-hand combat weapons, for use in training, can be found along one wall. Ancient weapon proficiencies for Starfleet personnel are recommended by the security division; phasers may not always be available for use in all contingencies. Terran, Klingon, Betazoid, Vulcan, Bajoran, and other non-energy weapons are available for training.
Arboretum: Sometimes, one must feel grass under ones feet and between ones toes. Located on deck 4, the arboretum is maintained by the botany department, and is used for research into plant-life. Crewmembers are allowed to wander the small facility, which includes twisting paths that provide privacy, and a small stream that feeds a little pond. (The stream and pond are connected to a high-speed pump that will immediately drain both during a red alert situation). 'Natural' lighting is provided on a day/night schedule that provides maximum benefit to the plant-life.
THE LOUNGE
This is a large lounge, located on deck 5, is set in the forward edge of the primary hull. It has a very relaxed and congenial air about it; The Lounge is the only place on the ship where rank means nothing - "sir" need not be uttered when a person of lower rank addresses an officer, and everyone is on an equal footing. Opinions can be voiced in complete safety. This lounge is the social center of the ship.
The Lounge has a battery of recreational games and assorted "stuff". 3-D chess, pool tables, card tables (complete with holographic dealer and chips), and numerous other games can all be found here. There is also a bar (with bartender) which is stocked with various potent alcoholic beverages (at the Captain's discretion), such as; chech'tluth, Aldebaran whiskey, Saurian brandy, Tzartak aperitif, Tamarian Frost, C&E Warp Lager, Warnog, Antarean brandy, and countless others as well as the synthahol versions of these and other drinks. The replicators have a huge menu of foods and drinks that can be instantly available for culinary adventurers, and variations can be created by the crew and stored in files for easy access and trading.
The lounge is often named by the crew, and is decorated as the crew decides and usually has a theme, to some extent. Large numbers of tables and chairs, as well as benches and booths, provide seating for the crew. Large windows set into the forward wall allow a breathtaking view from the bow of the ship, giving clear site to what lies before the ship. Situated over the forward torpedo tubes, they also allow for a 'you-are-there' view of the launching of the destructive devices. A small dais can be raised from the floor on one side of the room to make a stage area, to allow for the performing arts and for VIPs, during large dinners.
AUXILIARY SPACECRAFT SYSTEMS
SHUTTLEBAY
'General Overview: Located on the aft, dorsal bow of the ship, the shuttlebay module is accessed by a flight path between the nacelles. The standard shuttle bay module contains facilities to refuel/rearm, to repair, and to provide routine maintenance to the shuttle complement assigned to the ship. A flight control room, known as "Flight Ops", controls the shuttle bay and directs flight vectors for incoming and outgoing craft. This is located against the forward wall of the shuttlebay, next to the exit for the turbolift on deck 4.
The Flight Control Officer's office is located adjacent to the Flight Ops center. It is decorated to the FCO's preferences and contains a work area, a personal viewscreen, a computer display, a replicator, and a washroom/head.
CL and CLU Shuttlebay
The standard shuttlebay (CL and CLU only) contains the following:
- Four Type-8 Shuttlecrafts
- Three Type-10 Shuttlecrafts
- Three Shuttlepods
- Ordnance and Fuel
- Flight Ops
LCL Shuttle Bay:
The LCL variant of the Steamrunner class has an enlarged shuttle bay module, to accommodate the extra size of the shuttles utilized for troop transport and landing operations. Flight Ops is located in the same position as on the CL/CLU, and serves the same function. The LCL shuttlebay contains the following:
- Four Type-9B Troop Transport Shuttlecraft (Armed)
- Six Type-8 Shuttlecraft (Armed)
- Ordnance and Fuel
- Flight Ops
SHUTTLECRAFT
TYPE-15 SHUTTLEPOD
Type: Light short-range sublight shuttle.
Accommodation: Two; pilot and system manager.
Power Plant: Two 500 millicochrane impulse driver engines, four RCS thrusters, three sarium krellide storage cells.
Dimensions: Length, 3.6 m; beam, 2.4 m; height 1.6 m.
Mass: 0.86 metric tones.
Performance: Maximum delta-v, 12,800 m/sec.
Armament: Two Type-IV phaser emitters.
The Type-15 Shuttlepod is a two person craft primarily used for short-ranged transportations of personnel and cargo, as well as for extravehicular inspections of Federation starships, stations and associated facilities. Lacking the ability to obtain warp speeds, the Type-15 is a poor candidate for even interplanetary travel, and is traditionally used as a means of transport between objects only a few kilometers apart. The craft is capable of atmospheric flight, allowing for routine flights between orbiting craft or stations and planetside facilities. Ships of this type are stationed aboard various starship classes and stations, both spaceborne and planetside.
A variant of this type, the Type-15A Shuttlepod, shares the same specifications of its sister craft, but is capable of reaching a maximum delta-v of 13,200 m/sec. The Type-15A was a limited production craft and the information gained from its service allowed for further streamlining of what would eventually become the Type-16 Shuttlepod. Still, the 15A remains in active service, and existing Type-15 spaceframes can easily be converted to the 15A provided that off the shelf parts are available. However, it should be noted that Starfleet Operations has deemed that the 15A spaceframe exhausts its fuel supply rather quickly and its production at major assembly plants is now discontinued.
TYPE-18 SHUTTLEPOD
Type: Medium short-range sublight shuttle.
Accommodation: Two; pilot and system manager.
Power Plant: Two 800 millicochrane impulse driver engines, four RCS thrusters, four sarium krellide storage cells.
Dimensions: Length, 4.5 m; beam, 3.1 m; height 1.8 m
Mass: 1.12 metric tones.
Performance: Maximum delta-v, 16,750 m/sec.
Armament: Three Type-V phaser emitters.
Developed in the mid-2360s, the Type-18 Shuttlepod is somewhat of a departure from the traditional layout for ships of its size. In response to the growing threat of conflicts with various galactic powers bordering or near to the Federation, this shuttlepod was designed to handle more vigorous assignments that still fell into the short-range roles of a shuttlepods. Even with her parent vessel under attack, the Type-18 was designed to function in battle situations and could even be used as an escape vehicle should the need arise. Lacking a warp core, the pod is a poor choice for travel beyond several million kilometers. Ships of this type are seeing limited deployment on various border patrol and defensive starship classes, including the Defiant-, Saber-, and Steamrunner-class.
TYPE-8 PERSONNEL SHUTTLE
Type: Light long-range warp shuttle.
Accommodation: Two flight crew, six passengers.
Power Plant: One 150 cochrane warp engine, two 750 millicochrane impulse engines, four RCS thrusters.
Dimensions: Length, 6.2 m; beam, 4.5 m; height 2.8 m.
Mass: 3.47 metric tones.
Performance: Warp 4.
Armament: Two Type-V phaser emitters.
Based upon the frame of the Type-6, the Type-8 Shuttlecraft is the most capable follow-up in the realm of personnel shuttles. Only slightly larger, the Type-8 is equipped with a medium-range transporter and has the ability to travel within a planet⤙s atmosphere. With a large cargo area that can also seat six passengers, the shuttle is a capable transport craft. Slowly replacing its elder parent craft, the Type-8 is now seeing rapid deployment on all medium to large starships, as well as to Starbases and stations throughout the Federation.
TYPE-10 PERSONNEL SHUTTLE
Type: Heavy long-range warp shuttle.
Accommodation: Two flight crew, two passengers.
Power Plant: One 250 cochrane warp engine, two 800 millicochrane impulse engines, four RCS thrusters.
Dimensions: Length, 9.64 m; beam, 5.82 m; height 3.35 m.
Mass: 19.73 metric tones.
Performance: Warp 5.
Armament: Three Type-V phaser emitters, two micro-torpedo launchers, jamming devices.
Developed specifically for the Defiant-class starship project, the Type-10 Personnel Shuttle is the largest departure from the traditional role of an auxiliary craft that Starfleet has made in the past century. Short of a dedicated fighter craft, the Type-10 is one of the most powerful auxiliary ships, with only the bulkier Type-11 being more heavily equipped. Nonetheless, the shuttle sports increased hull armor and the addition of micro-torpedo launchers, as well as a suite of tactical jamming devices. A larger warp coil assembly, as well as torpedo stores, makes the Type-10 much more heavier then other shuttles. Elements from the Defiant-class project that were incorporated into the shuttle include armored bussard collectors, as well as a complex plasma venting system for use during possible warp core breech situations. This bulky craft is equipped with a powerful navigation deflector that allows it to travel at high-warp, and a complex sensor system makes this shuttle suitable for reconnaissance work. Able to hold its own in battle situations, the Type-10 is seeing limited deployment on Defiant-class starships, as well as border patrol vessels and combat-ready ships.
TYPE-9A PERSONNEL SHUTTLECRAFT
Type: Heavy long-range warp shuttle.
Accommodation: Two flight crew.
Power Plant: One 150 cochrane warp engine, two 750 millicochrane impulse engines, six RCS thrusters.
Dimensions: Length, 10.5 m; beam, 4.2 m; height 3.6 m.
Mass: 8.9 metric tones.
Performance: Warp 4.
Armament: Two Type-V phaser emitters.
Short of a full-fledged transport ship, the Type-9A Cargo Shuttle is the primary shuttle of choice for cargo runs at major Starfleet facilities. Originally developed by the ASDB team stationed at Utopia Planitia, the 9A served as cargo vessel that carried components from the surface of Mars to the facilities in orbit. While able to travel at warp velocities, the 9A is somewhat slow at sub-light speeds, especially when carrying large amounts of cargo. The front of the shuttle is divided by a wall with a closable hatch, allowing for the aft area to be opened to the vacuum of space. The 9A also has the ability to carry one Sphinx Workpod in the aft area. A medium-range transporter and atmospheric flight capabilities allow it to easily complete its tasks. While rarely seen stationed aboard all but the largest starships, the Type-9A is a common site at any large Starfleet facility.
In response to the need to transporter ground troops into areas heavily shielded, a variant designated the Type-9B was designed and is capable of carrying 40 troops and their equipment to the surface of a planet or interior of a space station. This variant has seen limited service onboard frontline ships, most notably the Steamrunner-class starship.
Major technological advancements in the 2370⤙s allowed for further upgrades to be made to the engine systems aboard shuttlecraft. These upgrades make this craft more capable of long-range spaceflight and, like its starship counterparts, no longer damages subspace.
STEAMRUNNER CLASS FLIGHT OPERATIONS
Operations aboard a Steamrunner class starship fall under one of four categories: flight operations, primary mission operations, secondary mission operations, and flight deck operations.
Flight Operations are all operations that relate directly to the function of the starship itself, which include power generation, starship upkeep, environmental systems, and any other system that is maintained and used to keep the vessel space worthy.
Primary Mission Operations entail all tasks assigned and directed from the Main Bridge, and typically require full control and discretion over ship navigation and ship's resources.
Secondary Mission operations are those operations that are not under the direct control of the Main Bridge, but do not impact Primary Mission Operations. Some examples of secondary mission operations include long-range cultural, diplomatic or scientific programs run by independent or semi-autonomous groups aboard the starship.
Flight Deck Operations are those operations that typically fall under Secondary Mission operations, but fall under the control of the Tactical Information Center. It is not uncommon for Flight Deck Operations to supercede Primary Mission Operations, particularly in combat missions.
MISSION TYPES
The Steamrunner class, as a Light Cruiser, is a highly modular structure that can be adapted relatively quickly (days to weeks) to mission goals assigned to it. While any Steamrunner can be assigned to any mission, to truly be effective a change in modules may be required. The following lists the current missions and structural modifications for the CLU. If there are no structural changes, then the standard layout as described in this document is the optimal design:
- Tactical/Defensive Operations: Typical Missions include patrolling the Federation borders, Borg interdiction missions, convoy escort, fleet support, police/combat patrols, troop transport, special operations, and other combat related missions.
Structural changes: Diplomatic facilities are almost eliminated and the Science department is also reduced to allow for greater torpedo storage, larger torpedo manufacturing facilities, increased number of security/combat personnel, increased number of shield generators, redundant communication equipment, and increased ablative armor to the hull.
- Deep-space Exploration: The Steamrunner class is equipped for long-range interstellar survey and mapping missions, as well as the ability to explore a wide variety of planetary classifications.
- Ongoing Scientific Investigation: The Steamrunner class starship is equipped with scientific laboratories and a wide variety of sensor probes and sensor arrays, giving her the ability to perform a wide variety of ongoing scientific investigations.
Structural changes: Additional laboratories, probes, and mission specific experiments/equipment are installed as the mission dictates. Typically there is a decrease in weapon loadout, and in diplomatic facilities.
- Contact with Alien Lifeforms: Pursuant to Starfleet Policy regarding the discovery of new life, facilities aboard the Steamrunner class include a variety of exobiology and xenobiological suites, and a small cultural anthropology staff, allowing for limited deep-space life form study and interaction.
- Federation Policy and Diplomacy: A Steamrunner class starship can be used for diplomatic conferences, courier duty, treaty-signing ceremony and other political natured missions.
Structural changes: Additional VIP quarters, conference rooms, private meeting rooms, formal dining facilities, recreational facilities, and improved, secure communications can be installed as the mission dictates. Typically, weapons loadout and science departments are reduced to allow for the extra diplomatic facilities.
- Emergency/Search and Rescue: Typical Missions include answering standard Federation emergency beacons, extraction of Federation or Non-Federation citizens in distress, retrieval of Federation or Non-Federation spacecraft in distress, Station/ Outpost evacuation, and/or small-scale planetary evacuation - medium or large scale planetary evacuation is not feasible.
OPERATING MODES
The normal flight and mission operations of the Steamrunner class starship are conducted in accordance with a variety of Starfleet standard operating rules, determined by the current operational state of the starship. These operational states are determined by the Commanding Officer, although in certain specific cases, the Computer can automatically adjust to a higher alert status.
The major operating modes are:
- Cruise Mode: The normal operating condition of the ship.
- Yellow Alert: Designates a ship wide state of increased preparedness for possible crisis situations.
- Red Alert: Designates an actual state of emergency in which the ship or crew is endangered, immediately impending emergencies, or combat situations.
- External Support Mode: State of reduced activity that exists when a ship is docked at a starbase or other support facility.
- Reduced Power Mode: this protocol is invoked in case of a major failure in spacecraft power generation, in case of critical fuel shortage, or in the event that a tactical situation requires severe curtailment of onboard power generation.
During Cruise Mode, the ship⤙s operations are run on three 8-hour shifts designated Alpha, Beta, and Gamma. Should a crisis develop, it may revert to a four-shift system of six hours to keep crew fatigue down.
Typical Shift command is as follows:
- Alpha Shift ⤓ Captain (CO)
- Beta Shift ⤓ Executive Officer (XO)
- Gamma Shift ⤓ Rotated amongst Senior Officers
SEPARATED FLIGHT MODE
Due to the unique shape of her hull, the Steamrunner class does not have a separated flight mode. While the hull can eject the secondary hull assembly quickly, her lack of a clearly identifiable saucer section precludes independent operations.
LANDING MODE
Due to the unique shape of her hull, the Steamrunner class cannot land within a gravity well and maintain hull integrity for Trans-atmospheric operations. This does not mean that the hull cannot withstand a landing - quite the contrary, in an extreme emergency, the Steamrunner class could effect a surface landing while only losing an estimated 15% of hull integrity while structural members are estimated to have failure rates as high as 65%. While integrity is not high enough to allow for deep-space operations, enough of the internal volume and structural members should remain to allow for a landing that is safe for her crew. See section 11.4 for additional information.
MAINTENANCE
Though much of a modern starship⤙s systems are automated, they do require regular maintenance and upgrade. Maintenance is typically the purview of the Engineering, but personnel from certain divisions that are more familiar with them can also maintain specific systems.
Maintenance of onboard systems is almost constant, and varies in severity. Everything from fixing a stubborn replicator, to realigning the Dilithium matrix is handled by technicians and engineers on a regular basis. Not all systems are checked centrally by Main Engineering; to do so would occupy too much computer time by routing every single process to one location. To alleviate that, systems are compartmentalized by deck and location for checking. Department heads are expected to run regular diagnostics of their own equipment and report anomalies to Engineering to be fixed.
Systems Diagnostics
All key operating systems and subsystems aboard the ship have a number of preprogrammed diagnostic software and procedures for use when actual or potential malfunctions are experienced. These various diagnostic protocols are generally classified into five different levels, each offering a different degree of crew verification of automated tests. Which type of diagnostic is used in a given situation will generally depend upon the criticality of a situation, and upon the amount of time available for the test procedures.
Level 1 Diagnostic - This refers to the most comprehensive type of system diagnostic, which is normally conducted on ship's systems. Extensive automated diagnostic routines are performed, but a Level 1 diagnostic requires a team of crew members to physically verify operation of system mechanisms and to system readings, rather than depending on the automated programs, thereby guarding against possible malfunctions in self-testing hardware and software. Level 1 diagnostics on major systems can take several hours, and in many cases, the subject system must be taken off-line for all tests to be performed.
Level 2 Diagnostic - This refers to a comprehensive system diagnostic protocol, which, like a Level 1, involves extensive automated routines, but requires crew verification of fewer operational elements. This yields a somewhat less reliable system analysis, but is a procedure that can be conducted in less than half the time of the more complex tests.
Level 3 Diagnostic - This protocol is similar to Level 1 and 2 diagnostics but involves crew verification of only key mechanics and systems readings. Level 3 diagnostics are intended to be performed in ten minutes or less.
Level 4 Diagnostic - This automated procedure is intended for use whenever trouble is suspected with a given system. This protocol is similar to Level 5, but involves more sophisticated batteries of automated diagnostics. For most systems, Level 4 diagnostics can be performed in less than 30 seconds.
Level 5 Diagnostic - This automated procedure is intended for routine use to verify system performance. Level 5 diagnostics, which usually require less than 2.5 seconds, are typically performed on most systems on at least a daily basis, and are also performed during crisis situations when time and system resources are carefully managed.
EMERGENCY OPERATIONS
EMERGENCY MEDICAL OPERATIONS
Pursuant to Starfleet General Policy and Starfleet Medical Emergency Operations, at least 40% of the officers and crew of the Steamrunner class are cross-trained to serve as Emergency Medical Technicians, triage specialists, medics, and other emergency medical functions along with non-medical emergency operations in engineering or tactical departments. This set of policies was established due to the wide variety of emergencies, both medical and otherwise, that a Federation Starship could respond to on any given mission.
The observation lounge on deck 5 can serve as a treatment ward while the VIP/guest quarters on deck 3 can serve as emergency intensive care wards, with an estimated online activation time of 30 minutes with maximum engineering support.
Further, the Shuttle bay has a mobile hospital that can be deployed either on the flight deck, or transported to the Cargo Bays for emergency overflow triage centers. The Cargo Bays also provides for the emergency atmosphere recalibration to type H,K, or L environments, intended for non-humanoid casualties. All facilities are equipped with full Biohazard suites, to minimize and prevent crew exposure to potentially deadly diseases.
LIFEBOATS
Ever present is the possibility that a ship will become disabled or otherwise damaged to such extent that it can no longer support life. In such situations the crew has to option of abandoning ship by using the Escape Pod system. Each 8-person pod has life support for 3 months in space, and has a maximum speed of 4,200 m/sec. Subspace radio and beacon are permanently activated once the pod is ejected from the ship, to aid in locating the pod. Escaped pods have atmospheric entry and landing capability.
There are no escape pods connected to the bridge. Pods are located on all decks below Deck two. Two pods are reserved for the top four officers in the chain of command, because they are the last four to leave the ship. As the number of experienced Captains dwindles in Starfleet, the notion of a Captain going down with his ship has been abolished. If the ship is abandoned, the top four officers in the chain of command will wait until everyone else is off the ship, opt to arm the auto-Destruct (not always necessary, but there if needed), and then leave in the two escape pods.
RESCUE AND EVACUATION OPERATIONS
Rescue and Evacuation Operations for a Saber class starship will fall into one of two categories - abandoning the starship, or rescue and evacuation from a planetary body or another starship.
Rescue Scenarios
Resources are available for rescue and evacuation to a Steamrunner class starship include:
- The ability to transport 400 persons per hour to the ship via personnel and cargo transporters.[580 per hour for LCL]
- The availability of the 4 Type 8 shuttlecraft to be on hot-standby for immediate launch, with all additional shuttlecraft available for launch in an hours notice. Total transport capabilities of these craft vary due to differing classifications but an average load of 200 persons can be offloaded per hour from an M-Class planetary surface to a standard orbit.
- Capacity to support up to 2500 evacuees with conversion of the Flight Decks and Cargo Bay to emergency living quarters.[2500 -LCL]
- Ability to convert the Cargo bay, the Lounge and the VIP quarters to emergency triage and medical centers.
- Ability to temporarily convert the Cargo Bay to type H,K, or L environments, intended for non-humanoid casualties.
Abandon-Ship Scenarios
Resources available for abandon-ship scenarios from a Saber class starship include:
- The ability to transport 720 persons per hour from the ship via personnel, cargo, and emergency transporters.[900 - LCL]
- The availability of the 4 Type 8 shuttlecraft to be on hot-standby for immediate launch, with all additional shuttlecraft available for launch in an hours notice. Total transport capabilities of these craft vary due to differing classifications but an average load of 200 persons can be offloaded per hour from a standard orbit to an M Class planetary surface.
- Protocols also include the use of Lifeboats. Each Saber carries a total of 35 of the 8-person variants, which measures 5.6 meters tall and 6.2 meters long, and has a maximum speed of 4,200 m/sec. Each pod has a life support for 3 months in space, longer if they connect together in "Gaggle Mode".
- Environmental Suits are available for evacuation directly into a vacuum. In such a scenario, personnel can evacuate via airlocks, the flight bay, or through exterior turbolift couplings. Environmental suits are available at all exterior egress points, along with survival lockers spaced throughout the habitable portions of the starship.
- Many exterior windows are removable, allowing for egress. However, these manual releases are only activated in the event of atmosphere loss, power loss, certain Red Alert conditions, and only if personnel in contiguous compartments have access to an environmental suit.
EMERGENCY LANDING OF THE PRIMRY HULL
In the event of a planetary body being within reach of a disabled Steamrunner class vessel, a landing of the primary hull can be attempted. The basic procedure for atmospheric entry includes jettisoning warp core and antimatter pods prior to entry. Explosive charges set within the Nacelle pylons are detonated, separating the nacelles and primary hull from the pylons and the secondary hull. Entry is controlled with impulse and thrusters, while IDF and SIF are maintained. Flight path is determined and the primary hull is guided into a sliding landing.
Data from a previous successful landing by a Steamrunner class vessel was incorporated into the emergency routines of other vessels, including Galaxy class saucer landings.
APPENDIX A - VARIANT DESIGNATIONS
CL - Light Cruiser
CLU - Light Cruiser (Uprated)
LCL - Troop Landing, Light Cruiser (Uprated)
APPENDIX B - BASIC TECHNICAL SPECIFICATIONS
ACCOMMODATION
Officers and Crew: 228 (455 for LCL)
Evacuation Limit: 2000 (2500 for LCL)
DIMENSIONS
Overall Length 300.98 meters
Overall Draft 50.70 meters
Overall Beam 223.20 meters
PERFORMANCE
Maximum Velocity: Warp 9.7 (12 hours maximum)
ARMAMENT
CL - 3 Type IX phasers, 4 Type VIII phasers, 4 photon torpedo launchers [2 tube], 2 fore and 2 aft
CLU - 7 Type X phasers, 4 photon torpedo launchers [5 tube], 2 fore and 2 aft
LCL - 7 Type X phasers, 4 photon torpedo launchers, 2 fore [5 tube] and 2 aft [2 tube]
TRANSPORT EQUIPMENT
Shuttlecraft (CL and CLU)
- Three Shuttlepods
- Four Type-8 Personnel Shuttles
- Three Type-10 Personnel Shuttles
Shuttlecraft (LCL)
- 4 Type-9B Troop Transport Shuttlecraft (2 flight crew,1 Gunner, 40 troops) [2 Type-VII phasers]
- 6 Type-6 shuttlecraft [2 type-VII phasers, Micro-torpedo launchers]
Transporters (CL and CLU)
- Three personnel
- Two cargo
- Four emergency
Transporters (LCL)
- Four personnel (One 'double wide')
- One cargo
- Four emergency
APPENDIX C - DECK LAYOUT
Primary Hull
Deck 1: Captain's Ready Room, Main Bridge
Deck 2: Briefing/Conference Room, XO's Office
Deck 3: Officers Quarters, VIP/Guest Quarters, Diplomatic Facilities, Transporter Room 1, Shuttlebay Observation deck
Deck 4: Sickbay, CMO's Office, CNS' Office, Science Labs 1-12, CSO's Office, Arboretum, Shuttlebay (floor), FCO's Office, Computer Core Entrance/Control
Deck 5: Lounge, Holodeck/suites, Recreation facilities, NCO Quarters, Cargo Bay 1, Cargo Transporters 1, Computer Core, Docking Ports, [LCL - Cargo bay replaced with troop barracks, muster/mess hall, Transporter Room 3]
Deck 6: Warp Core, Engineering (upper), Crew Quarters, Transporter Room 2, Torpedo Launchers and controls, Cargo Bay 2, Cargo Transporters 2, Computer Core
Deck 7: Warp Core, Engineering (floor), CEO's Office, Brig/Security, CTO's office, Phaser Range, Ship's Armory, Torpedo/Probe Magazine, Aux. Weapon Controls
Deck 8: Deuterium Storage, Anti-Matter Storage Pods, Life Support Systems
Secondary Hull
Deck 7: Navigation Deflector Control room, LRS Control room
Deck 8: Navigation Deflector , LRS Array
Deck 9: Navigation Deflector
Deck 10: Waste Processing/Recycling Center
APPENDIX D - AUTHOR'S NOTES
From The Desk of Robert Pate:
This is the one point in this entire page where you'll find that, for the first time, the authors step out of the Star Trek universe and back into our own 20th Century mindset. The information presented on this page is a result of hours and hours worth of researching, more researching and then a rigorous and intensive process of compiling the best information from canon sources, and making an attempt to fill in the blanks. For the purposes of ST:EQ, these are the specs for the Steamrunner-class vessel. Now to address some of the problems found in compiling this information followed by a brief explanation as to why a certain path was taken in these specs.
Variants: The Specs Team decided that the Steamrunner was a Light Cruiser, and as such would not have multi-mission capabilities. Well at least not full multi-mission capabilities, such as the Galaxy can do. We felt that the Steamrunner would require some modifications to efficiently complete some mission types. So, the mission variants were created. Since there is no cannon data, I created the variants to provide a logical, and hopefully, fun playing field.
The LCL variant is totally of my design. I based this off a jpg I found on the Internet showing a larger than normal shuttlebay behind the bridge. Since I really wanted to use the picture, I created this variant as a troop transport.
Phaser count: In almost every description of the Steamrunner I have looked at, it is almost always said to be "heavily armed". My initial view of the ship was that it had only one phaser strip that was (stupidly, in my opinion) recessed within the top side of the ship. This severely limits the field of fire for this phaser array. Looking at the movie First Contact, the only visible attack by a Steamrunner is a phaser shot from the underside of the main saucer. To me this did not make the ship 'heavily armed'. My first thoughts were shaped by the game ST Armada, where it states the Steamrunner is a torpedo boat, that sits backs an lobs torps at the enemy. A thorough discussion by the specs team pointed out several possible arrays scattered around the ship. So in the end, I counted out 7 possible arrays, that logically (for me at least) cover all the space around the ship. Plus 7 type X phasers array would make this medium sized ship 'heavily armed'. The 4 torpedo tubes I placed, just as a nod to my original idea of a torpedo boat.
APPENDIX E - CREDITS AND COPYRIGHT INFORMATION
STEAMRUNNER-CLASS SPECIFICATIONS CREATED BY: ROBERT PATE
SOURCES USED:
- Star Trek: The Next Generation Technical Manual - Rick Sternbach and Michael Okuda
- Star Trek: Deep Space Nine Technical Manual - Herman Zimmerman, Rick Sternbach and Doug Drexler
- Star Trek: The Magazine
- Star Trek: First Contact
- Star Trek Starfleet Starship Spotters Guide
- Starfleet Technical Manual - Franz Joseph
- Star Trek Starfleet Chronology - Stan Goldstein, Fred Goldstein, Rick Sternbach
Copyright 2001-2006 Star Trek: A Call to Duty.