Specifications - USS Phoenix
Summary
This newly crafted Avenger-class Star Cruiser is a hybrid vessel modified toward a specialization for scientific research and exploration.
With a crew of 1,000 and a newly designed layout with the latest technology and equipment, it can readily switch from a research vessel, to fulfilling long-range diplomatic needs or if necessary, transform into a formidable battling cruiser... depending primarily on immediate circumstances.
General
Class | Star Cruiser- Avenger class | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Registry | 95420 | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Years Active | 2410 - Present | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Role | Science | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Other Role | Cruiser-Exploration | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Layout |
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||
Section Notes | Mission Objectives: -Provide a multi-mission mobile platform for a wide range of scientific and explorative research projects. -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. |
Dimensions
Length / Diameter | 856 meters | |
Width | 402.5 meters | |
Height | 275 meters | |
Decks | 25 | |
Mass | 4,068,750 metric tons |
Speed
Standard Cruise Speed | Warp 8 | |
Maximum Cruise Speed | Warp 9.4 | |
Maximum Speed | Warp 9.975 for 16 hours |
Personnel
Officers | 200 | |
Enlisted Crew | 700 | |
Marines | 25 | |
Civilians | 100 | |
Emergency Capacity | 9,000 | |
Section Notes | Overview of Quarters: Deck 2 Command Quarters: CO & XO Deck 5 VIP Quarters Deck 6 Senior Officers & VIP Overflow Deck 7 Officers Deck 8 Family/Crew Decks 9-10 General Crew Quarters Decks 19-20 General Crew Quarters
Crew Quarters: Standard Living Quarters are provided for both Starfleet Non-Commissioned Officers, attached civilian personnel and officers holding the rank of Ensign. These persons are expected to share their room with another crewmate due to space restrictions aboard the starship, and after serving aboard the ship for six months, are eligible to bring family aboard and be relocated to Family Quarters. Two NCOs or two Ensigns are assigned to a suite. A large living area spreads across two bays at the center of the dwelling. Furnished for comfort, it typically holds a personal holographic viewer, couch, two chairs and a work station as well as a standard replicator. This room is flanked on both sides with identical bedrooms, which each take up one bay in length and house room for a double-sized bed and room for personal belongings. A half-bathroom is located on the opposite side from the bedroom's entrance, and has a sonic shower, wash basin, mirror and several drawers. Provisions for small pets can be made available. Enlisted crewmembers share quarters with up to four other people of the same gender. A large living area spreads across two bays at the center of the dwelling. Furnished for comfort, it typically holds a personal holographic viewer, couch, two chairs and a work station as well as a standard replicator. This room is flanked on both sides with identical bedrooms, which each take up one bay in length and houses a bunk for two occupants, as well as space for their belongings. A half-bathroom is located on the opposite side from the bedroom's entrance, and has a sonic shower, wash basin, mirror and several drawers. Pets are not allowed for enlisted crewmen. Crewmen can request that their living quarters be combined to create a single larger dwelling. Residential Apartments: These quarters offer more privacy and flexibility for officers, as well as those crew with family onboard. Unlike the standard living quarters, these apartments can be configured to suit the needs of those living in them. Listed below is the base configuration for these living spaces, which can then be tailored by the resident for his needs. 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 first assistant 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 the ship and a slightly larger room can be allocated to them. Members of the Senior Staff can have these restrictions waived with the Captain's permission. These accommodations typically include a two-bay living area at the center of the dwelling, which usually holds a personal holographic viewer, personal workstation, couch, replicator and a small dining area. Connected to this is a bedroom that occupies one bay and features a double-sized bed and room for personal belongings. Normally, the bedroom is connected by a half-bathroom with wash basin, mirror, several drawers and a sonic shower. This can be upgraded to a full-sized bathroom with a bathtub with permission from the Operations officer as space permits. Provisions can also be made available for pets. Officers may request that their living quarters be combined to form one larger dwelling. Family Quarters: The specifications for this type of living area mirrors that of an Officer's Quarters, however, more features are added to it depending on the size of the family. For wedded couples, the only differences made to the base specifications is the addition of a one-bay extension to the living area. For the first child, and every pair following the first, another bedroom module is added with space available for up to four children and two parents. Special permission is needed from the commanding officer for families larger than two parents and four children to be stationed or remain aboard the ship. Executive Quarters: Executive quarters are specially designed to give both the Commanding Officer and Executive Officer added comfort and privacy to perform their duties. The accommodations are similar to that of the Officer's Quarters, however, they feature a longer three-bay living area and a full bathroom by default. Slightly more luxurious furniture is also provided, since the Captain often uses this room as an informal meeting area for both private conferencing and reception of guests. VIP/Diplomatic Guest Quarters: Located on Deck 5 near the VIP Conference Hall, diplomatic quarters are the same as Executive Quarters, but feature private communications terminals for secure conferencing and an additional living area(s) for diplomatic aides. Such facilities on Deck 5 are limited, and in cases involving transport of large numbers of diplomats, VIPs and ambassadors, several areas on Deck 6 are available to accommodate these standards. In addition, these quarters can be immediately converted to class H, K, L, N, and N2 environments within a few hours notice. Understandably, only a limited number of residential apartments exist aboard a starship. Allocation of available rooms falls under the authority of the Operations Chief, who is then responsible to make arrangements with Engineering and the ship's Counselor concerning assignment of personnel. |
Lounge / Personal Facilities
Lounge / Promenade / Eatery | SHIP'S RECREATION: THE EMBER LOUNGE This large lounge, located on deck 11 aft, serves as the social center for the starship and is often used for large gatherings and functions. It has a very relaxed and congenial air about it; the Ember 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 enjoys equal footing. Opinions can be voiced in complete safety amongst fellow crewmates, offering a place where people can let loose after a long day. Large bay windows offer a stunning view out the aft of the ship, where the warp nacelles hang prominently amidst the stars. The most notable accessory to the lounge is a modest-sized bar area, offering a wide selection of synthetic and alcoholic beverages, such as chech'tluth, Aldebaran whiskey, Saurian brandy, Tzartak aperitif, Tamarian Frost, C&E Warp Lager, Warnog, Antarean brandy, and countless others. The replicators, feeding off the memory of the new computers, have nearly twice the food and drink options of any ship-bound replicator system in Starfleet creating a more authentic replication. Overall, the lounge is the most often used recreational area of the ship. |
|
Entertainment Facilities | Holodecks: There are eight crew holodeck facilities. Numbers 1-4 are located on deck 11 while numbers 5-8 are located on deck 12.
Holosuites: These are smaller versions of standard Federation Holodecks, designed for individual usage. They do everything that their larger siblings do, only these Holosuites can't handle as many variables and are less detailed. They are equivalent to the Holodecks on an Intrepid-class starship. There are four Holosuites on the Phoenix: 2 Command suites located on deck 2 and 2 VIP suites located on deck 5. |
|
Exercise / Gym Areas | Weight Room: 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 7, next to Security offices. This gymnasium has full body building and exercise apparatuses available for your disposal; any kind of exercise can be performed here, be it Terran, Klingon, Vulcan (it isn't logical to let your body atrophy), Bajoran, Trill, or others.
There is also a wrestling mat in the weight room, which can be used for wrestling, martial arts, kick-boxing, 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 defense patterns as it gains experience on your style of fighting, and adapts to defeat you. All personnel on the Sovereign class must go through a full physical fitness and hand-to-hand combat test every six months.
There are also racks of hand-to-hand combat weapons, for use in training. Ancient weapon proficiencies for Starfleet personnel are recommended by the ship's security division; phasers may not always be available for use in contingencies. Terran, Klingon, Betazoid, Vulcan, Bajoran, and other non-energy weapons are available for training. |
|
Section Notes |
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 22. The phaser range is heavily shielded, the walls being composed of a highly refined Duranium alloy, which can absorb setting 16 phaser blasts without taking a scratch. 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. The phaser range is also 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 Sovereign class 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 on Sovereign class must maintain a level 17 marksmanship for all phaser types. The true marksman can maintain at least an 80% hit ratio on level 23. The Phoenix carries both the standard phaser rifle and compression phaser rifles.
Other Recreational Facilities available:
Deck 4 Officers' Mess and Lounge
Deck 10 Arboretum, Recreational Hall, and Departure Lounge
Deck 17 Observation Lounge
Deck 18 Auditorium Deck 22 Weight/Exercise Room Annex |
Quarters
Command | 2 | |
Senior Staff | 8 | |
Officers | 190 | |
Enlisted | 700 | |
Ambassadors | 6 | |
Guests | 100 |
Conference Rooms / Offices
Conference Rooms | Deck 1 Main Briefing Room Deck 2 Auxiliary Briefing Room Deck 5 VIP Conference Hall Deck 9 Secondary Briefing Room |
|
General Offices | Deck 1 Captain's Ready Room and XO Office Deck 7 Chief and Assistant Tac/Sec Offices Deck 8 CSO Office Deck 13 CMO and Counselor's Offices Deck 14 ChEng Office Deck 15 Chief Historian Office Deck 18 MACO Office Deck 20 Assistant ChEng Office |
Weapons & Defensive Systems
Shields / Special Hull | Regenerative-Transphasic Shield Array
Hull: Duranium-tritanium composite with micro-fiber reinforced ablative armor.
|
|
Weapon Systems | Standard - 24 Type XII phasers, 8 torpedo launchers |
|
Armament | Fore Weapons 12 Plasma-Phaser Hybrid Beam Arrays - 2700 arc 3 Torpedo Launchers
Aft Weapons 12 Plasma-Phaser Hybrid Beam Arrays - 2700 arc 2 Torpedo Launchers |
|
Section Notes | SECURITY PROTOCOLS OVERVIEW Ship security supervises and helps in ship wide security procedures to ensure not only the smooth efficiency of all ship operations but that hostile forces cannot infiltrate, invade or threaten the ship and crew. The following are standard security protocols above and beyond Starfleet regulations, ordered by the Chief of Security. They are performed by each specific relevant department and supervised by or with the assistance of security personnel who will also assume the following responsibilities.
1- Operations Department: - Security will ensure appropriate Ops security protocols are in effect at all appropriate times. (See Operations protocols). - Chief of Security must verify and approve any inbound being or shipment with CO or XO. - During yellow alert, one guard posted on each deck and at all major accesses (shuttlebays, transporter rooms) and restricted areas (bridge, main engineering, etc.). - During red alert, guards are doubled, all accesses (including airlocks) are put under guard and General Order 15 is in effect on board. - Security personnel with the appropriate cross-training will assist the ops department in conducting its security schedule to limit interference with normal ship operations. - 33% of security personnel will be cross-trained in ship operations to assist or replace Ops personnel as needed.
2- Flight Control Department: - Security will ensure appropriate Flight Control security protocols are in effect at all appropriate times. (See Flight Control protocols). - Chief of security must authorize and supervise any approach, docking or boarding of vehicle in and off the ship with CO or XO. - Security officer works with Flight Control officer during all flight operations and can take over flight control for security purposes or if Control officer is incapacitated. - During yellow alert, all flight operations are under direct supervision of security. No auxiliary craft can approach or leave without authorization, as per restriction access protocols. - During red alert, no unauthorized personnel will be allowed near flight control or crafts under restriction protocols. - All security personnel must be certified auxiliary craft pilots. - All security officers must have at least basic starship flight training.
3- Engineering Department: - Security will ensure Engineering security protocols are in effect at all appropriate times. (See Engineering protocols). - Main engineering is a restricted area at all times (only Ensigns and above and specifically authorized personnel). Restriction is ensured by computer control at all times: the doors will not open for unauthorized individuals and an alert will sound if one appears inside the area. It is supplemented by live watch during any alert status. - During yellow alert, all major engineering sections (control rooms) similarly restricted. One guard is outside with open security channel. - During red alert, every technical section (including fuel tanks) similarly restricted. One guard is inside and another outside with open security channel. - Security personnel with the appropriate cross-training will assist the engineering department in conducting its security schedule to limit interference with normal ship maintenance. - 33% of security personnel will be cross-trained as technicians to assist or replace engineering personnel as needed.
4- Medical Department: - Security will ensure Medical security protocols are in effect at all appropriate times. (See Medical protocols). - Replicators in medical are always online even during any alert status, but always restricted to medical functions and under appropriate authorized medical access. - During yellow alert, security will ensure medical personnel and patients are kept safe and replicators online. One guard will stand outside accesses. - During red alert, security will convert sickbay into a secured and restricted area, including tricorder surveillance. One guard will stand inside and the other outside every access. - Security personnel with the appropriate cross-training will assist the medical department in conducting its security schedule to limit interference with normal crew health and care. - All security personnel must be certified first-aid specialists. - 33% of security personnel will be cross-trained as medical personnel to assist or replace assigned medical personnel as needed.
5- Science Department: - Security will ensure appropriate security protocols are in effect at all appropriate times in all science sections. (See Science protocols). - During yellow alert, security will have computer core and all sensor systems under direct monitoring. - During red alert, security will have computer core and sensor systems under restricted access as per engineering above.
6- Security dept: - No personal weaponry allowed on board without the express authorization of Chief of Security and CO. Use or possession of such a weapon outside the training hall or armory will only be authorized to senior officers and only during red alert or per captain's permission. - Transporter security lock on any transporting entity carrying a weapon keeps it in transit until weapon is deactivated, discharged or beamed away before materialization. - All weapons confined to armory and specific secured areas (like bridge seat compartments) and all under genetic encoding (only one specific user can activate it) including locked knife sheaths. Computer alarm will activate if any unregistered weapon comes on board; security forcefield will isolate weapon and wearer until security deals with the threat. - Computer alarm will warn of any unauthorized weapon discharge on board and deactivate that specific weapon (each on board weapon registered under security lock code) and a security forcefield will drop on weapon and wearer until security deals with the threat. - All accesses can be locked or unlocked by override of vocal command of Chief of Security, First Officer, Chief Medical Officer or Captain. - All anti-boarding measures will be online on a continual basis. -Out of any alert status, all security personnel will be wearing a Type I Phaser. No other shipboard personnel are authorized to wear any weaponry. -During yellow alert, all security personnel will wear a Type II Phaser and combat knife. Officers only are allowed to wear a Type I Phaser. -During red alert, all security officers will add Type III Phaser and combat armor. Shipboard personnel will wear a Type I Phaser and security personnel and senior officers will carry a Type II Phaser with combat knife. -As part of their basic duty, all ship security personnel will apply the following security routine: Level 1 search at docking/undocking or orbital period and after each major incident on board. Perform visual and tricorder search, centimeter by centimeter, including uninhabitable areas, maintenance conduits, and Jeffries tubes, throughout the entire ship. Level 2 search once every shipboard day. Perform normal visual and tricorder patrol of all ship areas taking a full hour. Level 3 search once every shift. Perform visual and tricorder search of all main areas of the ship and ship-wide computer search. Level 4 search once every hour. Perform standard security patrol of restricted areas and a ship-wide computer check. Level 5 the beginning and end of each shift. Perform computer surveillance check in restricted areas. - 33% of ship complement will be trained in security, including knife combat training.
COMMAND SECURITY PROTOCOLS
Access System
ENGINEERING SECURITY PROTOCOLS - During yellow alert, all safety measures on standby; power allocation fully under bridge control with engines, shields and weapons prioritized in that order. Life support priority is hardwired in the system and cannot be overridden except under captain's orders. Hazard suits and damage control parties (in suits) on standby. - During red alert, forcefield covers warp core and the ejection system is put on standby. Blast doors close and all engineering personnel wear hazard suits with rebreather. 33% of personnel are assigned solely for damage control duties.
OPS SECURITY PROTOCOLS - All accesses to the ship will be under computer surveillance at all times. - Only shipboard transportation modes and equipment will have access to the ship, under control by ship personnel. - If exceptional circumstances force the use of external modes, they will be done by ship personnel only and under ship security supervision, and only after authorization by the CO or XO and Chief of Security. - Scanning and decontamination protocols effective at all times. - All inbound transports must be verified and approved by CO or XO and Chief of Security. - During yellow alert, all major accesses (shuttlebays, transporter rooms) and restricted areas (bridge, main engineering, etc) under guard and manned by ops personnel. Ship operations under the listed shift officers’ control only. - Shuttle transporters will be deactivated when specific craft not in use. - During red alert, all accesses (including airlocks) are also under guard and locked shut. Ship operations under bridge officers’ control only. Ops personnel will secure transporters, cargo bay, communications systems, and shuttle bay as assigned by Chief Operations Officer or Chief Security Officer, ensuring that these systems remain secure and functioning during the alert. - Ops personnel with the appropriate cross-training will assist each of the other department in conducting their security schedule to allow it without interfering with normal ship operations.
FLIGHT OPS SECURITY PROTOCOLS - Only command grade officers, assigned certified pilots, security personnel and assigned flight control personnel are allowed within shuttle bays and at flight controls, outside of authorized mission or transit orders. - All equipment, controls, and crafts require an access code and vocal recognition to activate. - Shuttle transporters will be deactivated when specific craft not in use. - A proper flight plan and mission order must be logged by authorized personnel for any control or craft to activate. - During yellow alert, one shuttle is prepared for immediate launch with pilot on standby. Shuttle bay access and egress are under Chief of Ops control. - During red alert, all crafts prepared for immediate launch with pilot and security guard on standby. Shuttlebay access and egress are under Chief of Security control.
SCIENCE SECURITY PROTOCOLS - Sensor systems and controls are restricted to command grade officers, engineering, security and science personnel on duty. - During Yellow Alert, shut down and secure of all non-critical experiments. Sensor systems and controls under computer surveillance. - During Red Alert, shut down and secure all experiments. Sensor systems and controls under restricted access as per engineering during yellow alert (See engineering protocols). Non-assigned science personnel join medical or damage control teams according to their training. -As part of their basic duty, all ship science personnel will apply the following routine to all computer and data or sample gathering systems and items, with the assistance of the Engineering and Ops department: Level 1 sensor sweep inside and outside the ship before and after each mission; this is a painstaking search of all detection systems, including hand tricorders, along the full energy and matter spectrum with a comparison to recorded data to notice any discrepancy down to the most minute detail (i.e. noting an added mass of 90kg on the ship that could betray an intruder on board). Level 2 sensor sweep every day during travel. Perform a detailed search of several specific data like warp trails, energy signatures, anomalous emissions, unregistered signals, mass displacement, etc. both from automated computer monitoring and live work with both shipboard and hand held instruments, in and out of the ship. Level 3 diagnostics once every shift. Perform live tricorder diagnostics of each system in addition to the standard computerized one.
Level 4 diagnostics once every hour. Perform thorough computer check for security anomalies.
MEDICAL SECURITY PROTOCOLS - All medical data of ship personnel, down to the subatomic level, will be recorded and updated for each transport on or off the ship. Computer will compare recorded data to beaming data and keep in transit the subject until identity assessed before rematerializing, either on the pad, sickbay, back to its point of origin, dispersed in space or in the brig as appropriately determined by ship Chief of Security and ship CMO with CO or XO. - Decontamination protocols always in effect with each transport. - Decontamination and/or medical examination performed for each boarding entity as judged appropriate by CMO under either First officer or captain authority. - During yellow alert, medical teams stand ready to move out to treat casualties anywhere on the ship. All EMHs are on standby. Site to site transport prioritized to CMO authority. - During red alert, all evacuation protocols on standby; all EMHs activated; automated computer locks onto ship personnel combadges for immediate transport to sickbay in case of serious injuries. -As part of their basic duty, all ship medical personnel will apply the following routine: Level 1 Examination at docking/undocking. Perform full medical and psychological examination of ship's personnel. Refusal is ground enough for immediate dismissal from ship's complement. Level 2 Examination once every shipboard day or after every boarding/unboarding, A routine tricorder checkup from all shipboard EMH of all crewmembers. Level 3 Examination once every shift. Perform a computer check, comparing sensor data to recorded medical files of every crewmember. Level 4 Examination once every hour. Perform a thorough internal sensor sweep to locate any contaminant, organic or inorganic, on board the ship or on the outside hull. Level 5 Examination at the beginning and end of each shift and at random during the shift. Perform a ship-wide computer assessment of crew health conditions through internal sensors. This is also used to detect any possible presence of alien or unrecorded lifeform on board, from bacteria to intruders. |
Science
Engineering
Transporters | TRANSPORT EQUIPMENT
|
Docking / Cargo Bays
Shuttlebays | 2 | |
Docking Bays | 3 | |
Cargo Bays | 4 | |
Section Notes | Deck 5 VIP Docking Deck 10 Main Docking Complex Deck 21 Main Shuttlecraft Hanger Bay Deck 22 Shuttle Bay 2 Deck 24 Auxiliary Docking Bay, Shuttle Bay 3 |
Auxiliary Craft
Shuttles |
|
|
Section Notes | CAPTAINS YACHT: Firebird
Type: Star Cruiser: Avenger Class Integrated Craft Mounted in a recessed docking port in the underside of the primary hull, the Star Cruiser: Avenger-class Captain’s Yacht serves dual purposes. A situation to be dealt with by the captain of a starship does not always require the entire ship to accompany him or her, or the ship may have a more important mission to accomplish. In these cases, the Captain’s Yacht provides a long-range craft that is capable enough to function without its primary vessel. Be it a simple excursion to get away from the stresses of command, or a run to retrieve or deliver VIPs, the yacht serves as an extendable arm of the Star Cruiser: Avenger-class. Facilities include six sleeping bunks and a comfortable passenger cabin. A replicator and flight couches provide for the needs of the passengers and a two-person transporter allows for beaming of personnel or cargo when needed. Atmospheric flight capabilities allow this shuttle type to land on planetary surfaces.
x1 Captain's Yacht: http://www.stowiki.org/Captain%27s_Yacht
Note: The Firebird is the Russian equivalent of the Phoenix, literally translated as "Heat Bird" ( 'жар-пти́ца' ).
TYPE-8 PERSONNEL SHUTTLECRAFT
Type: Light long-range warp shuttle. 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-9 PERSONNEL SHUTTLECRAFT
Type: Medium long-range warp shuttle. The Type-9 Personnel Shuttle is a long-range craft capable of traveling at high warp for extended periods of time due to new advances in variable geometry warp physics. Making its debut just before the launch of the Intrepid-class, this shuttle type is ideal for scouting and recon missions, but is well suited to perform many multi-mission tasks. Equipped with powerful Type-VI phaser emitters, the shuttle is designed to hold its own ground for a longer period of time. Comfortable seating for four and moderate cargo space is still achieved without sacrificing speed and maneuverability. As is standard by the 2360’s, the shuttle is equipped with a medium-range transporter and is capable of traveling through a planet’s atmosphere. With its ability to travel at high-warp speeds, the Type-9 has been equipped with a more pronounced deflector dish that houses a compact long-range sensor that further helps it in its role as a scout. The Type-9 is now being deployed throughout the fleet and is especially aiding deep-space exploratory ships with its impressive abilities.
TYPE-11 PERSONNEL SHUTTLECRAFT
Type: Heavy long-range warp shuttle. With an ultimate goal towards creating a useful all-purpose shuttlecraft, the designers of the Type-11 Personnel Shuttle set out to create a craft that was equipped with all the systems of a starship within the shell of a relatively small shuttle. Allocation of the larger Danube-class runabout to starships in the field proved too costly, and with the expressed need by the Star Cruiser: Avenger-class development team for a capable shuttle, the Type-11 was born. Its overall frame and components are a meshing of lessons learned in both the Type-9 and Danube-class vessels. Impressive shielding, several phaser emitters, micro-torpedo launchers and a capable warp propulsion system makes this shuttle capable of performing a multitude of tasks. Both the ventral and dorsal areas of the shuttle feature a new magnaclamp docking port that is capable of linking up to other ships similarly equipped. A two-person transporter and a large aft compartment with a replicator adds to the shuttle’s versatility. The end hope is that these all-purpose shuttles will replace the more specific-purpose crafts already stationed on starships, reducing the amount of space needed for shuttle storage in already-cramped bays. The Type-11 is now seeing selective deployment outside the Star Cruiser: Avenger-class to further assess its capabilities in the field.
WORK BEE
Type: Utility craft. The Work Bee is a capable stand-alone craft used for inspection of spaceborne hardware, repairs, assembly, and other activates requiring remote manipulators. The fully pressurized craft has changed little in design during the past 150 years, although periodic updates to the internal systems are done routinely. Onboard fuel cells and microfusion generators can keep the craft operational for 76.4 hours, and the life-support systems can provide breathable air, drinking water and cooling for the pilot for as long as fifteen hours. If the pilot is wearing a pressure suit or SEWG, the craft allows for the operator to exit while conducting operations. Entrance and exit is provided by the forward window, which lifts vertically to allow the pilot to come and go. A pair of robotic manipulator arms is folded beneath the main housing, and allows for work to be done through pilot-operated controls. In addition, the Work Bee is capable of handling a cargo attachment that makes it ideal for transferring cargo around large Starbase and spaceborne construction facilities. The cargo attachment features additional microfusion engines for supporting the increased mass.
------------------------------------------------------------------------------------------------------------------ x8 Work bee maintenance pods: http://en.memory-alpha.org/wiki/Cargo_management_unit
x6 Type 8 Shuttles: http://www.stowiki.org/Type-8_Shuttlecraft
USS Anka
USS Benu
USS Fenghuang
USS Garuda
USS Kerkes
Uss Me byi Karmo
(In order of reference, the names above were chosen from mythical birds related to the Phoenix)
Anka= Persian; Benu=Egyptian; Fenghuang=Chinese; Garuda=Hindu; Kerkes=Turkish; Me byi Karmo=Tibetan
x4 Type 9 Shuttles: http://en.memory-alpha.org/wiki/Class_2_shuttle
USS Earth
USS Air
USS Fire
USS Water
x11 Type 11 Shuttles: http://en.memory-alpha.org/wiki/Type_11_shuttlecraft
USS Backfire
USS Blaze
USS Bonfire
USS Conflagration
USS Flame
USS Holocaust
USS Ignite
USS Inferno
USS Scorch
USS Torch
USS Wildfire
(These eleven names are synonyms for "Fire", following the Phoenix mythology of the combustion of the Phoenix and it's return from the ashes)
|