Author Topic: Star Trek-Federation Star Ship Conversion-Proof of Concept  (Read 1324 times)

Cryhavok101

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As I have converted ships and vehicles from other universes, Star Trek had been standing out as one that I probably would never do, because their ships are so different from BattleTech's. Recently I discovered how I would manage it, then put it together. I used the Refit Constitution Class as inspiration. The Key was in building it as an amalgamation of multiple units working together. In several episodes (TOS: "The Apple" and TOS: "The Savage Curtain") separation events were discussed in which the Nacelles of the ship would disengage from the rest of the ship. In addition technical drawings of the Constitution class include a "separation line, between the saucer section and the neck attaching it to the secondary hull. I used this as a guide to build the ship in four distinct pieces: Primary Hull/Saucer Section, Secondary Hull/Engineering Section, and Two Nacelles.

Each of these sections has a distinct purpose. The Saucer Section is the primary living area and contains most of the housing and recreation on the amalgamation. It also serves as the primary command and control area, and contains the majority of the ship's firepower. It can even house the crew of both other ships, and can serve as an escape vehicle, evacuating people from the rest of the amalgamation.

Federation-Constitution Class-Primary Hull "Saucer Section"

Code: [Select]
Class/Model/Name: Constitution-Primary Hull "Saucer Section"
Tech: Clan
Vessel Type: Military Spheroid Dropship

Mass: 100,000 tons
Safe Thrust: 7
Maximum Thrust: 11
Armor Type: Ferro-Aluminum
Armament:         
48 SCL-3s
100 LAMS

    ------------------------------------------------------------------------------
Class/Model/Name: Constitution-Primary Hull "Saucer Section"
Mass: 100,000 tons

Equipment: Mass
Drive 42,700.00
Control: 750.00
Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
Structural Integrity: 25 5,000.00
Total Heat Sinks:    1,718 (3,436) Double 1,180.00
Fuel & Fuel Pumps: 3,425.16
Cargo and Consumables: 5,591.84
Armor Type: Ferro-Aluminum (756 total armor pts) 90.00
                           Standard Scale Armor Pts
   Fore:                                 192
   Right:                                192
   Left:                                 192
   Aft:                                  192

Crew and Passengers:
13 Officers-1st Class Quarters 130.00
11 Crew-1st Class Quarters 110.00
54 Gunners/Other-1st Class Quarters 540.00
300 1st Class Passenger Quarters 3,000.00


Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
8 Subcapital Laser 3 Nose 24-C 24-C -- -- 256 2,000.00
8 Subcapital Laser 3 Nose 24-C 24-C -- -- 256 2,000.00
20 LAMS Nose 60-PDS -- -- -- 100 20.00
8 Subcapital Laser 3 FR/L 24-C 24-C -- -- 256 4,000.00
20 LAMS FR/L 60-PDS -- -- -- 100 40.00
8 Subcapital Laser 3 AR/L 24-C 24-C -- -- 256 4,000.00
20 LAMS AR/L 60-PDS -- -- -- 100 40.00
------------------------------------------------------------------------------
Other Equipment
------------------------------------------------------------------------------
Naval Comm Scanner Suite 100.00
Communications Equipment (15 tons) 12.00
Naval C3 1,000.00
Naval Tug Adapter 10,100.00
Booby Trap 10,000.00
4 Capital Deflector Shields (From "Welcome to the Nebula California") 4,000.00


I designed the Saucer Section as a Spheroid DropShip. It doesn't contain independent warp capability, so a DropShip was appropriate. It has weapons that fire to the sides, making the Spheroid hull design the better choice over Aerodyne. It uses it's Naval Tug Adapter to attach to the Engineering Hull's Docking Collar in the appropriate location. This allows the DropShip to engage it's own engines and move the amalgamation itself. This is fairly slow, and I consider it an analogue for the Thrusters on a Federation ship. It's Naval C3 system is connected to it's mates in the other parts of the amalgamation, allowing free communication between them, and full ability to function together electronically. Federation ships also include self destruct devices, represented here by the Booby Trap included in the Design. The Deflector Shields are not canon equipment, and if they are not available in your game, you can simply roll that tonnage into cargo instead. LAMS was included because Federation Ships can take a massive pounding from torpedoes on their shield and be fine, so it also has enough excess heat sinks for several LAMS activations. Phasers are able to be used in the universe on multiple settings, including a wide beam setting able to bracket an enemy and strike them even with heavily damaged sensors. For this reason each Phaser Emitter is represented by a quartet of SCL-3s, which can be mounted to the dropship, and I feel best represents the versatility of the Federation's phasers.

The Nacelles in Star Trek are a vital part of the FTL system they use. But beyond that, they only really collect matter for the replicators. They don't really move under their own power. They also need to be shut down before crew works aboard them.

Federation-Constitution Class-Nacell

Code: [Select]
Class/Model/Name: Constitution-Nacell
Tech: Clan

Mass: 200,000
K-F Drive System: None
Power Plant: Station-Keeping Drive
Safe Thrust: 0.1
Maximum Thrust: 0.2
Armor Type: Lamellor Ferro-Carbide
Armament:
None
----------------------------------------------------------------------------------
Class/Model/Name: Constitution-Nacell
Mass: 200,000

Equipment: Mass
Drive: 2,400.00
Thrust
Safe: 0.1
Maximum: 0.2
Controls: 200.00
Structural Integrity: 1 2,000.00
Total Heat Sinks: 114(228) Double 0.00
Fuel & Fuel Pumps: 15000 points 3,060.00
Fire Control Computers: 0.00
Armor: 946 pts Lamellor Ferro-Carbide 727.00
Fore: 158
Fore-Left/Right: 159/159
Aft-Left/Right: 159/159
Aft: 158

Cargo:
Bay 1: Cargo (43,328 tons) 43,328.00
Doors (2) 0.00

Docking Collars: 2 2,000.00

Crew And Passengers:
9 Officers in Caspar II Drone Systems Quarters 45.00
38 Crew in Caspar II Drone Systems Quarters 190.00
8 Gunners and Others in Caspar II Drone Systems Quarters 40.00
----------------------------------------------------------------------------------
Weapons
None
----------------------------------------------------------------------------------
Equipment Mass
Energy Storage Battery 100,000.00
Communication Equipment 10.00
SDS Self Destruct System 10,000.00
Robotic Caspar II DCS Advanced 32,000.00
4 Capital Deflector Shields (From "Welcome to the Nebula California") 4,000.00
----------------------------------------------------------------------------------


Built as a space station. This is so that it not only doesn't move much under it's own power, but also doesn't disrupt K-F Jumps with it's own drives. It is fully automated, so it can operate without any living thing aboard. It aids in FTL procedures by carrying an energy batter, which can charge the amalgamation's K-F drive without needing to deploy a Jump Sail, It includes a Self Destruct system and shields, just like the Saucer Section does. Rather than magically collecting material from deep space which is then used to magically create things out of thin air, the other section of the Nacelles is cargo, covering the same functions. The amalgamation's two Nacelles carry over One Hundred Thousand tons of cargo between them, more than enough for the ship's needs. The Two Docking Hardpoints are what it uses to connect to the appropriate sections of the Engineering Section.

The Nacelles are 200,000 tons. That is twice what can normally be jumped, attached to a docking hardpoint. So while the design is legal, I am using it in a less than legal way. My explanation for it is that I am having it connect to multiple hardpoints, enough to cover it's full tonnage. Normally, a random space station, connecting to a random Jump/Warship would probably not match up two docking hardpoints between them. The shapes are likely to be too different. So canon space stations that get to big would have trouble being transported in one piece. These, on the other hand, are purpose built for these specific Nacelles to connect to. It is the sort of thing I would allow as a GM, so I am willing to bend the rules for this. But to be completely clear, this use I am putting it to, is against the rules.

The Engineering Section houses tons of sensitive equipment, the core of the ship's FTL systems, a hangar bay, more firepower and otehr such important things. It is also the connection point between all of the sections of the amalgamation.

Federation-Constitution-Secondary Hull "Engineering Section"

Code: [Select]
Class/Model/Name: Constitution-Secondary Hull "Engineering Section"
Tech: Clan

Mass: 420,000
K-F Drive System: Compact with L-F Battery
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Lamellor Ferro-Carbide
Armament:
5 Capital Launcher AR-10
28 Subcapital Laser 3
------------------------------------------------------------------------------------
Class/Model/Name: Constitution-Secondary Hull "Engineering Section"
Mass: 420,000

Equipment: Mass
Drive: 75,600.00
Thrust
Safe: 3
Maximum: 5
Controls: 1,050.00
K-F Hyperdrive: Compact with L-F Battery (10 Integrity) 194,250.00
Jump Sail: (4 Integrity) 51.00
Structural Integrity: 25 10,500.00
Total Heat Sinks: 698(1396) Double 265.00
Fuel & Fuel Pumps: 7500 points 3,060.00
Fire Control Computers: 0.00
Armor: 231 pts Lamellor Ferro-Carbide 210.00
Fore: 42
Fore-Left/Right: 42/42
Aft-Left/Right: 41/41
Aft: 41

Cargo:
Bay 1: Reinforced Unpreassurized Repair Bay (100,000) 10,000.00
Docking Collar (1) 1,000.00
Doors (1) 0.00
Bay 2: Reinforced Unpreassurized Repair Bay (200,000) 20,000.00
Docking Collar (2) 2,000.00
Doors (2) 0.00
Bay 3: Reinforced Unpreassurized Repair Bay (200,000) 20,000.00
Docking Collar (2) 2,000.00
Doors (2) 0.00
Bay 4: Small Craft Bays (10) 2,000.00
Cargo (708 tons) 208.00
Doors (1) 0.00

Crew And Passengers:
30 Officers in 1st Class Quarters 300.00
95 Crew in 2nd Class Quarters 665.00
62 Gunners and Others in 2nd Class Quarters 434.00
50 Bay Personnel 0.00
------------------------------------------------------------------------------------
# Weapons Loc Heat Damage Range Mass
4 AR-10 Launchers Nose Extreme-C 1,000.00
4 Subcapital Laser 3s R/LBS 128 120 (12-C) Medium-C 2,000.00
4 Subcapital Laser 3s R/LBS 128 120 (12-C) Medium-C 2,000.00
4 Subcapital Laser 3s R/LBS 128 120 (12-C) Medium-C 2,000.00
4 Subcapital Laser 3s Aft 128 120 (12-C) Medium-C 1,000.00
1 AR-10 Launcher Aft Extreme-C 250.00
------------------------------------------------------------------------------------
Ammo Rounds Mass
Capital Launcher Barracuda Ammo 50 1,500.00
Capital Launcher White Shark Ammo 40 1,600.00
Capital Launcher Killer Whale Ammo 30 1,500.00
------------------------------------------------------------------------------------
Equipment Mass
Large NCSS 500.00
Robotic Caspar II DTAC System 12,300.00
Communication Equipment (15 tons) 10.00
Booby Trap 40,000.00
Naval C3 4,000.00
4 Capital Deflector Shields (From "Welcome to the Nebula California") 4,000.00


Starting at the top, the Engineering section can push the amalgamation faster than the Saucer Section, so that is what this analogue's "Impulse Drives" are. The Reinforced Unpressurized Repair Bays are the only way to attach things to this ship so that it can move while keeping them attached. So those are the docking points for the Saucer Section and both Nacelles.A Hangar bay for 10 small craft is in the rear of the ship. It continues to have the same self destruct and shield systems as the rest of the amalgamation. It also includes a DTAC computer and Naval C3 connecting tot he saucer, and controlling the Nacelles from this section. Even greater sensor systems are there thanks to the Large NCSS. Interesting enough the ship actually has a lot of redundancies in it's sensors, since it is actually four ships it gets four chances to detect anything within range.

It further increases the amalgamation's firepower with a quartet of AR-10 launchers standing in for the Photon Torpedo Launchers the Federation uses in the front of the ship. The broadsides of Phaser Banks are included as well, as is the phasers and torpedo covering the rear of the ship. It has a complement of 140 torpedoes of various types to fire as needed.

While I wasn't able to match the full firepower of star trek weapons, in terms of fitting in with the BattleTech universe I am satisfied with how it turned out. Feel free to comment, suggest, criticize or whatever else. I don't plan on doing any other federation ships, I just did this one as a proof of concept to  show how I would go about it.

truetanker

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Re: Star Trek-Federation Star Ship Conversion-Proof of Concept
« Reply #1 on: 25 July 2017, 20:04:11 »
What would a Saladin-class look like?


Half the size?

TT
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Cryhavok101

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Re: Star Trek-Federation Star Ship Conversion-Proof of Concept
« Reply #2 on: 25 July 2017, 20:29:09 »
For the Saladin, and the Miranda, or anything like them, I would build the Saucer as the Warship, and the nacelles as the same 200,000 ton Space Stations. I would get the Warship as small as possible still making all the stuff I wanted fit on it. I would divest the Saucer of cargo and the like, relying on the nacelles for that.

Alternatively, for single nacelle ships without engineering hulls like that, you could build the saucer as a DropShip and build the nacelle as a JumpShip. I'm not inclined to do it that way though, if for no other reason than continuity: interchangeable nacelles between ships would be an interesting thing, but if I built some nacelles as JumpShips, they would be incompatible with other ship's that didn't have the same type of nacelle.