- Class: Proteus
- Type: Heavy Cruiser/Explorer
- Launch: February 2406
- Length: 620.26 meters
- Beam: 269.89
- Height: 118.35 meters
- Decks: 22 decks (including fighter launch births)
- Mass: 2,435,000 metric tons
- Cargo Capacity: 20,000 metric tons
- Crew: 859 (150 Officers, 550 Non-Commissioned, 24 Pilots, 75 Fighter Techs, 60 First Force)
- Total Capacity: 6,500 (including holodecks, rec areas, cargo and shuttle bays)
- Civilians: 150
Armaments:
- Phasers: 18 Type-XIIa
Located on the rim of the saucer, two on each of the ventral sides, and two on the front
dorsal prow. Their prefire chambers are more compact than the Type-XII's previously installed
on starbases. Type-XIIa phasers are capable of channeling up to 85,000 TeraWatts of power
through up to three separate beams. Type-XIIa arrays are also capable of producing more
substantial annular confinement beams, effectively doubling their range. This gives the Proteus class excellent
long-range abilities just short of where only torpedo
weapons could reach before. Some new ideas on the placement of phaser arrays have also
cropped up, one idea that is being used is the "double-broadside" arrangement.
The Proteus class also carries this arrangement, though only on the outside of
nacelles port and starboard sides. This arrangement has two separate long phaser arrays on
one side, each with separate prefire chambers and EPS power inlets. This allows the vessel
to fire off twice the amount of phaser beams in the firing arcs where the double-broadside
emplacements are located. The drawback to the placements, on each armored nacelle, is when
at warp the phaser prefire chambers and emitters must be completely powered down and drained
of all energy. (otherwise they would react with the warp coils) this means that you cannot
fire these specific ones at warp. Since you need to power them down completly at warp, it
takes longer for these to be ready to fire once you drop out of warp. Fairly, these should
become avalible anywhere between 3-5 mins after the rest of the phasers are firing (this
spread has to do with the TAC officers ability). Another flaw is at high fractions of
.C (meaning high impulse) there is also a warp field (to aid the ship) and that means that
the nacelles are working but on a much smaller scale. and so you can use these at high impulse
but only at 75% of maximum power output.
Location
- 8 on the saucer section (6 strips ventral and 2 strips dorsal. Can fire from 50 – 130
degrees to the fore of the ship ventral and 0 – 180 degrees dorsal and from 5 to 50
degrees up or down from the saucer)
- 2 strips on each side, port and starboard, on the aft dorsal engineering hull (can fire
aft from 60 – 120 degrees)
- 4 "double-broad side" strips (2 strip segments on the outsides on each nacelle
located in between the buzzard collector and rear of the nacelle. Limited fire arc, from
80–100 degrees each side)
- 4 strips, 2 aft, 2 center, port and starboard of the engineering hull (both sets able
to fire from 60 – 120 degrees)
- Torpedoes:
- Quantum Torpedoes: 1100
- Mark VI Photon: 150
- Verteron: 25
- The verteron torpedo, larger than the photon or quantum torpedoes, disables the
subspace systems of any vessel within a 5,000,000 kilometer spherical diameter within 20
seconds of detonation. The effect lasts an approximate 30-90 seconds, This would disable
ships ability to goto warp, use subspace communications and even cloak.
[WARNING]
Use of this technology should Not be implimented if the source ship is within
blast radius.
- Romulan Quantum Singularity Torpedoes: 15 total
- These Torpedoes use Quantum singularities on a very small scale. Quantum singularities
torpedoes utilize the enormous destructive power of a quantum singularity to destroy any
target it is fired upon. This technology was first created as a waste management system
and was quickly adapted to military applications.
Upon impacting shields a singularity torp would draw massive amounts of energy from the
local shield emitter as well as a substantial amount of energy from adjacent generators
thus creating a feedback loop into the local shield emitter and in some cases this would
cause it to rupture if the energy is not dissipated properly, also noticeably weakening
the local shield and slightly drawing power from the adjacent shields.
Upon impacting the Hull a singularity torp set to implode would crush the surrounding
(around 10m radius) hull, depending on the structure, composition, and dispersal
capabilities of the hull like a tin can, compressing everything by a 20/1 ratio meaning
every 20cm would now take the space of 1cm. This is an incredibly destructive force and
with a well placed shot could destroy or cripple a ship with one shot.
Singularity Torpedoes are now a standard on Romulan ships.
Due to the nature of the singularities and the immense Field it takes to contain them each
torpedo must be "charged" either positively or negatively (+ = explode, - =
implode) before firing, this requirement significantly slows down rearming time and the
maximum rate of fire is 1/7 or 1 torpedo every 7 seconds.
[Warning]
Use of these weapons should not be implemented near or around gravitational anomalies or
near stars as the gravitational effect of these bodies would have drastic, unpredictable
effects.
[Note]
These torpedoes were licensed to 15 for this project and any resupply's must be cleared
with the Romulan Government.
- Torpedo Launchers: 11
- 1 Rapid-fire Quantum Torpedo Tube (8 torpedo spread 3 second reload)
- 1 Standard Quantum Singularity Torpedo Tube (1 torpedo spread 10 second reload)
- 1 Standard Forward Verteron Tubes (1 Torpedo Spread, 8 second reload)
- 4 Type 4 Burst fire Photon Torpedo Tubes (12 torpedo spread 5 second reload)
- 4 Standard Photon Torpedo Tubes (4 torpedo spread 2 second reload)
- Maximum Torpedo Spread AFT: 26 Quantum Torpedoes
- Maximum Torpedo Spread FORE: 1 Romulan Quantum Singularity Torpedoe, 2 Verteron
Torpedoes, 3 Photon Torpedoes, 26 Quantum Torpedoes
- Cloaking Device: Romulan Mk 18 Standard Cloak
- Holo Cloak: Federation Holo Cloak MK IV
- Holo Cloak has long been the Federation's answer to the Romulan Cloak. Since the
Federation, until soon after the Dominion Wars, was banned from using any type of Cloak
under threat of war by the RSR. Federation scientists have worked to perfect this
technology.
Holo Cloak takes a completely different approach to disguising a ship from the known
Romulan/Klingon Cloak. Instead of trying to make a whole object disappear, This technology
takes the approach of "If it walks like a duck, looks like a duck, and sounds like
a duck, then it is a duck".
This cloak is often called Chameleon Cloak due to the fact that it effectively creates a
holographic illusion around the ship, using strategically placed holo emitters on the
hull, to make it look and feel like virtually any other object in the computers database.
Coupled with this is an additional system that masks the warp and energy signatures of the
ship to match that item.
Due to the fact that all that is required to power this system is energy for Holographic
emitters and masking systems a ship that has activated this system may continue to use
shields and weapons (which are masked to reflect the chosen form) at will.
An important thing to note here is the fact that while this system can change the appearance
and even apparent size of the ship, it is limited to a range of an object the same size
as the current ship up to 1.5 times its size. Beyond that the holographic projectors on the
hull cannot support the illusion and the image appears to flicker and fade.
Similarly it is physically impossible to create the illusion that a 300 meter ship is
really only 170 meters.
For instance. Say you and a Romulan BoP have to bypass a hostile sector, and the "
enemy" knows you are coming.
The BoP would engage its cloak and plot an inconspicuous course across the sector,
totally defenseless in case of detection.
The Holo Cloaked ship, can do a myriad of things. It can power down all systems except
minimal vital systems like life support and mask itself as a comet, or asteroid and drift
across the enemy space; or it could project itself as one of the enemies own ships, masking
its shields, warp trail, weapons, and core signatures to mask and fly through its space
posing as one of the enemy ships, If discovered you can always raise shields and fire
weapons.
Holo Cloak isn't full proof. If the enemy knows it is looking for you, it will find you
undoubtedly. The only question is how long it will take and how hard you make it for
them.
Defensive Systems:
- Shields: Multi Spatial Tri Axilated Regenerative Shield Matrix
- Multi Spatial:
- Over the last decade most major space faring races have come to incorporate a
new dimension to energy based weaponry. The Phased Variance, or multi spatial
variance. This in essence means that energy weapons now extend beyond the normal
phase variance of our space time continuum to effect matter on various levels of
the phase spectrum. In order to negate this effect an adaptation of Multi Spatial
Shielding, first used on Voyager, has been created and incorporated into the
existing shield matrix.
The effect of this upgrade creates a "Layered" effect of different phase
variances. So, for example, if a phaser with a phase variance of 3 is fired on the
shield it will go past (not interact with) layers 1 and 2, impact 3 and if not
stopped continue to pass through 4, 5, 6, 7, 8, 9, and so on. The number of layers
is based upon the Tac officers discression but usually it is set to all the major
and most commonly used variances. Of course, as with all things there is a
trade off. The more layers you pile on the less powerful each one is.
- Tri Axilated:
- The Tri Axilated aspect to this shield is, in effect, three separate emitters
sitting side by side on the hull emitting 3 different shield grids that overlap and
intertwine into a mesh build of three separate grids, each capable of operating
independently. This is vastly different from just having one powerful shield grid
as opposed to 3 slightly less powerful (but have the same net effect) as each
emitter is able to handle more of a load than one massive one would be able to.
- Regenerative:
- Since the beginning of shielding technology there was always the question of "What
to do with all the 'surplus' energy the system had to deal with from incoming energy
weapons. It didn't take very long to realize that this energy could go towards the
ships own benefit (meaning the more it was fired upon the more energy there would be
available to its systems) Unfortunately this simple problem proved to be anything but
simple. Early field tests ended in disaster as many ships were quickly overwhelmed with
systems that couldn't bare the pure raw energy makeup of the EM weaponry. The idea was
abandoned until further technology allowed processing of such intense energy, leaving
the systems to simply disperse the energy in the form of heat and radiation.
Recently tremendous breakthroughs with hypersensitive materials and advances in Metaphysics
have allowed the rebirth of this avenue with successful absorbsion and consequent redistribution
to major subsystems allowing for 40-60% increases in power availability during combat. A
great deal of this new power has been committed back into the shield system minimizing the
"cost" of dispersing a 1GW hit from 700MW to only 400MW. This allows the shield grid
to clear it's absorbsion cells in a much more efficient manner (up to 89% faster) and thus
"regenerating" faster allowing for a much longer sustainable time period.
- Capacity: 8,000 MW/Second
- Hull: Heavy Duranium/Tritanium Double Hull
- Armor: Polarizing reactive armor (4.0 centimeters)
- The armor is one of the strangest pieces of technology on the vessel. A derivative
of Dominion technology, they are essentially a magnum upgrade of an archaic technology.
Called polarizing reactive hull armor, the armor channels an electrical pulse through it,
polarizing the electrical charge in it to deflect energy and concussion damage. The last
time this technology was used was on the Daedalus-class, before the deployment of the first
practical energy-based deflector shields. The cause of its fall out of favor was the limit
of how much charge the hull plating could handle. The Dominion used a quitanium alloy in their
polarizing armor, which could handle thousands of times more charge over the old style plating.
Confederation Fleet R&D had only recently discovered the alloy mix when the Dominion War began.
When the Dominion turned over all their ships in the Alpha Quadrant to the Alliance after surrendering,
they acquired the forges on board the ships used in forging replacement armor. However, Voyager
returned with its deployable ablative armor, rendering the new polarizing armor instantly obsolete
before it was even implemented. Confederation Fleet R&D still saw promise in the technology, and
continued to research it. Today, the quitanium alloy has been refined to the point where it can more than
equal the tensile and insolative strength of deployable armor.
The advantage that polarizing hull armor has over deployable ablative armor is the mass involved. The material
is very lightweight, but can handle a massive polarizing charge. The simulated density of a quitanium armor plate
4 centimeters thick when fully energized is roughly equal to 25 centimeters of old-style ablative armor used during
the Dominion War. The one small price paid is that the vessel loses the full-body coverage that deployable armor
provides. This, however, is counteracted by the fact the reduced mass, and inversely, increased combat maneuverability,
that the ship has. Having the armor charged all the time during a combat situation is a large burden on a ship's power
supply. Therefore, the armor is covered in a network of small ionization and nadion particle detection sensors, which
commands the armor to flash-charge when a damaging force comes close. The reactive sensor grid was the final piece of
technology that made the reactive armor feasible for use once again. Even with this enhancement to the armor, however,
while shields are up it still must be kept running at 35% of normal power due to consumption. While this seems low,
if the shields over a section, or even total failure, causes the energy being used for the failed shield segment to
be channeled to the polarized plating taking it to 100% in the exposed area.
- Personnel Weapon Cache:
- Federation Type I handheld Phaser: 550
- Federation Type II handheld Phaser: 150
- Federation Type III Phaser Rifle: 50
- Federation Type III Phaser Rifle (Heavy): 35
- Experimental Type II Pulse Phaser Gattling Gun: 10
- Assault Rifle(shotgun): 100
- Pulse Phaser Pistol: 175
- Stun Grenades: 500
- Fragmentation Grenades: 200
- Flash Bang Grenades: 400
- Tactical Vests equipped with personal cloak: 40 (limited battery life, 4 hours to a charge)
Other Ship Systems:
- HERP (Holotank Environmental Recreation Platform):
- This rendition of an older technology has recently been picked up and evolved by Star Fleet engineers due to
a rapid advance in sensory, computer and holographic technology.
HERP is a system installed around the CO and other crew members of his/her choice (usually limited to CO and TAC).
This system allows the person inside to view the space surrounding the ship in 2 ways.
The first is a "First Person View" which means that you are basically seeing the ship through the sensors
perspective showing the user a 3D image of what the Main View screen would see.
The second is a "Third Person View" (this is the default view as it inherently holds greater tactical
advantages). In order to be able to utilize this feature three high definition sensor probes (each about the size
of a coffee table) that are launched in the prebattle (or pre scenario) and roam at a safe distance of up to 5 million
km triangulating the positions of up to 20 thousand separate objects in conjunction to the ship's main sensor net allowing
you to have a detailed view (externally and internally, up to sensor penetration) of the objects surrounding the ship.
This technology was created specifically for tactical engagements wherein the CO can take control with superior tactical
over view and whiteness the actual real-time battle field, and thus make correct decisions on the basis of the space
around him. The Tac officer would also have an active HERP at his station that would engage during combat and allow
him/her to target different ships by tapping on their holographic representation, and even more, the Tac officer would be
able to literally peel layers away from the target ship, exposing vital subsystems like shield generators for extremely
accurate pinpoint targeting (This application would be limited to the depth the sensors are able to penetrate the ships
hull. In older/modern ships the penetration would be almost complete whereas in new more advanced ships it could be limited
to 3 decks and even blocked completely.).
The system uses an Iconic based command system that is superimposed next to each target once its chosen giving a
programmable list of options and also allows for voice commands for non conventional solutions to problems that may arise
during the scenario.
- Sensor Systems:
- High resolution mode range: 7
- Low resolution mode range: 21
- Primary instruments:
- Wide-angle active EM scanner
- Narrow-angle active EM scanner
- Pinpoint active EM scanner
- 2.5 meter diameter gamma ray telescope
- Variable frequency EM flux sensor
- Lifeform analysis instrument cluster
- Parametric subspace field stress sensor
- Gravimetric distortion scanner
- Passive neutrino imaging scanner
- Thermal imaging array
- Proximity sensor array type 11-
Computer, Personnel, and Propulsion Systems:
- Computer System: PN Core Mk 1
- The PN core stands for PhotoNanotech computer core. Derived from the original isolinear technology, the PN
core represents the next leap forward in computer technology. Basically, it is a solid-state computing-optimized
substrate that utilizes advanced light manipulation technology to operate much faster and in more advanced ways than
previous computer models. The PN core itself is a 5 x 5 x 4 cylinder resembling dull grey metal; it is featureless
save for data entry nodes and a PTC. The 'metal' is in actuality composed of trillions of nanotech optical computing
nodes, organized in a way to take advantage of the wave particle nature of light. It is therefore naturally parallel
processing on a huge scale, utilizing quantum computing. The capacity of this core is truly staggering; the core
onboard the <insert name of ship here> has the computing capacity of 2 Sovereign class starships circa 2380.
So powerful and efficient is the PN core that the resident AI inside of it could easily attain sentience, although
the software is limited to prevent this. As if all this computing ability weren't enough, it also utilizes the standard
symmetrical FTL field to increase its processing speed even further.
- Warp Propulsion
- Warp Reactor – Romulan CQS MIII <<Compound Quantum Singularity Mk III>>
- The Compound Singularity Drive is compared to the older Artificial Quantum Singularity Drive a much smaller drive
type. It is 10 square meters smaller then the Artificial Quantum Singularity drive. Unlike any other warp drive engine
type the Compound Singularity Drive has internal and external emitters. It may be smaller then the larger drive types,
but due to its large power output the external emitters are required to contain the large warp field it produces,
the emitters unlike the drive itself are unspecified due to the technical specifications of each vessel class
different, needing different sized external emitters.
The Compound Singularity Drive produces an incredible 45,000MW of power, 15,000 MW more then the largest Artificial
Quantum Singularity Drive. Unlike the Artificial Quantum Singularity Drive, its size does not determine its amount
of power. Producing the large 45,000MW of power allows it to be the most powerful warp drive type, which is currently
used within the Republic. The Compound Singularity Drive being internal and external allows it to use its full
potential power; the power output of this drive is even limited due to its lack of conduit strength. When the
conduit strength is upgraded, the power of this relatively small engine may increase, moving it clear out in front
of the rest of the warp drives used for the Republics vessel.
- Transwarp Drive
- The transwarp core is a roughly cylindrical device approximately 1 meter tall and .8 meters in diameter.
At the top is a dual reactant inlet port\coil removal access port. Inside are approximately 3 transwarp spheres;
Federation starships only need 2 to achieve TW, but more increases the speed that can be reached in proportion to
the power applied, as well as redundancies sake. Attached to the core are three support pylons; inside these are
polarizing field generators that help to project the field generated by the spheres. On the surface casing of the
core are 15 field frequency attenuators, as well as 108 interior plasma waveguide plugs. Circling the core is an
annular forcefield guidebar.
The TW field is projected out through the main deflector, which opens the conduit. At this point standard
peristaltic field action moves the ship through the conduit.
- Maximum Speed - Lower Trans-Warp 2nd Domain (Warp 11)
- Subspace Speed: Warp 9.9997
- Nacelles: 2 Armored
- Transporter Systems
- Personnel Transporters (6 person): 6
- Emergency (22 person): 12
- Assault Transporters (40 Person): 2
- Cargo Transporters: 4
Impulse Propulsion System:
- Cruise: .75 c
- Emergency: .85 c
- Impulse Drive: 2 Klingon Hydrogen Energy Impulse Units
- Impulse Engine Fuel: Hydrogen
- Fuel Replenishment: Bussard Scoop
- Maneuvering Thrusters: Klingon "Sech'Nar" Chemical Propulsion
Communications Systems:
- Intraship Transmissions: Voice & Data
- Personal Communicator Range: 900km
- Ship to Ground Range: 42,000 - 100,000km
- Communications Speed: 18.5 kilo quads/second
Auxiliary Craft Assigned to CSS Enterprise:
Launch Systems:
- Bombers launch from a tube system which is standard in Starfleet Vessels.
- The fighters are held in the aft ventral of the ship in nose down with a mini airlock hatch and tube
connecting the cockpit to the locker room. The fighters were specially designed for this type of launch
bay. The fighters are held in the bay by 2 extensions that come off the aft section and lock the fight
into 2 clamps. The fighters are launch via hatches in the belly of the ship. To get maximum speed on
launch each "birth" is equipped with a tractorbeam that hits the aft section after the clamps
disengage and repel the fighter out. This combined with the engines cuts launch time in half by allowing
more then 2 fighters to launch at a time.
Fighters are retrieved by the fighter fly strait into its "birth" and is turned to launch position
via 3 tractor beams off the dorsal and top that lock onto the fighter and rotate it back into place.