USS Enterprise (NCC-1701-F)

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U.S.S. Enterprise • NCC-1701-F
EnterpriseF-01.jpg
Vessel Class: Enterprise-class
Vessel Classification: Advanced Heavy Explorer
Affiliation: Federation Starfleet
Current Status: Active (Commissioned in 2412)
EnterpriseF-DedPlaque.jpg

The U.S.S. Enterprise, Starfleet registry NCC-1701-F (also NX-1701-F), is the prototype for the Enterprise starship class of the United Federation of Planets following the end of the four year long civil war that nearly tore the Federation in half. Designed at the Utopia Planitia Fleet Yards, with design teams from New York ship yards, Celestial ship yards on Bajor, and even the Vulcan Institute of Science and Technology research center participating in the designing.

After the end of the civil war, it was decided that a new starship class was needed to help heal the Federation. Choosing a name that commanded respect throughout the Federation, Enterprise was perhaps the most famous and respected name that was available. Despite being the eighth Starfleet ship to carry the name, the Enterprise-F is the first to be named as a starship class, and the first in thirty years to carry the name, after the Enterprise-E was lost saving a Federation colony from a Tzenkethi slavery fleet in 2382.

The new Enterprise is the largest starship to be built by the Federation, and by far the most advanced. Because of the Civil War, most technological advances were withheld in order to keep them a secret from seperatist forces and new starship classes were abandoned because of a lack of resources on both sides, and Enterprise is the first starship in more than ten years to be equipped with new, experimental technology.

Contents

Primary Starship Specifications

Vessel Configuration: Federation Multi-Mission Explorer

Starship Dimensions:

  • Length: 1,123 meters
  • Beam: 443 meters
  • Height: 122 meters
  • Decks: 26 (4 meters per deck)

Crew Compliment:

  • Starfleet Officers: 515
  • Starfleet Enlisted: 1,135
  • Marine Officers: 80
  • Marine Enlisted: 325
  • Civilian Specialists: 150
  • Civilian Residents: 0
  • Maximum Life Support Capability: 15,000

Propulsion Systems:

  • Warp Core: One Enhanced Cochrane Warp Core feeding 2 nacelles
    • Cruising Speed: Warp Factor 9.0
    • Maximum Cruise: Warp Factor 9.9
    • Maximum Attainable: Warp Factor 9.998
  • Impulse Fusion Reactors: Two Celestial-Class Mark-I Impulse Fusion Reactors
  • Quantum Slipstream: Mark-III Benamite-based Quantum Slipstream Drive, maximum velocity equalivent to Warp 9.9999952 (20,406,011.7 x the speed of light)

Tactical Systems:

Offensive Systems:

  • 18 × Type-XVII Phaser Arrays
  • 10 × Type-7 Burst Fire Torpedo Launchers (6 forward, 4 aft)
  • 3 × Type-1 High Yield Pulse Phaser Cannons
    • 300 Photon Torpedoes (Mk 13)
    • 150 Quantum Torpedoes (Mk 5)
    • 50 Multiphasic Torpedoes (Mk 1)
    • 15 Tricobalt Explosive Torpedoes
    • 5 Gravimetric Torpedoes

Defensive Systems:

  • Primary and Secondary Auto-Regenerative Shield Matrix Generators
  • Heavy Double Hull plus 20 centimeters of Mark I Polarized Ablative Hull Armor
  • High Level Structual Integrity Field

Command Locations

Main Bridge

The Main Bridge is the primary Command and Control location aboard the Enterprise. Situated on Deck 1 on the primary hull, the Main Bridge is a single-level command center that shares more than some similarities to the Galaxy-class starship's Bridge.

The basic layout retains the traditional posts, with seating for the Commanding Officer, Executive Officer, and Second Officer at the center of the Bridge. Unlike the previous Enterprise, the Executive and Second Officer's chairs are equipped with full consoles instead of simplified, smaller consoles.

Directly behind the Command Area and elevated by two steps is a large, 3 person console that is currently configured for Marine Operations and Deployment, Tactical, and Security.

From the Marine Operations and Deployment post, the Marine Detachment Commander can work from here to quickly deploy marine fireteams and manage the marine compliment's duty roster and deployment layout for the entire ship.

Directly in the center of the console is the Tactical control board. Because of the sensitive nature of this console access has been restricted to Bridge Officers with a Level-5 clearance. From Tactical, the ship's Tactical Officer controls the Enterprise's offensive and defensive systems.

Directly across from Tactical and opposite Marine Ops is the Security Officer's post. From here, the Security Officer on the Bridge can access the ship's intruder sensors, deploy security teams, and perform simplified security operations that can usually only be done from the ship's Security Office.

At the front of the Bridge and lowered by two steps is another large, 3 person console. This console is more angled than the Security/Tactical/Marine console and is presently configured to serve as Operations Management, Flight Control, and Air Group Deployment.

Directly to Starboard and against the Starboard bulkhead is the Science I, Science II, and Mission Operations consoles.

Directly to Port against the Port bulkhead is the Engineering I, Engineering II, and Damage Control consoles.

Main Engineering

Main Engineering is located on Deck 16 and comprises of three levels, with Levels 1 and 2 being the primary service and work areas and Level 3 being access to Maintenance and Jefferies tubes.

Unlike most other Main Engineering Rooms, the Enterprise's lacks a master situation table on the ground floor. Instead, there is a small 'pit' of six consoles just in front of the warp core that can be used to access all primary systems on the ship.

The Chief Engineer's Office is also on Level 2, providing an excellent view of all Engineering stations for the Chief Engineer to have an easy line-of-sight with his staff and able to get a status report at just a glance.

Combat Information Center

The Combat Information Center (or CIC) is a large, two-level command and control center located on Decks 3 and 4, with the primary level being on Deck 4. The CIC's shape is roughly circular, and is accessible by three magnetically sealed heavy doors, similiar to those found on the cargobays and holodecks. Due to the sensitive nature of the CIC, access is restricted even higher than the Bridge.

In an emergency situation, the CIC can act as an auxiliary command and control post, with the center area serving as the "Captain's Chair", however instead of a chair, there is a large master situation table that the Commanding Officer and Executive Officer work at. Typically, instead of chairs, there are retractible stools that slid out from under the table to allow the Commander and First Officer to sit instead of standing for hours on end.

Other stations in the CIC include:

  • Command and Control
  • Communications
  • Damage Control
  • Helm and Navigation
  • Tactical
  • Damage Control
  • Engineering and Environment

Adjacent to the Command Table is the Communications alcove. From here, the communications officer has a dedicated terminal to allow contact with the Enterprise's shuttles and attack fighters when launched, otherwise, the communications officer monitors every transmission in and out of the ship. The communications officer also has a direct high-speed datalink connection with the main computer core and the universal translation matrix.

Situated to the far side of the CIC is the Damage Control station. While usually unmanned, the DC station is filled with displays and holographic situation reports. From the DC station, the officer in charge can get more detailed reports than anywhere aside from Main Engineering, and has priority links to the Damage Control Repair teams throughout the ship. One of the Enterprise's new damage control methods is, when emergency forcefields fail, every section of every deck is an emergency bulkhead that can be released to prevent decompression. This method is controlled from the DC station in the CIC, as well as the Bridge and Main Engineering. The emergency bulkheads can also be deployed when intruders board the ship and are able to bypass the security containment fields.

The Helm Station in the CIC is a more robust console than on the Bridge. Since there are no viewports or viewscreens in the CIC other than the sensors, navigation is done by strict sensor use only. Due to the complexities of flying the Enterprise from the CIC instead of the Bridge, there is seating for two other officers to assist in navigation and flight control.

Tactical Systems

Offensive Systems: Phaser Arrays

Offensive Systems: Torpedo Launchers

Offensive Systems: Phaser Cannons

Defensive Systems: Shield Generators

Defensive Systems: Ablative Hull Armor

Alert Status

Peace Time Options

  • Condition Green: The normal operating mode of the Enterprise. Weapons are powered down, shields and other defense systems are offline, and the crew goes about their normal day-to-day duties and ship operations. Also referred to as "cruise mode".
  • Condition Yellow: One step above Condition Green, or one step below Condition Red. During Condition Yellow, or Yellow Alert, the ship's defense systems are activated, weapons are placed to hot-standby mode, and the shields are brought to full power. All Medical personnel, Damage Control teams, Security and Marine teams, and torpedo bay crews are placed on standby status and are to be ready to report to their stations within five minutes.
  • Condition Red: The highest alert status in Peace Time operations. When Condition Red, or Red Alert, is activated, the ship's weapons arrays and shields are brought to full power. All able personnel are expected to report to combat stations, armed security and marine teams are dispatched to stand guard in sensitive areas aboard the ship, and senior officers save for the Chief Medical Officer and Chief of Engineering, are to report to the Bridge while the others report to the Medical Bay and Engine Room, respectively. If Combat Stations is ordered, bulkhead doors may be sealed to contain intruders or prevent further decompression in the event of a hull breach, marine teams begin patrolling corridors, and all non-combat personnel are to report to their quarters until Combat Stations alert is lifted.
  • Condition Grey: Used when the ship's fuel comsumption is required to be minimal. Turbolifts, Transporters, Replicators, Weapons, Deck Lighting and all non-essential systems are taken offline. Artifical gravity is reduced to 40% operating power. Emergency power is used for life supports. Warp Core is taken offline via cold shutdown. Inertial damping and structural integrity systems are operated at minimum power. Deflector systems are either shutdown, or reduced to minimum levels for non-flight operation. Shuttlebay operations are suspended, as the shuttlecraft can provide energy support if necessary. Life support systems are brought to minimum levels, and shutdown on non-essential decks. Holodeck or Holosuite use is terminated.

War Time Operations

  • Condition Five: Normal Condition used while the ship is in dock with a Starfleet or Starfleet affilitated starbase, space station, or Drydock. During this condition, the ship's internal power is reduced to 40% while the remaining 60% is drawn from an external power supply through the umbillical support connections. Extra security is assigned around all airlocks, shuttlebays, and transporter rooms.
  • Condition Four: Normal Day to Day Operations aboard ship. Comparable to Cruise Mode.
  • Condition Three: Hostile contact is possible. Weapons are powered down, shields are at half power. Crew is at less than combat readiness. Normal day-to-day operations continue.
  • Condition Two: Threat probable, but not present. Crew readiness is somewhat more relaxed than full readiness. Damage Control, Emergency Medical, Security, and Marine teams are all expected to report to their combat posts within five minutes.
  • Condition One: Threat is present, or imminent. This alert places the ship at its highest state of readiness. All crews go to their combat posts. Commanding Officer is on station. Senior Officers report to their designated combat duty stations. Emergency forcefields are powered up and ready to activate, and bulkhead doors are all sealed in the event of decompression hull breach. Emergency teams report to their stations.

Computer Systems

Computer Cores

There are a total of four primary computer cores aboard the Enterprise with two cores located in the primary hull and two others in the secondary hull.

Because of the Enterprise's complexity, there are also two auxiliary computer cores aboard the ship, each in the primary and secondary sections.

The computer cores operate using a form of positronic circuitry, developed by Doctor Noonien Soong in the mid-24th century and further developed from 2390 until 2405 when it was approved by Starfleet Operations. The positronic circuitry has, effectively on new starships, replaced the isolinear optical circuitry that was in use from 2320 until 2407 in much the same way that the isolinear replaced the duotronic circuitry of the 23rd century.

Crew Support

Sickbay and Medical Care

Primary Sickbay

The Primary Sickbay is located at the forward of Deck 8 of the Saucer Section. The Enterprise Medical Complex is one of the largest ever to be placed on a starship, and even larger than on some Starbases.

Overseen by the Chief Medical Officer, the Primary Medical Complex is staffed by 5 M.D.'s, 15 nurses and over thirty medical technicans at all times, however in an emergency, this number is usually doubled. However, if the Enterprise is responding to a distress call, the number of medical personnel can be tripled.

The Enterprise's medical care area is dubbed as "Medical Complex" instead of the traditional "Sickbay" due to the sheer size and volume that the complex supports. With fifteen seperate surgical suites, thirty exam rooms, and a large treatment bay which contains over seventy biobeds. Other features of the Medical Complex includes Dental care offices, OB/GYN, nursery areas, holographic suites for child care and surgical recovery, and neonatal care rooms.

Like all starships since the mid-2370's, the Enterprise is equipped with an Emergency Medical Holographic Program, and the Mark VII Holographic Medical Trauma Teams.

Secondary Sickbay

Emergency Medical Stations

The Enterprise, like most other Starfleet ships and installations, is equipped with multiple emergency medical stations on every deck of the starship in the event severely injured crewmembers cannot make it to Sickbay in time.

The E.M.S.'s are typically suited with either one or two bio-beds, but are also equipped with most of the same surgical tools found in the main Sickbays, and feature advanced holographic emitters for the Emergency Medical Holograms.

The Emergency Medical Stations are usually staffed by one or two medical officers at all times, however in emergency situations, the number can be increased up to three or four, depending on the location.

Holographic Simulators

The Enterprise is equipped with some of the most advanced recreational facilities known to the Federation's Starfleet. Chief among them is the new Holographic Simulators. While operating on the same basic principle of the original holodecks from the 2360's, the new holographic simulators use an advanced form of photonic energy. The new photonic energy allows for three times the resolution of the holographic technology featured on Enterprise-E, as well as enhanced textile features to allow the holographic items to feel even more realistic.

While the holodecks and holosuites are open for all members of the crew, use of the holodecks and holosuites during duty hours, an alert status, or ship-wide power conservation mode, that is not related to official ship's business, will result in displinary action.

Holodecks

The Enterprise has a total of twenty holodecks aboard at various locations throughout the ship. Thirteen are located in the primary hull while the last seven are located in the secondary hull.

The Holodecks typically range from 2 decks high with over 100 square feet, and are able to fit more than ten people before the holodeck begins to have problems with resolution and computer lag time.

Holosuites

While the Enterprise Holosuites lack the resolution, space, and processing power that the full-sized Holodecks provide, there are far more of the Holosuites than Holodecks. With numerous Holosuites on nearly every other deck of the ship, the Holosuites can fit up to three users at one time without any noticible resolution drop-off, however more than three can cause noticible computer lag time, as well as reduced resolution.

Other Locations

Quarters, Staterooms, and Barracks

Crew Quarters on the Enterprise are located on Decks 2 - 6, 10 - 12, and 17 - 20. Invidiuals assigned to the Enterprise are assigned their own cabin when they are assigned to the Enterprise for a period longer than six months. After six months, the crew are permitted to reconfigure their quarters within acceptable limits given the hardware, volume limits, and power requirements.

However, crew members that are on temporary assignment to the Enterprise, depending on their rank, are assigned to standard crew quarters and, officers below the rank of Lieutenant, are required to share their quarters with at least one other officer.

Senior Officers Quarters

The Senior Officers Quarters, located on Deck 6 of the Primary Hull, consist of a large-size bedroom, living room, and a full bath. These units are also outfitted with advanced holographic emitters, while not the same as a holosuite, can create holographic furnature, room decorations, and holographic characters. Advances in subspace communications also allow a 'link-up' with other compatible units that are within holo-comm range. For an example, instead of having to communicate with other people through a viewscreen, the holo-link allows for the crew member to have a real-time conversation in the same way as it would be 'in-person'.

Junior Officers Quarters

Junior Officers on the Enterprise are typically assigned to shared quarters with one other occupant, although officers above the rank of Lieutenant (J.G.) may be assigned their own state room. These shared quarters are equipped with two medium-sized bedrooms with a small bath adjoining a single large living room.

The living room may be decorated at the two officers' discretion, however additional hardware is typically not allowed unless the two occupants are on extended assignment to the ship. The living room is also equipped with advanced holo-emitters, but lack the holo-link capability of the Senior Officers' Quarters. These emitters can be used to create holographic furnature, change the room decor, and have limited access to the holographic character database.

Enlisted Crew Quarters

The Enlisted Crew Quarters are units assigned to two crewmembers. These units include a living room and a single bedroom with two twin-sized beds. These staterooms are equipped with basic holo-emitters that are only capable of creating basic holographic furnature and objects, such as a flower vase or a table.

Enlisted crew assigned to the Enterprise for longer than six months may be upgraded to a junior officers' quarters if their ranking is above an E-5.

Marine Barracks

The Enlisted Marines assigned to the Enterprise are assigned to barracks instead of crew quarters. These barracks house six marines per unit, and are equipped with two upper, middle, and lower bunkbeds, a food replicator, and a living area. While the barracks can be customized by the Marines that they are housing, luxuries such as holo-emitters can not be installed due to the configuration of the barracks.

The barracks are all located on Deck 5 of the primary hull.

VIP / Ambassador Quarters

As the Flagship of the Ninth Fleet, the Enterprise is equipped with several VIP and Diplomatic Quarters. These cabins are 25% larger than even the Captain's Quarters, and contain a living room, dining area, optional kitchen, and some even include two bedrooms.

Typically, the VIP Quarters are not assigned to anyone aside from visiting Ambassadors, Heads of States, Politicans, and other Starfleet Captains and Admirals.

All VIP Quarters are located on Deck 6.

Propulsion Systems

Warp Propulsion

The Enterprise is equipped with a next-generation experimental warp drive that unlike conventional warp drives, operates on a slightly different subspace principle, using much hotter warp plasma temperatures and a more rarified dilithium crystal. Because of the different subspace physics involved in the ship's warp drive, it is possible for the ship to maintain a high warp factor for a longer period of time before auto-shut down occurs.

Like nearly all Federation Starfleet vessels in current service, the Enterprise's Warp Core runs vertically from Deck 10 to Deck 22 in the Engineering Hull, with the Mater/Anti-matter Reaction Chamber being located inside the three-tier'ed Main Engineering Complex, which occupies Decks 14, 15, and 16, which Deck 16 being the Main Level.

Impulse Propulsion

The Enterprise's sub light drive is powered by two Impulse Engine, each with four Impulse Fusion Reactors. Each engine is located on the port and starboard aft sides of the primary hull, these engines are what propels the ship at up to .85 light speed, using a temporal shielding to prevent the ship from attaining time dilation effects. Although the Impulse Engines do indeed have enough power to push the ship up to the speed of light, numerous fail safes are designed and hardwired into the engines to prevent it due to the above mentioned time dilation effects.

Quantum Slipstream Propulsion

The Enterprise is equipped with a new Quantum Slipstream drive that is currently in limited production and testing phase, and has only been deployed on three other starships in the fleet. As like all Quantum Slipstream Drives, the drive operates by sending power from the drive to be routed through the main deflector which, in turn, directs a narrowly-focused, directed warp field that is initiated by manipulating the fabric of the space-time continuum at the quantum level. It works by focusing a quantum field through a deflector dish to generate massive changes in local space curvature; this creates a subspace tunnel, which is projected in front of the vessel. Once the ship has entered this tunnel, the forces inside propel it at incredible speed. In order to maintain the slipstream, the Enterprise has to constantly modify the quantum field with its deflector dish and its computer core. Failure to generate the correct quantum fluctuations and the phase variances will result in the slipstream collapsing, which will result in severe damage to the ship's spaceframe that could result in structual collapse, meaning the ship will, essentially, implode.

Unlike the previous generation of slipstream drives, Enterprise's drive was upgraded with a prototype Benamite recrystalization matrix, allowing the ship to operate with the same benamite crystals for up to six years before the crystals would need to be replaced, compared to the one year, previously. Another advantage is that the recrystalization matrix further stabalizes the Quantum field, allowing the Enterprise to set new speed records for Federation technology, and is capable of traveling at speeds equal to Warp factor 9.9999952, or in comparison 75,000 lightyears in just 32 hours.

Utilities and Auxiliary Systems

Communications

Intraship Communications

As typical of most starships in the past fifty years or so, the Enterprise internal communications network relies mostly on the use of onboard and dedicated communications systems consisting of both commpanels and audio sensors that are tied into the ships communications network. While a user does not have to use a commpanel to open a communications link to another location, use of the companel allows more flexibility, such as conference calls, encryption, and text input. When a user is not able to use a companel, the ship's audio sensors always "listen" for a crew member to speak his or her last name or location, and then speak their requested parties name or location, with an example being "Kent to Bridge" or "Bridge to Engineering".

External Communications

Holographic communications advances, as well as hyper-subspace communications, over the past twenty to thirty years has led to a significant amount of progress in allowing holographic communications to become a more "day to day" thing aboard starship life. While traditional communications, such as visual face-to-face over a viewscreen or even antiquated audio only through a speaker remains part of one's life on the Enterprise, holographic communications allow virtual face-to-face contact between two people, or even more when used as a conference mode. When in a holo-comm, the user's holographic image is transmitted over a hyper-subspace communications line to a destination within range and the recipient's holo-image is transmitted back in real time to allow a true form of communication "in person" and normal dialogue, or if in range, actions, can be performed as if the two users, or more, are in the same room together.

While, obviously, holo-communications can only be used in areas outfitted with holographic emitters, the range of the holo-comm remain limited due to several factors, including fragmentation and corruption, as well as computer processing power required.

Science and Sensor Systems

Auxiliary Craft

Shuttlebay One

Shuttlebay One of the Enterprise is four decks high and has the flight deck located on Deck 8, and serves as the operable flightdeck for the ship's Space Superiority Fighters and two Arrow-class runabouts.

As the shuttlebay for the largest auxiliary crafts carried by the Enterprise, Shuttlebay One is equipped with the support systems and crews to maintain the fighters and runabouts.

Due to the large size of the Enterprise, the Shuttlecraft Maintenance Bay is located directly behind the flight deck and all maintenance, refits, and damage repair are carried out here. Overseen by the Chief of the Deck, the Maintenance Bay and Flight Deck is usually staffed with up to fifteen technicans that are trained and specialize in the repairs to the fighter craft.

Shuttlebay Two

Shuttlecrafts and Runabouts

Shuttles

Enterprise has a total of twenty Type-20 shuttlecrafts as its primary auxiliary craft type, although the Type-20 is augmented by five Type-14 shuttlecrafts and a variant of the Type-20 designated as Type-20A for heavy cargo transportation.

Five of the Type-20's, three Type-14's, and the Type-20A are stored in the Main Shuttlebay, with the rest being evenly distributed between Shuttlebays 2 and 3.

Runabouts

Because of its size and its expected mission parameters, the Enterprise is also assigned two Arrow-class, one Volga-class, and one New Atlantic-class Runabouts.

The Arrow-class runabouts are both housed inside the Main Shuttlebay, while the Volga and New Atlantic reside in Shuttlebays 2 and 3, respectively.

Runabout Names:

  • New Atlantic-class:
    • U.S.S. Adriatic
  • Arrow-class
    • U.S.S. Achilles
    • U.S.S. Horizon
  • Volga-class
    • U.S.S. Rubicon

Space Superiority Fighters

As recent skirmishes between the Federation and other neighboring empires have begun to flare up once again, Starfleet decided to impliment an ancient style of space combat. Enterprise is one of the first starships to be launched in recent history with its own fighter detachment. These include: Viper-class fighters, Valkyrie-class fighters, Wasp-class tactical support crafts, Mako-class troop transports, and Raptor-class multi-purpose crafts.

The fighters are typically stored inside the Main Shuttlebay, whilst the troop transports are stored in the auxiliary flight bays on Decks 23 and 24.

Deck Layout - Key Features

Deck 01 - Upper Level: Main Bridge, Captain's Ready Room, Observation Lounge

Deck 01 - Lower Level: Transporter Room 1, Armory, Medical Care Suite, Executive Officer's Office, Second Officer's Office, Captain's Stateroom

Deck 02: Officer's Lounge, Conference Rooms, Junior Officers' Quarters, Diplomatic Offices

Deck 03: Combat Information Center - Upper Level, Junior Officer's Quarters, Mess Hall and Galley

Deck 04: Combat Information Center - Main Level, Junior Officer's Quarters, Transporter Rooms 2 - 5

Deck 05: Enlisted Crew Quarters, Military Crew Quarters, Marine Detachment Commander's Office, Marine Training Holosuites, Marine Mess Hall, Main Gymnasium

Deck 06: Senior Officers' Quarters, including Captain's Quarters, Holosuites

Deck 07: Marine Barracks, Marine Commander's Office, Marine Mess, Marine Gymnasium, Marine Operations Center, Ship's Boxing Ring

Deck 08: Primary Medical Complex (Sickbay), Main Shuttlebay - Flight Deck, Shuttlecraft Maintenance Bay, Pilots Ready Room and Briefing Rooms

Deck 09: Multi-purpose Science Labs, Astrometrics, Stellar Cartography, Holographic Programming Labs, Cybernetics Labs, Theoretical Sciences Labs, Cybernetics Lab, Chief Science Officer's Office

Deck 10: Junior Officers' Quarters

Deck 11: Junior Officers' Quarters, Primary Hull Power Allocation Center

Deck 12: VIP / Ambassadorial Quarters, Press Cabins, Enlisted Crew Quarters, Junior Officers' Quarters, Captain's Yacht Docking Port

Deck 13: Starboard and Port Saucer Section Airlocks, Ship's Lobby, Main Crew Lounge, Holodecks, Impulse Fusion Reactors, Recreation Rooms, Aquatics Center, Main Gymnasium, Primary Sensor Arrays

Deck 14: Shuttlebay Two - Flight Operations

Deck 15: Main Engineering - Level 2, Shuttlebay Two - Flight Deck

Deck 16: Main Engineering - Level 1, Chief Engineer's Office, Industrial Replication Center, Shuttlebay Two - Shuttlecraft Maintenance Bay, Secondary Hull Medical Bay

Deck 17: Enlisted Crew Quarters, Aft Damage Control

Deck 18: Enlisted Crew Quarters

Deck 19: Enlisted Crew Quarters, Navigational Deflector Control, Secondary Hull Docking Ports

Deck 20: Cargobays, Quartermasters' Office

Deck 21: Ship's Arboretum - Upper Level

Deck 22: Ship's Arboretum - Lower Level, Botantics Bay

Deck 23: Waste Reclaimation Center

Deck 24: Secondary Hull Power Allocation Center

Deck 25: Forward and Aft Tractor Beam Emitters

Deck 26: Warp Core Ejection Systems

Crew Manifest

Photo Name Position Rank
RyanKent-CharPic.jpg Captain Ryan Kent Commanding Officer 2410-red-captain.png
Candidate To Be Announced Executive Officer 2410-red-commander.png
Position Open for Recruits Chief Helm Officer 2410-red-blank.png
Position Open for Recruits Chief of Engineering 2410-gold-blank.png
Position Open for Recruits Chief of Operations 2410-gold-blank.png
Position Open for Recruits Senior Watch Officer 2410-red-blank.png
Position Open for Recruits Chief Security Officer 2410-gold-blank.png
Position Open for Recruits Chief Tactical Officer 2410-gold-blank.png
Position Open for Recruits Deputy Security Chief 2410-gold-blank.png
Candidate To Be Announced Chief Science Officer 2410-teal-ltcommander.png
Position Open for Recruits Chief Medical Officer 2410-teal-blank.png
Candidate To Be Announced Senior Ship's Counselor 2410-teal-ltcommander.png
Position Open for Recruits Commander, Air Group 2410-blue-blank.png
Position Open for Recruits Assistant Chief Engineer 2410-gold-blank.png
Position Open for Recruits Deputy Security Officer 2410-gold-blank.png
Position Open for Recruits Assistant Medical Officer 2410-teal-blank.png
Position Open for Recruits Assistant Science Officer 2410-teal-blank.png

Picture Gallery

Exterior View Schematics

Interior View Schematics

Interior Pictures


Template:Enterprise class starships

Template:Enterprise Lineage



The Enterprise is based upon the Perception-class built by Josheua Samuelson, who has graciously allowed us to use his design. These specs, and of course name, aren't official, but if you'd like information on the original Perception, check out his website

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