USS Cleopatra

Type:

Frigate

Commissioned:

2364 - present

Dimensions:

Length:

339 m

Beam:

290 m

Height:

53 m

Decks:

14

Mass:

900,000 tons

Crew:

190

Armament:

4 x Type VIII phaser arrays, total output 9,500 TeraWatts

3 x Standard photon torpedo tubes + 90 torpedoes

Defense Systems:

Shield system, total capacity 1,012,500 TeraJoules

Standard Duranium/Tritanium single hull

Standard level Structural Integrity Field

Warp Speeds:

Normal Cruise: Warp 6

(TNG Scale)

Maximum Cruise: Warp 9.2

Maximum Rated: Warp 9.4 for eight hours

Strength Indices:

Beam Firepower: 190

(Galaxy Class = 1000)

Torpedo Firepower: 375

Weapon Range & Accuracy: 130

Shield Strength: 375

Hull Armor: 50

Speed: 890

Combat Maneuverability: 15000

Overall Strength Index: 335

Diplomatic Capability:

Grade 3

Expected Hull Life:

100 years

Refit Cycle:

Minor: 1 year

Standard: 5 years

Major: 25 years

Added Features:

The New Orleans class was introduced as a counterpart to the large Nebula and Galaxy class starships. The intention was to produce a Frigate which incorporated the technology advances being deployed on these two starships. The New Orleans would also have nearly equal speed to facilitate fleet operations

One unique feature of the New Orleans class is the torpedo arrangement. The ship carries a heavy armament of three torpedo tubes of the most modern type available. When this requirement was issued the design team expressed concerns that the tubes would take up far too much internal volume, necessitating a near 20% reduction in the science capacity of the ship. A reduction to one tube was requested, but Starfleet command rejected the idea. After much consideration, the design team finally decided to mount two of the torpedo tubes in 'bolt-on' modular packs; each module would contain the tube, loading and firing mechanism, supporting power and computer systems, and a magazine of thirty photon torpedoes. The antimatter warhead material is tapped off from the fuel supply as normal and transferred to the pod immediately prior to firing. Computer simulations indicated that the skeleton structure of the Engineering was not sufficient to support a third torpedo pod, so the lower engineering hull was re-designed to include a prominent projection on the underside which provided the extra volume required to house the torpedo tube and loading system - the magazine being housed within the engineering hull proper

  This ingenious concept not only allowed all three torpedo tubes to be housed within the design, but also permitted a nearly 25% increase in the volume available for other applications within the proper hull. This has allowed most of the major systems to be upgraded; the shield grid of the New Orleans class is one of the most powerful ever installed in a ship of this size. Her maneuverability is also quite impressive, although some vessels have experienced problems with hull stress around the connect points for the torpedo pods. The sensor and computer systems of the New Orleans represent a significant increase in capacity over previous designs
 

ADHA:

The Advanced Holographic Decoy Array was one of the newest things out of what's left of Starfleet R&D. It's basically a large hologram emitter that's tied into the main deflector, for projection, and all tactical systems. It can be used to create decoys and other such things for it's ship. When used properly, it's an asset to any combat vessel. 

  Holo Cloak:                                                                A device that disguise the ship instead of hiding it. 
  Updated Computer:                                                   The computer system has been updated to a bio neural type that allows for faster computations, about twice as fast as a bio gel pack type. 
  Tachyon Sensors:                                                     The range will stay the same BUT The sensor's use
a tachyon grid to scan for tachyons emitted by cloaked ships.  There is a drawback to this system though.  To emit a full grid with no gaps takes a large amount of power.  When the system is used, Shields and Warp drive do not function, and maximum impulse speed is limited to 2/3 impulse power.  The grid also has an operational limit of 1 light year, making the scanning range relatively
limited.  Also the design is old, so the effectiveness of the system is also dropping.  At last check, the full powered tachyon scanners had 25% success.
  Multi layer shielding:                                                           This is two layers of shielding, the outside layer is the strongest, then the inside layer is half as strong.  When the outside layer fails, then the next layer takes it's place
and strengthens to full.  The only draw back is that it takes twice as long to raise shields to full strength, uses high energy yields, and phasers operate at 75% efficiency.  In addition the ship will function only at 2/3 impulse power.
  VRTS:                                                                                      A VR interface unit was suggested that would allow the TAC officer improved control of both torpedoes and phasers.  Guidance nodules were implanted into torpedoes to allow the TAC officer to guide them as they moved through space using the VR interface. A similar design was used on the phasers to allow for improved targeting accuracy.  Due to interface of VR and real time there is a momentary time displacement experienced by the user resulting in momentary dizziness.  Life signs become unstable until the point where system interface must be terminated leaving the operator fatigued.  Control nodules on torpedoes must be re-calibrated before each use requiring an engineer to be present in the torpedo bay to calibrate the nodules
  Modified Bridge Screen:                                                        View Screen has been replaced with a holo projector, that allows you to see the ship as it would appear in space and surroundings, and has a sub projector that allows for holographic communications.
  Shrapnel torpedo:                                                     To be used once an enemies shields have been brought down, this would give a hull breach without destroying the enemy ship
  Added Armour:                                                     Double armor but it will slow maximum warp speed down to warp 8.5 due to added bulk

 

Electromagnetic Pulse Cannon:                                       Otherwise known as the EMP or EPC, is a high powered systems disruption device.  A single blast from this
weapon will almost certainly shut down all of the electronic systems of any vessel under seven hundred meters down, provided that the target isn't specially shielded against such an attack.  It is deterred by energy shields, but a full power blast will cut through most shielding arrays.  The normal tactical usage of this weapon is  for the ship using it to use stealth or some other means to sneak up on a target, fire a full power pulse, disabling the target, then boarding the target to take it over.  Using this method, the boarders will have gained command of a fully operational starship,
upon repairing the damage to it's electronic package, a job that normally takes one to three hours.

This weapon system has three major drawbacks, the first of which being that it has a slow rate of fire, due to the large power draw and the cooling time required between shots.  Second, it requires extremely large amounts of power, enough that on a smaller vessel, it will usually take most of
the power from the phasers, rendering them temporarily unusable.  That is an obvious danger in a fight, but one possibly evaded if you have a heavy torpedo armament available to you.  The last drawback is that when this weapon is fired, it has a tendency to disrupt the electronics package of the ship using it.  Shields, weapons control,
navigation, and many other systems are disrupted temporarily, making the starship particularly vulnerable for a period of five seconds, an eternity in combat. 

It is generally felt that this weapon has redeeming qualities that make up for these drawbacks, however it is
recommended that it is not used very often in large fleet actions as the pulse's disruptive effects are difficult to limit to a single target.