USS FORSAKEN-A

Exterior View

 

Side Top
Bottom Front
 
Rear  

Bridge

Type:

Cruiser - Falkirk Class

Dimensions:

 

Length:

805.40 m

Beam:

387.08 m

Height:

88.48 m

Decks:

21

Mass:

3,055,000 tons

Crew:

500; 4,500 evacuation limit

Propulsion:

One cochrane warp core feeding two warp nacelles; two subatomic unified energy impulse engines

Armament:

6 x Type XIII phaser arrays

 

15 x Pulse fire Quantum torpedo tubes + 3000 torpedoes

Defense Systems:

Multi Layered Regenerative Shield System

 

Standard Duranium/Tritanium double hull plus 5.4 cm high density ablative armor

 

Standard level Structural Integrity

Shuttle Compliment:

Shuttle bays: 3
Shuttles:  2 Type-10 Shuttles, 6 Type-11 Personal Shuttles,
runabouts: 2 Warhammer Runabout

Warp Speeds:

Normal Cruise : Warp Factor 8

(TNG Scale)

Maximum Cruise : Warp Factor 9.5

 

Maximum Rated : Warp Factor 9.8 for twelve hours

Strength Indices:

Beam Firepower : 1400

(Galaxy Class = 1000)

Torpedo Firepower : 2700

 

Weapon Range and Accuracy : 1017

 

Shield Strength : 2000

 

Hull Armor : 1250

 

Speed : 4485

 

Combat Maneuverability : 3700

 

Overall Strength Index: 1983

Diplomatic Capability:

Grade 5

Expected Hull Life:

80 years

Refit Cycle:

Minor : 1 year

 

Standard : 5 years

 

Major : 20 years

Desk Description:

Deck 1: Bridge, observation lounge, staging room, Captain's ready room

 

Deck 2: Transporter Room 2, Captain's quarters.

 

Deck 3: Strategic Command, Stellar Cartography, upper weapons locker.

 

Deck 4:Photon torpedo bays, Sensor Array, Crew quarters, Science Labs, Holodecks

 

Deck 5: Phaser bank 1. Torpedo Storage, Crew quarters, Science Labs, Holodecks
 

Deck 6: Phaser bank 2., Torpedo Storage, Maintenance, Crew quarters, Science Labs, Holodecks

  Deck 7: Stateroom, guest quarters, transporter room 3.Topside rec rooms, exercise suites.
  Deck 8: Sensor suite, tactical offices. Operations Offices, communications lounge.
  Deck 9: Sickbay, infirmary, medical research labs. Torpedo storage bay, transporter room 4.
 

Deck 10: Senior Officer's quarters, forward phaser bank 3 & 4, forwards torpedo bays.

 

Deck 11: Mess hall, crew quarters

  Deck 12:General accommodations, Lounge 11 (senior personnel).
  Deck 13:Senior Officers quarters, first officer's (XO) office.
  Deck 14:SFMC Officers & NCO quarters, special weapons bay, battle bridge.
  Deck 15: Security offices, Transporter room 1.
  Deck 16:Brig, security mess hall, cargo bays, armory
  Deck 17:Environmental support suite Crew quarters, Science Labs, Holodecks
  Deck 18:Science suites, Cargo bays 11 through 15, Main Deflector
 

Deck 19:Cargo bays 1 through 10, Main Deflector

  Deck 20:Computer core, Shuttlebay 1 (right side), Shuttlebay 2 (left side).
  Deck 21:Engineering section 1, anti-matter storage. Engineering section 2.Warp core.
  Deck 22:General accommodations, Wallace-Class Drop ship hull interconnects

Added Features:

Cloaking Device

 

Refractive Chameleon coated hull for stealth mode and camouflage when landed

 

The Forsaken was modified before her assignment to the Gateway by attaching a landing mechanism enabling the crew to land the ship when needed and was remodeled to include MVA (Multi-vector assault)

  Given her travels to alternate worlds and time eras, some modifications have been made to the Forsaken's defenses and offensive capabilities in order to deal with unknown threats.
 

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.

Class History:

The Falkirk is one of the first starship classes designed with a docking port for a smaller starship - in this case, the companion Wallace-Class escort, which docks at the bottom decks of the Falkirk's saucer section.

New vessels off the line sport a dozen attack craft in its hangar and fifteen torpedo tubes , making the Falkirk Class the most lethal fighting vessel ever to serve in the Federation, more so than the Prometheus Class Tactical Assault Cruiser and the new Defiant Class Escort vessels. Fast, maneuverable, and sturdy, two ships alone were lost to the Dominion War.

However, testing has proven over and over in simulations that capital ship power always wins out over fighter attack capabilities. This philosophy was enhanced during the Battle for DS9 during the Dominion War, when wave after wave of Peregrine attack fighters were annihilated by Dominion cruiser formations. The Falkirk's heavy armament, defensive armor, and sheer mass mark it as son to become one of the preferred ships of the line of the Federation Starfleet, serving in a similar capacity as the Akira-Class. Presently, twenty-two serving throughout Federation Space, and no end is presently scheduled in the production life of the Falkirk Class.

With the Dominion war looming, Starfleet ordered new weapons designs to be tested and new ships to be built. The Falkirk Class was one of the first ships to be fitted with the new systems being tested. These included the rapid -fire photon torpedo launchers, the Type X phaser banks, and the starship separation system.

The prototype photon torpedo launchers were located only in the aft weapons module in case of a malfunction in the rapid injection system, protecting key systems such as the computer core, and more importantly, the warp core from danger of an internal explosion. If a malfunction occurs, the torpedo will detonate inside the ship.

Compared with the Active production vessels, the Separation sequence was very different, seen by the designers as more of a escape option rather than two separate functional starships. This is shown in the design that the main bridge is located on the saucer, with no bridge in the Stardrive section. The drive section could be controlled from main engineering if necessary.

The tests of the new systems proved successful, especially in the rapid-fire photon launchers and a forth launcher was added into the saucer section as currently seem.

The Falkirk-class starship is classified as an Light Cruiser starship. It is designed for deep-space exploration and defensive missions. Its advanced armament also make it a formidable warship. It includes the new Type-XII phasers and Mark-X quantum torpedoes in addition to photon torpedoes and Tricobalt explosives.

The
Falkirk utilizes a new, more efficient warp design that allows it to safely travel at warp speeds without damaging subspace. It also features the bio-circuitry and gel packs developed and refined in the Intrepid-class starships.