USS TALON SHIP SPECIFICATIONS

Sovereign Class Starship:

Name: USS Talon
Registry #: NCC 75861-A
Class: Sovereign
Length: 685 Meters
Width: 250 Meters
Height: 88 Meters
Mass: 3,225,000 Metric Tons
Number of Decks: 24
Max Warp Drive: 9.995
Cruise Warp Drive: 7.4


Warp Engines:
The Sovereign Class is one of the fastest ships in Starfleet, with a maximum cruising speed of warp 9.995. The new engines are designed to eliminate subspace distortion effects common on older starships.
Impulse Engines:
The Sovereign Class is equipped with one of the most sophisticated impulse engine designs. The new impulse drive highly maneuverable, equalling that of a vessel one quarter its size. The impulse engines are located on the rear section of the saucer and glow red when online.
Warp Core: Class 8 M/ARA Warp Drive
Impulse Engine: Two Class 8.0a- 0.35 c
Reaction Control Systems: Type XII- 5.5 million newtons
Inertial Damping Systems: Class 9.5c
Fusion Reactors: Class IX
Electro-Plasma System: Class C
Plasma Injector System: Class A- hold max warp for 60 hours
Magneto Hydrodynamic System: Class A
Main Shield Grid: Type B7- 12,430,500 Terajoules
Deflector Shield Grid: Class 7- 27,000 Terajoules
Hull Plating: Medium Duranium/Tritanium Double Hull Plating 224 cm Abrasive Armor
Hull Polarization: Type B30- 6,470 Teracochranes
Structural Integrity Field: Class 6- 11,673 Teracochranes
Phaser Arrays: Twelve Type XIII-15,000 Terawatts
Torpedo Launching Systems: Two MK VII- Photon Torpedo Launchers
Torpedo Launching Systems: Two MK XVII- Photon/Quantum/Tri-Cobalt/Transphasic Torpedo Launchers
Photon Torpedoes: Mark VIII- 35.2 Icoton Yield - 300
Quantum Torpedoes: Mark VI- 76.3 Icoton Yield - 200
Transphasic Torpedoes: Mark II- 80.0 Icoton Yield - 50
Tri-Cobalt Torpedo: Mark VII- 150.3 Icoton Yield - 50
Mine: Type III- 12.5 Icoton Yield
Main Energizer: MRK 712 Johnson System- 20,000,000,000 Terawatts
Auxiliary Energizer: MRK 582 Johnson System- 12,000,000,000 Terawatts
Emergency Energizer: MRK 411 Johnson System- 7,000,000,000 Terawatts
Primary Computer Core: 3 ZP /G 968- 780,960,000 Teraquads Bio-Neural Circuitry
Secondary Computer Core: 1 FLT 87- 373,000,000 Teraquad Isolinear Core
Life Support: 1 Type 20- supports 1,000 life forms
Main Deflector: 1 Type XXVI 3,582,391,187,000 Teracochranes
Navigation Deflector: 1 Type 20- 128 megawatts/550 millicochrane subspace field distortion amplifier.
Sensor System: 2 Type 18- 350 Sensor Pallets
Operations System: 1 Class 17
Communication Systems: 1 Type 19- RF: 5.2 AU/Subspace: 22.65 LY
Security System: 1 Type 9
Transporter System: 6 Mark XXVII- Franklin Systems 3,000 Terawatt Recalibrating pattern buffer w/6 pads (Standard Transporters
Transporter System: 6 Mark XXVI- Franklin Systems 2,300 Terawatt Recalibrating pattern buffer w/4 pads (Emergency Transporters)
Transporter System: 4 Mark XXIV- Franklin Systems 1,500 Terawatt Micro Recalibrating pattern buffer w/1 pad (Cargo Transporters)
Tractor Beam System: 6 Mark VIII - 7,000,000 Metric Tons Moving Capability
ECM: 1 Class 9- 5,374 Terawatts
ECCM: 1 Class 12- 7,892 Terawatts
Self Destruct System 1 Type 9- 3,670 Icoton Yield
Holodeck System 4 Mark VI- Johnson System 10,000,000 photonic display interactive holo-imager
EMH Program 1 Mark V
Type of Torpedoes Amount:
Photon Torpedo 300
Quantum Torpedo 200
Transphasic Torpedo 50
Tri-Cobalt Torpedo 50
Class I Short Range Probe 10
Class II Medium Range Probe 10
Class III Long Range Probe 10
Class IV Beacon Probe 10
Class V Surface Scan Probe 10
Class VI Anomaly Probe 10
Class VII Astrotography Probe 10
Class VIII- Atmospheric 10
Class IX- Radio Probe 9
Class X- Multispatial 10
Class IX- Radio Buoy (Log Buoy) 1
Personnel: 885
Passengers limit: 5000
Evacuation Limit: 11000
Escape Pods: 950
Torpedo Casings: 700
Mines: 20
Shuttles: 24


Refit Lay Out:
Hull Life: 120 years
Minor Refits: 1 year
Standard Refits: 1 year
Over Haul: 10 years

Deck Layout:

DECK ONE:
Bridge
Conference Lounge
Captain's Ready Room
Executive Officer's Ready Room


DECK TWO:
Executive Quarters (Guest and Diplomats)
Senior Officers Quarters
Primary Lateral Array
Escape Pods

DECK THREE:
Officers Quarters
Recreation Area
Coordinating Lateral Array

DECK FOUR:
Junior Officers Quarters
Officers Quarters
Main Computer Cores (Decks 4-10)
Power Distribution Nodes For Each Module
Connection Latches For Each Module

DECK FIVE:
Arboretum
Computer Support
Personnel Transporters numbers 1 and 2
Main Computer Cores, Level 2
Two Level Cargo Bay, Level 1
Smaller Cargo Storage
Control Officer, Science Labs 1- 4
Stellar Cartography, Level 1
Science Labs
Science Storage
Nursery
Daycare and Classrooms
Additional Officers Quarters (2 blocks)
Gymnasium
Holodecks 2 and 3
Lounge
Weapons Locker
Tactical Briefing Room
Survival Gear Storage
Auxiliary Power
Fusion Reactors
Auxiliary Engineering
Equipment Storage
Cargo Storage
Ship to Space Cargo Bay
Cargo Processing
DECK SIX:
Junior Officers Quarters
Officers Quarters
Main Computer Cores, Level 3
Two Level Cargo Bay, Level 2
Storage Lockers
Security Control
Science Support
Stellar Cartography, Level 2
Sensor Systems
Emergency Triage Centers
Transporter Room
Additional Officers Quarters (2 Blocks)
Crew Storage Lockers (2)
Emergency Rations Storage
Hydroponics Bay, Level 1
Hydroponics Control
Pressure Suit Storage
Ship to Space Airlock Hatches
Volatile Substances Storage (Zero-G Environment)
DECK SEVEN:
Junior Officers Quarters
Life Support
Medical Laboratories
Mass Transporter #1
Emergency Transporters (3)
Field Generators (3)
Main Impulse Engines
Main Computer Cores, Level 4
Semi-independent power/life-support systems
Science Library Computer
Science Storage
Medical Library Computer
Storage Morgue
Escape Pods (2 Blocks)
Life Support Subsystems
Mess Hall
Hydroponics Bay, Level 2
Emergency Transporter Rooms
Escape Pods
Power Distribution Nodes - Fusion Reactor / Ship Future Expansion
DECK EIGHT:
Main Sickbay
Counselor’s Office
Doctor's Lounge/Temp Quarters
Escape Pods
Main Holodeck
Deuterium Fill Ports
Umbilical Connectors
Main Computer Cores, Level 5
DECK NINE:
Torpedo Storage
Torpedo Launchers
Large Holodecks (2)
Deuterium Tanks
Main Computer Cores, Level 6
DECK TEN:
Escape Pods
Officers Quarters
Maintenance Holosuites (5)
Holosuites (5)
Deuterium Injection Reactors
Main Computer Cores, Level 7
DECK ELEVEN:
Officers Quarters
Field Generators (3)
DECK TWELVE:
Main (Aft) Shuttlebay
Secondary Computer Core (Decks 12-18)
Long Range Sensors (Decks 12 thru 18)
DECK THIRTEEN:
Graviton Polarity Source Generators (4)
Power Distribution
Waste Management
Secondary Computer Core, Level 2
Long Range Sensors, Level 2
DECK FOURTEEN:
Personnel Transporter #4
Engineering Support Labs
Environment Support
Secondary Computer Core, Level 3
Long Range Sensors, Level 3
DECK FIFTEEN:
Main Engineering (Upper Level)
Emergency Transporters (3)
Secondary Computer Core, Level 4
Long Range Sensors, Level 4
DECK SIXTEEN:
Main Engineering (Center Level)
Matter/Anti-Matter Reaction Chamber
Access Hatch to Starbase (When docked)
Secondary Computer Core, Level 5
Long Range Sensors, Level 5
DECK SEVENTEEN:
Main Engineering (Lower Level)
Aft Torpedo Launchers
Aft Torpedo
Storage Deflector
Control Systems
Secondary Computer Core, Level 6
Long Range Sensors, Level 6
DECK EIGHTEEN:
Ship's Brig
Anti-matter Storage Field Generators (3)
Mass Transporter #2
Secondary Computer Core, Level 7
Long Range Sensors, Level 7
DECKS 19 - 29 (Secondary Hull)
Quantum Torpedo And UnManned Probe Launchers, Fore And Aft
Fore And Aft Tractor Beam Emitters
Ventral Phaser Bank
Anti-Matter Reactant Generator
Anti-Matter Reactant Storage Pods
Power

The ship gets its power from the warp reactors. The power is routed around the ship by means of the EPS conduits and relays to the different systems and equipment. Some systems run directly from this power, for others the power from the EPS charges a battery which powers the equipment (allowing for an amount of time after the power goes off whilst the equipment still functions, for a controlled shut down). The implication of this is that if the warp reactors go offline, most of the ship's systems will also go offline as they will have no power. The notable exceptions include;

- life support
- replicators in crew areas (mess hall, lounges, sickbay, engineering, brig, etc. but not quarters)
- computer core
- consoles in key areas (bridge, engineering, auxiliary control, sickbay, etc.)

Important system that will not function if the warp reactor is offline would include;

- shields
- phaser and torpedo arrays
- tractor beams
- ship's internal communication system (though comm badges would still work, as they have individual batteries)
- transporters

For more on the EPS, check out this link: en.memory-alpha.org/wiki/Electro-plasma_system

If you're not sure if a system would be on or offline in case of a warp reactor failure, ask and we'll add it to one of the lists above.

It's important to note that a warp reactor failure is not the same as the warp drive being offline. The warp drive can be offline for a number of reasons that wouldn't cause main power to be down, such as problems with the nacelles, faults in the EPS relays between the reactor and the nacelles and other issues.


Shields and Weapons

The shields play an important part in keeping the ship in one piece. The hulls of a startship are surprisingly fragile and rely heavily on the ship's ablative armour and the energy-based shields to keep them intact. A piece of space dust a millimetre across can easily punch a hole in a ship travelling at impulse, so you can imagine what a small meteor might do.

When travelling, the ship's navigational deflector works to destroy or move any particles which are in the path of the ship so that they don't put undue stress on the shields.

A ship's shields are in many sections, so it's possible for the shield generators in one section to go out and leave a 'hole' which is uncovered. The cover of remaining emitters can be increased, but as you might expect this weakens the strength of the field from those emitters.

Similarly, there are various phaser arrays and torpedoe salvos on different parts of the ship's hull. Damage to one does not necessarily mean that all have been damaged or destroyed. The systems are, however, all connected by circuitry, so if there is an internal malfunction it is concievable that all of the weapons (or all the phasers, or all the torpedoes) could go out together.


Life Support

Life support systems are obviously some of the most important on the ship. There are various types of systems within the broad area of life support, and whilst all are needed for day-to-day living on the ship, they are of varying degrees of import during a battle.
- Air recirculation - these include carbon dioxide scrubbers, ventilation, oxygen recycling, atmospheric configuration and others
- Temperature control - keeps the ship from cooling to the ambient temperature of space
- Gravitational systems - regulate the artificial gravity on board
- Lighting - what it says on the tin!
- Inertial dampers - what keeps everyone from becoming space-jam when the ship is travelling at speed, or when suddenly accelerating or deccelerating
The term 'life support' is often used in canon to mean any one or more of the above systems, either as a formal or informal term.
For more on the life support systems, try: en.memory-alpha.org/wiki/Life_support_system


Hull Breaches

In case of a hull breach, an emergency forcefield will activate and stop the atmosphere from venting through the hole into space. These containment fields have battery backups so will continue to function even in case of total power failure.
Although the containment fields are 100% secure whilst on, the ship is also fitted with emergency bulkheads which can be closed to cut off sections with hull breaches. This would be considered good practice, as a physical barrier is more reliable than a forcefield and less likely to fail in a dangerous situation.


Communications

There are three types of communication systems on the ship, each of which functions independantly and would remain active in the event of one of the others being damaged.
Comm badges - these work seperately of the ship's computer. Each badge has its own battery built into it, as well as other nifty technology like a locator beacon and a universal translator. Badges are capable of transmitting messages to other badges across great distances.
Ship's internal communication system - run by the main computer core, and is the default method of communicating audibly whilst on the ship. The ship can route comms from its internal system to comm badges that are off the ship (such as on an away mission) and also to specific people on the ship, whether they're wearing a comm badge or not, by recognising their biosigns.
Text messaging system - run by the main computer core. Messages deliver directly to the recipient, by means of the console that officer is currently logged in to or to a PADD which is in their posession. If an officer has no PADD on them and is not logged in, a nearby console may alert them that they have a message. Messages can also be chosen to be sent to quarters.
Whilst on board ship, comm messages (such as Barlow to Engineering or Button to Hunter) will be delivered via the ship's comm system, whether you press your comm badge or not, unless the ship's internal comm system is not working. In that case, the comm badge you're wearing would attempt to send the message directly to the comm badge you are trying to reach.
Also, as an aside; there's actually no need to press your comm badge when you're on the ship. The computer will know you're sending a message anyway, it's a redundant action. Not that it stopped people doing it on the TV, I know.


Propulsion Systems

There are two main ways that the ship moves through space; warp drive and impulse drive.
The impulse engines move the ship at sub-light speeds. References in canon to how fast the ship can actually reach on impulse alone (and, indeed, how fast 'impulse' as a term represents) are many, varied and inconsistent, being anywhere from about 2/3 light speed to 1.5 light speed. The assumption, therefore, is that an impulse engine's top speed is probably variable dependant on conditions and other factors.
Though never very well explained, the impulse systems are full of lots of great technobabble which is of use to engineers and detailed here: en.memory-alpha.org/wiki/Impulse_drive
The warp drive handles faster-than-light (FTL) travel of starships. Powered by the matter/antimatter reactions taking place in the warp core, the ship uses its warp nacelles to warp space-time and throw the ship across space-time.
As with impulse, warp speeds are inconsistent in canon. Warp factors are on a logarithmic scale, tending towards infinity at warp ten, which theoretically cannot be reached as it represents the speed at which you would be everywhere in the universe at once.
You can find excellent technobabble for describing the myriad of things which can go wrong with the warp drive here: en.memory-alpha.org/wiki/Warp_drive


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