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Thread: PLANETARY COMPLEX STRUCTURES for Spacedock

  1. #1

    PLANETARY COMPLEX STRUCTURES for Spacedock

    Planetary facilities are much like the Space Stations in the Spacedock; the only difference is that there is there are no propulsion systems. On a class M world the structures would be separate and lacking most of the Environmental systems. The resistance would be lower and most would have not Structural Integrity Field’s.

    For a planetary station with the spacedock buildings there is no need for the environmental systems. A Biosphere in an environment that has little or no oxygen the planetary facility would have environmental systems and all the backups. There would naturally be a shuttle bay and docking ports.

    A typical residential house with three bedrooms, two baths, living room, a kitchen and dinning room would be to the ruff size of a size three ship. The dinning room would naturally have a Food Replicator.


    The following list is the basic for the construction of a planetary facility (Most likely a house)

    • Hull (cost would be 2 SU’s time size.)
    • Resistance (no resistance for non official Facilities)
    • Crew Quarters (no Spartan or a Barracks)
    • Basic life support
    • Food Replicators
    • Medical Facilities
    • Recreational Facilities (Only an operations, head Quarters, medical, science, apartment Facilities)
    • Fusion Reactor
    • EPS
    • Computer core (at least one core for a house.)
    • ODN
    • Communications (a Class 1 communications system in a facility connecting to the planets main facility.
    • Security systems rating


    A Typical Starbase structure such as an apartment building could have a shuttle platform and shields. The power systems would have auxiliary systems.

    Weapons placements would be located in various places around what would naturally have been a city format. There would be Phaser Banks and Photon Torpedo Launchers most likely installed underground.

    A building on the planetary surface would have guardin for the people. Typically on a class M world there would a mall format with a mercantile rating with little or no residential apartments.


    ypically a planetary Starbase would have a the following Facilities:

    • Starfleet Starbase Command/Headquarters Facilities
    • Starfleet Operations Facilities
    • Starfleet Medical Facilities
    • Starfleet Science Facilities
    • Starfleet Communications Facilities (much like a sub-space relay station).
    • Starfleet Transporter Facilities
    • Multiple Apartments Facilities
    • Individual Housing (much like a typical families house)
    • Civilian Malls Facilities
    • Power Stations Facilities
    • Weapon Facilities (Phaser/Photon Torpedo)
    • Starfleet and Civilian Spaceport Facilities


    Naturally there will be facilities and places that I have not thought of. this is just a preliminary set of notes that I have not used as of yet. the insperation was a PDF file that had a planetary weapons facility. I don't have the PDF any more or the printed version as referance. I remember that it was an ICON version of a planetary facility.

  2. #2
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    I have seen this lately...

    Probably it was this that inspired you

    http://forum.trek-rpg.net/attachment...9&d=1089139738

    I always envisioned a phaser battery to be a circular building tough.

  3. #3
    No, that's not the one I was thinking of. Although this one looks rather like the Stargate SG1's Ion Cannon that an alien world used to protect their planet. I like it but, just not the one I was looking at. I know it is somewhere here on this site a couple of years ago.

    The Planetary Phaser Battery I had seen was a round subsurface building, with a surface peace rectangular in shaped phaser emitter that looked like something from Star Trek Deep Space Nine's Auxiliary Phasers from the upgrades to the Station.

  4. #4
    As I think about it I'll talk to my co-Game Master Dave about the PDF. He may have printed it with the details for use in the game as he is a worse pack rat than I.

  5. #5
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    I think you're talking about this one - http://www.coldnorth.com/owen/game/s...er-battery.pdf - it's a reworked version of the one above. The phasee emitter is a standard Federation Planetary Defense Phaser similar to the ones Starfleet installed on DS9.

    One of these days, when I have time and energy, it will get posted on Memory Icon.

  6. #6
    Yes that's it. Great design.

  7. #7
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    Although this one looks rather like the Stargate SG1's Ion Cannon that an alien world used to protect their planet. I like it but, just not the one I was looking at.
    If i recall it correctly i saw the picture in LUG's Planetary Adventures on the adventure about the Planet Minos. Or it could be in LUG's Planets of the UFP instead (although the same planet)

  8. #8
    I never saw that book. I looks like a giant gun that fires projectiles where most of Starfleet tech looks less like a gun but a strip or bulge in the ships hull. The shape and configuration of the version created by Owen E Oulton looks like something that Starfleet would have come up with. With mass production of the component parts the Phaser Battery could be shipped anywhere in the Federation.

    I worked this up last night it works pretty well for a defensive station.

    PLANETARY PHASER BATTERIES
    Class and Type: Planetary Phaser Batteries
    Commissioning Date: 2348

    Hull Systems
    Size: 1 (4)
    Diameters: 65 meters
    Height: 30 meters
    Decks: 1
    SUs Available: 600
    SUs Used: 488

    Hull Outer <16>
    Hull Inner <16>
    Resistance Outer Hull: 2 <0>
    Resistance Inner Hull: 2 <0>

    Structural Integrity field [1 power/10 Protection/round]
    Main: Class 1 (Protection 40/60) <18>
    Backup: Class 1(Protection 20) <9>
    Backup: Class 1(Protection 20) <9>

    PERSONNEL SYSTEMS
    Crew/Inhabitants/Capacity: 3/0/6
    Crew Quarters
    Spartan: 3 <1>

    Environmental Systems
    Basic Life Support* [2 Power/round] <16>
    Reserve Life Support* [1 Power/round] <8>
    Emergency Life Support: None
    Consumable: 6 months worth <4>
    Replicator Systems
    Food Replicators [4 Power/round] <4>
    Industrial Replicators Type: network of small Replicators [2 Power/round] <4>
    Medical Facilities: 1 Med kits (+0) [5 Power/round] <5>
    Recreation Facilities: 1 [2 Power/round] <8>
    Personal Transport: Jefferies tubes [2 Power/round] <4>
    Fire Suppression System [1 Power/round when active] <4>
    Cargo hold: 5,000 cubic meters <1>
    Locations: throughout lower mid section of the station

    POWER SYSTEMS
    Fusion Reactor: 1 type 20 (generates 200 Power/round) <100)>
    Locations: located on lowest level
    Auxiliary Power: 2 reactors (generate 5 Power/reactor/round) <6>
    Emergency Power: Type A (generates 25 Power/round) <25>
    EPS: Standard Power flow, +200 Power transfer/round <40>
    Standard Usable Power: 200

    Operations systems
    Operations (OPS): <5>

    1 Computers Core: [5 Power/round] <8>
    Computer uprating Class Alpha (+1) [1 power/round] <2>
    ODN <12>

    Sensor Systems
    Long-range Sensors **
    Lateral Sensors [5 Power/round] <10>
    Strength Package: Class 5 (strength 5)
    Gain Package: Class Standard (+0)
    Coverage: Standard
    Sensor Skill: 3

    Communications Systems Type: Class 5 [2 power/round of use] <22>
    Strength: 5
    Security: -7 (Class Uprating Epsilon -3)
    Basic Uprating: Class Beta (+2)
    Emergency Communications: [2 Power/round of use] <1>

    Transporters
    Type: Personnel [3 Power/use] <11>
    Pads: 6
    Emitter/Receiver Array: Personnel Type 5 (35,000 km range)
    Energizing/Transition Coils: Class C (strength 3)
    Number and location: 1 Lower deck

    Type: Cargo [2 Power/round] <6>
    Pad 200 kg
    Emitter/Receiver Array: Cargo Type 2 (20,000 km range)
    Energizing/Transition Coils: Class C (strength 3)
    Number and location: Main Cargo bay

    Security Systems Rating: 1 <4>
    Anti-Intruder System: Yes [1 Power/round] <4>
    Internal Force Field [1 power/3 Strength] <>

    Science Systems Rating: 1 (+0) [1 Power/round] <9>
    Tactical Systems
    Phaser Array <30>
    Type XI Phaser Array
    Damage: 220 [22 power]
    Number of Emitters: 120 (up to 3 shots per round)
    Auto-Phaser Interlock: Class Beta (Accuracy 3/4/6/9)
    Range: 10/30,000/100,000/300,000
    Location: Dorasal
    Firing arc: 180 degrees ventral
    Firing Modes: Standard, Pulse

    TA/T/TS: Class Epsilon [6 power/round] <18>
    Strength: 11
    Bonus: +3
    Weapon Skill: 3

    Shields *** (Dorsal only) <24>
    Shield Generator: Class 2 (protection 300) [30 power/shield/round]
    Shield grid: Type C (50% increase to Protection 450)
    Subspace field Distortion Amplifiers: Class Beta (Threshold 100)
    Recharging System: Class 1 (45 seconds)
    Backup Shield Generators: 1 (1 per shield) <1>
    Auto-Destruct System <4>

    Auxiliary Spacecraft systems
    Shuttle landing pad: Capacity for Size worth of ships <4>
    Standard Complement: 1 Type 6 shuttlecraft
    Location(s): surface-landing pad fifty meters from Phaser Emitter

    Notes:
    See the Icon Version listed on this forum for the rest of the notes.

    Optional version (remove the phaser array 30 SU’s and replace with the 48 SU’s worth of weapons fire. Or a single launcher of 34 SU’s)
    An optional version would be located in nine locations about the planet a twin vertical Photon Torpedo Launcher would be strategically located to fire photon torpedoes into orbit. Vertically launched it takes two and a half seconds to reach the distance of the moon at light-speed (Warp Factor One) with acceleration drag from planetary gravity.

    First Vertical Torpedo Launcher <14>
    Standard Load: Type II photon torpedo (200 damage)
    Spread: 4
    Range: 15/300,000/1,000,000/3,500,000
    Targeting System: Class Beta (Accuracy 4/5/7/10)
    Power: [20 + 5 per torpedo fired]
    Location: Vertical oriented Launcher
    Firing Arc: Vertical, but are self-guided

    Second Vertical Torpedo Launcher <14>
    Standard Load: Type II photon torpedo (200 damage)
    Spread: 4
    Range: 15/300,000/1,000,000/3,500,000
    Targeting System: Class Beta (Accuracy 4/5/7/10)
    Power: [20 + 5 per torpedo fired]
    Location: Vertical oriented Launcher
    Firing Arc: Vertical, but are self-guided
    Torpedoes carried: 200 <20>

    Creation Notes:
    * Optional Minimum of 1 power for basic life-support to power heating or air conditioning. With the removal of the reserve Life support for a planet with a Class M atmosphere.
    ** Long-Range Sensors – Piped in via Communications Systems or external ODN connection to panel
    *** Shields Majority of the station/facility is underground only a domed over head shielding array is needed.




    Let me hear what you think.

  9. #9
    I forgot earlier to post this so here it is the ruffed out notes I used to construct the above Planetary Phaser Battery. Any Sugestions to add to it let me know. Some of the Luxury vessel notes can be used here in the construction of buildings in planetary buildings and biospheres.

    http://forum.trek-rpg.net/showthread.php?t=13575

    PLANETARY COMPLEX STRUCTURES for Spacedock

    Planetary facilities are much like the Space Stations in the Spacedock; the only difference is that there is there are no propulsion systems. On a class M world the structures would be separate and lacking most of the Environmental systems. The resistance would be lower and most would have not Structural Integrity Field’s.

    For a planetary station with the spacedock buildings there is no need for the environmental systems. A Biosphere in an environment that has little or no oxygen the planetary facility would have environmental systems and all the backups. There would naturally be a shuttle bay and docking ports.

    A typical residential house with three bedrooms, two baths, living room, a kitchen and dinning room would be to the ruff size of a size three ship. The dinning room would naturally have a Food Replicator.

    The following list is the basic for the construction of a planetary facility (Most likely a house)

    Hull (cost would be 2 SU’s time size for the civilian structures military would have at least 4 SU’s time the size like most space stations and starships.)

    Resistance (no resistance for non governmental official or military Facilities.)

    Crew Quarters (no Spartan or a Barracks. Yet, Expanded, Luxury, and Unusual Quarters are spread across the Starbase facilities. .)

    Basic life support: The Optional Minimum of 1 power for basic life-support to power heating or air conditioning. With the removal of the reserve Life support for a planet with a Class M atmosphere. A Facility with Unusual Quarters would require the full set of Basic Life Support & Reserve Life Support like a starship or space station

    Food Replicators: There is at least one Food Replicator in a Residential home at the cost of 1 SU per home and 1 power round.

    Medical Facilities: Most residential homes have at least a Med Kits and larger buildings such as Hotels and apartment facilities have at least a first aid room rating one. A hospital would have a Level 10 rating for a few hundred people.

    Recreational Facilities (Only an operations, head Quarters, medical, science, apartment Facilities and a residential home. A residential home would have basic Recreational facilities and could have a personal holodeck at the additional cost of 1 SU and one power per round of use.)

    Fusion Reactor (A residentual home would have a fusion reactor as an auxiliary power system when the power planet would fail. Only Hospitals and Headquarters buldings would have their own power productions.)

    EPS (The EPS grid would be the same as Starfleet Plus five SU’s to provide a connection to the City wide EPS grid.)

    Computer core (at least one core for a house equal to size one for the house. An apartment would have a core the size of a starship of equal size like a space station.)

    ODN (Same as standard spacedock.)

    Communications (a Class 1 communications system in a facility connecting to the planets main facility. And a Class 10 Communications system communicating beyond the planet’s surface.)

    Security systems rating (Residentual homes would have at least a rating of one and a facility such as Starfleet Headquarters building would have a maximum rating of five. There would be several security stations located throughout the starbase city.

    A Typical Starbase structure such as an apartment building could have a shuttle platform and shields. The power systems would have auxiliary systems.

    Weapons placements would be located in various places around what would naturally have been a city format. There would be Phaser Banks and Photon Torpedo Launchers most likely installed underground.

    A building on the planetary surface would have garden for the people. Typically on a class M world there would a mall format with a mercantile rating with little or no residential apartments.

    Typically a planetary Starbase would have a the following Facilities:
    1. Starfleet Starbase Command/Headquarters Facilities
    2. Starfleet Operations Facilities
    3. Starfleet Medical Facilities
    4. Starfleet Science Facilities
    5. Starfleet Communications Facilities (much like a sub-space relay station)
    6. Starfleet Transporter Facilities
    7. Starfleet Security Facilities
    8. Starfleet Sensor Arrays communications relay (Long-Range Sensors (likely and orbital satellite and Lateral Sensors satellite)
    9. Civilian Schools
    10. Other Educational (Community Collage) facilities
    11. Multiple Apartments Facilities
    12. Individual Housing (much like a typical residential families house)
    13. Civilian Malls Facilities
    14. Power Stations Facilities
    15. Weapon Facilities (Phaser/Photon Torpedo)
    16. Starfleet Spaceport Facilities
    17. Civilian Spaceport Facilities
    18. Starfleet Storage facilities
    19. Civilian Storage facilities

    Naturally there will be facilities and places that I have not thought of.

    Years ago when I was a kid watching Saturday morning cartoons there use to be a show where a Biosphere was placed on the surface an asteroid with a set of what looked like Impulse engines to push itself around. Jimmy Doohan was in charge of a group of cadets. Later the same asteroid/biosphere model was used in another series. A spin off series called Jason of Star Command. I remembered this while I was sketching out these notes.

  10. #10
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    An optional version would be located in nine locations about the planet a twin vertical Photon Torpedo Launcher would be strategically located to fire photon torpedoes into orbit. Vertically launched it takes two and a half seconds to reach the distance of the moon at light-speed (Warp Factor One) with acceleration drag from planetary gravity.
    I remember reading in the spacedock rules that normal type II torpedoes break up in in an Atmosphere. How is this to be solved?
    I also recall seeing some Types of torps that dont break up but requiring a high yield Launcher.

  11. #11
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    Command and Control Center
    My first shot at a planetary Structure. This Center uses the Standard rules, oposed to the ones in the Cardassian sourcebook on Starbases. The Facility is strictly military in nature and has only few permanent residents at all.

    I have taken the liberty to use Omega1967's Phaser array as guideline, changing in the design process as it suited my concept.

    Class and Type: Planetary Command and Control Center
    Commissioning Date: 2350

    Hull Systems
    Size: 5 (using the Standard Size table for Starships)
    Diameters: 150 meters
    Height: 60 meters
    Decks: 3
    SUs Available: 900
    SUs Used: 782

    Hull Outer <10>
    Hull Inner <10>
    Resistance Outer Hull: 4 <3>
    Resistance Inner Hull: 2 <0>

    Structural Integrity field [1 power/10 Protection/round]
    Main: Class 2 (Protection 50/80) <20>
    Backup: Class 1(Protection 20) <10>
    Backup: Class 1(Protection 20) <10>

    PERSONNEL SYSTEMS
    Crew/Inhabitants/Capacity: 120/60/800
    Crew Quarters
    Spartan: 120 <12>
    Basic: 40 <4>
    Expanded: 10 <2>
    Unusual: 2 <2>

    Environmental Systems
    Basic Life Support [9 Power/round] <20>
    Reserve Life Support [5 Power/round] <10>
    Emergency Life Support: None
    Consumable: 1 years worth <5>
    Replicator Systems
    Food Replicators [5 Power/round] <5>
    Industrial Replicators Type: network of small Replicators [2 Power/round] <5>
    Industrial Replicators Type: two large Replicator units [2 Power/round] <6>
    Medical Facilities: Rating 4 [4 Power/round] <20>
    Recreation Facilities: 4 [8 Power/round] <16>
    Personal Transport: Turbo lifts/ Jefferies tubes [2 Power/round] <15>
    Fire Suppression System [1 Power/round when active] <5>
    Cargo hold: 100,000 cubic meters <3>
    Locations: throughout the ground level and the Basement of the station

    POWER SYSTEMS
    Fusion Reactor: 2 type 15 (generates 150 Power/round) <150>
    Locations: located on lowest level of the Basement
    Auxiliary Power: 10 reactors (generate 5 Power/reactor/round) <30>
    Emergency Power: Type B (generates 30 Power/round) <30>
    EPS: Standard Power flow, +300 Power transfer/round <55>
    Standard Usable Power: 330

    Operations systems
    Operations (OPS): <5>

    2 Computers Core: [10 Power/round] <10>
    Computer uprating Class Alpha (+1) [1 power/round] <2>
    ODN <15>

    Sensor Systems
    Long-range Sensors **
    Lateral Sensors Class 3 [5 Power/round] <12>
    Strength Package: Class 3 (strength 3)
    Gain Package: Class Standard (+0)
    Coverage: Standard
    Sensor Skill: 3

    Communications Systems Type: Class 7 [2 power/round of use] <24>
    Strength: 7
    Security: -7 (Class Uprating Epsilon -3)
    Basic Uprating: Class Beta (+2)
    Emergency Communications: [2 Power/round of use] <1>

    Transporters
    Type: 2 Personnel [3 Power/use] <22>
    Pads: 6
    Emitter/Receiver Array: Personnel Type 5 (35,000 km range)
    Energizing/Transition Coils: Class C (strength 3)
    Number and location: 1 Second Story, 1 Basement

    Type: 1 Cargo [2 Power/round] <12>
    Pad 600 kg
    Emitter/Receiver Array: Cargo Type 2 (20,000 km range)
    Energizing/Transition Coils: Class C (strength 3)
    Number and location: Main Cargo bay

    Security Systems Rating: 4 <16>
    Anti-Intruder System: Yes [1 Power/round] <5>
    Internal Force Field [1 power/3 Strength] <5>

    Science Systems Rating: 2 (+1) [2 Power/round] <15>

    Tactical Systems
    Phaser Array <46>
    Type X Phaser Array Dorsal “Starboard”
    Damage: 200 [20 power]
    Number of Emitters: 200 (up to 5 shots per round)
    Auto-Phaser Interlock: Class Beta (Accuracy 3/4/6/9)
    Range: 10/30,000/100,000/300,000
    Location: Dorsal “starboard”
    Firing arc: 360 degrees Dorsal
    Firing Modes: Standard, Pulse, Continuous

    Phaser Array <46>
    Type X Phaser Array Dorsal “Port”
    Damage: 200 [20 power]
    Number of Emitters: 200 (up to 5 shots per round)
    Auto-Phaser Interlock: Class Beta (Accuracy 3/4/6/9)
    Range: 10/30,000/100,000/300,000
    Location: Dorsal “port”
    Firing arc: 360 degrees Dorsal
    Firing Modes: Standard, Pulse, Continuous

    TA/T/TS: Class Epsilon [6 power/round] <18>
    Strength: 11
    Bonus: +3
    Weapon Skill: 3

    Shields ** (Dorsal only) <50>
    Shield Generator: Class 4 (protection 800) [40 power/shield/round]
    Shield grid: Type C (50% increase to Protection 1200)
    Subspace field Distortion Amplifiers: Class Delta (Threshold 200)
    Recharging System: Class 2 (40 seconds)
    Backup Shield Generators: 2 (2 per shield) <2>
    Auto-Destruct System <4>

    Shuttlebays
    Internal Hangar: Capacity for 10 Size worth of ships <20>
    Standard Complement: 5 Type 6 shuttlecraft
    Additionally there are several landing pads for shuttlecraft on the Compound surrounding the Facility.

    Description/Notes:
    The Planetary Command and Control Center serves as the center of a planets defense effort. All Phaser batteries and Mobile Forces movements are coordinated here. It has some powerful type X Phaser arrays to discourage attacks from above and decent shields for protect ion. Note that many Planetary Governments elect for an even more sheltered configuration: the Facility is buried deep within a planets crust to avoid direct attack. This eliminates the use of shields and Phasers. Instead the Access tunnel and surface entry is probably guarded by a Planetary Phaser battery with increased Shield systems

    Creation Notes:
    * Long-Range Sensors Data is relayed from various sources mostly unmanned Satellites and facilities linked with the Control Center
    ** Shields: Large Parts of the Station are underground and therefore need no protection by shields, Only surface Structures are shielded

    Edit: There are probably more support structures nearby for housing and support.

  12. #12
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    Quote Originally Posted by Owen E Oulton
    I think you're talking about this one - http://www.coldnorth.com/owen/game/s...er-battery.pdf - it's a reworked version of the one above. The phasee emitter is a standard Federation Planetary Defense Phaser similar to the ones Starfleet installed on DS9.

    One of these days, when I have time and energy, it will get posted on Memory Icon.
    Wow. Has it really been two years ago we did that? Seems like it's been just a few months.
    Steven "redwood973" Wood

    "Man does not fail. He gives up trying."

  13. #13
    Great job on the C & C Center Captain Otto. I always thought that the best place for a C & C Center would be like NORAD deep underground protected by a mile worth of rock.



    redwood973 time flies. I have a daugther who just started collage, yesterday it seamed that she was only two. They grow fast. time flies. I'm going to have to call her tomarrow to say hi.



    Here is something that could be a starfleet instalation with a dozen other Biospheres connected to one another or just a single outpost.

    Federation Planetary Biosphere Station
    Class and Type: Garden of Eden-class Artificial Planetary Biosphere
    Commissioning Date: 2322

    Hull Systems
    Size: 4 (12)
    Length: 1900 meters
    Width: 1100 meters
    Height: 700 meters
    Decks: 181 (31 levels below surface, a150 above)
    SUs Available: 4500
    SUs Used: 4071

    Hull Outer <48>
    Hull Inner <48>
    Resistance Outer Hull: 12 <13>
    Resistance Inner Hull: 12 <13>

    Structural Integrity field [1 power/10 Protection/round]
    Main: Class 5 (Protection 80/120) <36>
    Backup: Class 5 (Protection 40) <18>
    Backup: Class 5 (Protection 40) <18>

    PERSONNEL SYSTEMS
    Crew/Inhabitants/Capacity: 200/7000/50,000
    Crew Quarters
    Spartan: 2240 <112>
    Basic: 2450 <245>
    Expanded: 400 <80>
    Luxury: 50 <50>
    Unusual: 50 <50>

    Environmental Systems
    Basic Life Support [14 Power/round] <48>
    Reserve Life Support [7 Power/round] <24>
    Emergency Life Support (72 emergency shelters) <24>
    Gravity [3 Power/round] <12>
    Consumable: 3 years worth <12>
    Replicator Systems
    Food Replicators [12 Power/round] <12>
    Industrial Replicators
    Type: network of small Replicators [2 Power/round] <12>
    Type: 12 large unit [2 Power/replicator/round] <36>
    Medical Facilities: 10 (+2) [10 Power/round] <50>
    Recreation Facilities: 10 [20 Power/round] <80>
    Mercantile Facilities: 10 (30+ establishments) [20 Power/round] <80>
    Botanical Gardens [100 Power/round]<100>
    Personal Transport: Turbolifts, Jefferies tubes [2 Power/round] <36>
    Fire Suppression System [1 Power/round when active] <12>
    Cargo hold: 3,000,000 cubic meters <90>
    Locations: 500 cargo bays in Lower levels

    Power Systems
    Fusion Reactor: 5 type 30 (generates 1500 Power/round) <750>
    Locations: Lower cores
    Auxiliary Power: 3 reactors (generate 5 Power/reactor/round) <9>
    Emergency Power: Type F (generates 50 Power/round) <50>
    EPS: Standard Power flow, +250 Power transfer/round <85>
    Standard Usable Power: 1320

    Operations systems
    Operations (OPS): Top of complex <20>

    Computers
    Core 1: Lower Level [5 Power/round] <24>
    Core 2: Lower Level [5 Power/round] <24>
    Core 3: Lower Level [5 Power/round] <24>
    ODN <36>

    Sensor Systems
    Long-range Sensors [5 Power/round] <30>
    Range package: Type 5 (Accuracy 3/4/7/10)
    High Resolution: 5 light-years (0.5/0.6 - 1.0/1.1 - 3.7/3.8 - 5.0)
    Low Resolution: 15 light-years (1.0/1.1 - 5.0/5.1 - 12.0/12.1 - 15.0)
    Strength Package: Class 5 (strength 5)
    Gain Package: Class Standard (+0)
    Coverage: Standard

    Lateral Sensors [5 Power/round] <10>
    Strength Package: Class 5 (strength 5)
    Gain Package: Class Standard (+0)
    Coverage: Standard
    Probes: 50 probes of various types <5>
    Sensor Skill: 3

    Communications Systems
    Type: Class 5 [2 power/round of use] <10>
    Strength: 5
    Security: -2
    Emergency Communications: [1 Power/round] <1>

    Tractor Beams
    Emitter: Class Gamma (x6) [3 Power/Strength used/round] <54>
    Accuracy: 5/6/8/11
    Location: Weapons towers

    Emitter: Class Alpha (x 6) [3 Power/Strength used/round] <18>
    Accuracy 5/6/8/11
    Location: Shuttle Bays

    Transporters
    Type: Personnel [3 Power/use] <275>
    Pads: 6
    Emitter/Receiver Array: Personnel Type 5 (35,000 km range)
    Energizing/Transition Coils: Class C (strength 3)
    Number and location: 1 in ops, in additional areas 25

    Type: Cargo [2 Power/round] <84>
    Pad 400 kg
    Emitter/Receiver Array: Cargo Type 2 (20,000 km range)
    Energizing/Transition Coils: Class C (strength 3)
    Number and location: 12 in the largest Cargo bays

    Security Systems Rating: 4 <16>
    Anti-Intruder System: Yes [1 Power/round] <12>
    Neutralization Field [2 power/3 Strength] <24>

    Science Systems Rating: 1 (+0) [1 Power/round] <12>
    Specialized Systems: 3 <15>
    Laboratories: 24 <6>

    Tactical Systems
    Six Phaser Array <32 x 6 = 192>
    Type XI Phaser Array
    Damage: 220 [22 power]
    Number of Emitters: 120 (up to 3 shots per round)
    Auto-Phaser Interlock: Class Beta (Accuracy 3/4/6/9)
    Range: 10/30,000/100,000/300,000
    Location: Dorsal
    Firing arc: 360 degrees ventral
    Firing Modes: Standard, Pulse

    3 Vertical Torpedo Launcher <14 x 3 = 42>
    Standard Load: Type II photon torpedo (200 damage)
    Spread: 4
    Range: 15/300,000/1,000,000/3,500,000
    Targeting System: Class Beta (Accuracy 4/5/7/10)
    Power: [20 + 5 per torpedo fired]
    Location: Vertical oriented Launcher
    Firing Arc: Vertical, but are self-guided
    Torpedoes carried: 2000 <200>

    TA/T/TS: Class Alpha [0 power/round] <6>
    Strength: 7
    Bonus: +0
    Weapon Skill: 4

    Shields (Forward, Aft, Port, Starboard) <100 (x 4) 400>
    Shield Generator: Class 3 (protection 600) [60 power/shield/round]
    Shield grid: Type C (50% increase to 900 Protection)
    Subspace field Distortion Amplifiers: Class Delta (Threshold 200)
    Recharging System: Class 1 (45 seconds)
    Backup Shield Generators: (1 per shield) <12>
    Auto-Destruct System <12>

    Auxiliary Spacecraft systems
    Shuttlebay(s): Capacity for 200 Size worth of ships <400>
    Compliment: a standard of 15 Shuttlecraft, 10 Shuttlepods, 5 Runabouts
    Locations: Six Locations near mid upper levels

    Docking Bays/landing pads: 9 rating 3 docks (ships size up to size 3) [may supply 30 power/round/ship] <54>

    Notes: The Biosphere is easily placed on planet surfaces where the atmosphere is different or hazardous to the species of the Federation of planets. It can even be placed on the surface of good-sized Asteroid where it could be reinforced for smaller asteroid impacts. With the asteroid placement the Docking bays could handle vessels up to size 9 in external and internal docking bays.

    Years ago there was Saturday morning cartoons there use to be a show where a Biosphere was placed on the surface an asteroid with a set of what looked like Impulse engines to push itself around. Jimmy Doohan was in charge of a group of cadets. Later the same asteroid/biosphere model was used in another series. A spin off series called Jason of Star Command. I remembered this while I was sketching out this version.

    Starfleet space station on an asteriod would be an interesting senario for a Star Trek Series.

  14. #14
    Join Date
    Aug 2003
    Location
    Bodenheim, Germany
    Posts
    356
    Nice Station,

    though i have a question:

    What purpose serves this station, or is it just a default design with specialisations coming up?

  15. #15
    No, the Biosphere is just a place to live for a story it has no real purpose. It could be changed into a Science Station, Medical Research Facility, a Trade Station, or even a survivor’s home from the great disaster that destroyed their home world. Not every place would have to be a specialized station. If you have an idea lets hear it.

    Even though I like the Station there is a single problem with the Cargo Hold being 3,000,000 cubic Meters, but a Biosphere would need that much and have room for traders to rent. Sort of inspired by Babylon 5's cargo holds as it is a trade facility and diplomatic station. There is plenty of room in the station for whatever that is needed for the construction of the stations purpose.

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