Antares class Cargo Carrier from Star Trek: The Next Generation Core Book
Antares class Cargo Carrier from Star Trek: The Next Generation Core Book
I was flipping pages in the Star Trek: The Next Generation Core Book when I came across the Antares class Cargo Carrier, and I realized that the Antares class ships that I had generated in the past were not as close to the Lug version in the book. So, I generated the following ship. I generated the ship out of the Lug version by using the reverse system at the back of the Spacedock version of breaking down the spacedock ships to the basic systems.
I also realized that the Antares class Cargo Carrier there within is a generic version meant to cover all freighters in Star Trek: The Next Generation Roleplaying gaming. So, all cargo ships can be generated out of this version with a change here and there to systems such as warp drive, impulse, weapons, transporters, sensors, shields, and any other systems. The additions to the ship can be made as needed. I made some notes on the conversion that I think that would individualize the ships to a certain type at the end.
I figured that the Antares class Cargo Carrier there in is generic as the modern Antares class Cargo Ship. I like to think that it is also like the Liberty Class that was part of World War Two a quickly constructed and cheap ship that was pumped out to assist in the war. Lightly armed and defended. (See notes on shielding). I would guess that any species that could afford to buy one and the license to manufacture and would turn around and then produce dozens of them for their own use.
Star Trek: The Next Generation Core Book
Class and Type: Antares class Cargo Carrier
Commissioning Date: N/A
Environmental Systems
Basic Life Support [6 Power/round] <20>
Reserve Life Support [3 Power/round] <10>
Emergency Life Support (30 emergency shelters) <10>
Gravity [3 Power/round] <5>
Consumable: one years’ worth <5>
Food Replicators [5 Power/round] <5>
Industrial Replicators
Type: network of small Replicators [2 Power/round] <5>
Medical Facilities: 5 (+1) [5 Power/round] <25>
Recreation Facilities: 1 (no holodecks; spartan mess hall; gym) [2 Power/round] <8>
Personal Transport: Jefferies tubes [0 Power/round] <5>
Fire Suppression System [1 Power/round when active] <5>
Cargo hold: 100,000 cubic meters <3>
Locations:
Escape Pods <1>
Number: 10
Capacity: 4 persons per pod
Propulsion Systems
Warp Drive Nacelles: Type 4.8 <28>
Speed: 4.0/6.0/8.0 [1 Power/.2 warp speed]
Uprating package one (+0.1 to all) <6>
PIS: Type H (12 hours of Maximum warp) <16>
Special configuration: embedded nacelles <20>
Impulse Engine Type: three Class 1 (.25c/.5c) [2/5 Power/round] <5 x 3 = 15>
Location:
Reaction Control System (.025c) [2 Power/ round when in use] <5>
Power Systems
Warp Engine Type: Class 3/E (generates 199 Power/round) <45>
Locations:
Impulse Engine[s]: three Class 1 (generate 8 power/engine/round)
Auxiliary Power: 2 reactors (generate 5 Power/reactor/round) <6>
Emergency Power: Type A (generates 25 Power/round) <25>
EPS: Standard Power flow, +50 Power transfer/round <30>
Standard Usable Power: 223
(Optional) Transporters
Type: Personnel [4 Power/use] <11>
Pads: 4
Emitter/Receiver Array: Personnel Type 4 (30,000 km range)
Energizing/Transition Coils: Class E (strength 5)
Number and location:
Type: Emergency [3 Power/round] <8>
Pads: 8
Emitter/Receiver Array: Emergency Type 1 (5000 km range)
Energizing/Transition Coils: Class E (strength 5)
Number and location:
Type: Cargo [3 Power/round] <9>
Pads: 400 kilograms
Emitter/Receiver Array: Cargo Type 2 (20,000 km range)
Energizing/Transition Coils: Class E (strength 5)
Number and location:
Security Systems Rating: 1 <4>
Anti-Intruder System: Yes [1 Power/round] <5>
Internal Force Field [1 Power/3 Strength] <5>
Science Systems Rating: 1 (+0) [1 Power/round] <10>
Specialized Systems: 1 <5>
Laboratories: 1 <2>
Tactical Systems
Phaser Arrays <14 x 2 = 28>
Type IV Phaser Array
Damage: 80 [8 Power]
Number of Emitters: 80 (up to 2 shots per round)
Targeting Systems: Class Alpha Accuracy 5/6/8/11
Range: 10/30,000/100,000/300,000
Location: forward and aft
Firing arc: 180 degrees
Firing Modes: standard, pulse, continuous, wide beam
(optional) Plasma Disruptors <20 x 2 = 40>
Type equal to type 3 disruptors
Damage: 80 [8 Power]
Number of Emitters: (up to 2 shots per round)
Targeting Systems: Class Alpha Accuracy 5/6/8/11
Range: 10/30,000/100,000/300,000
Location: forward and aft
Firing arc: 180 degrees
Firing Modes: standard, pulse
(optional) Lasers <10 x 2 = 20>
Type E Laser
Damage: 80 [8 Power]
Number of Emitters: (up to 2 shots per round)
Targeting Systems: Class Alpha Accuracy 5/6/8/11
Range: 10/30,000/100,000/300,000
Location: forward and aft
Firing arc: 120 degrees
Firing Modes: standard, Continuous
Shields (Forward, Aft, Port, Starboard) <21 x 4 = 84>
Shield Generator: Class 2 (protection 240 +100 embedded nacelles) [24 Power/shield/round]
Shield grid: Type C (50% increase to 360 Protection)
Subspace field Distortion Amplifiers: Class Beta (Threshold 80 +10 embedded nacelles)
Recharging System: Class 1 (45 seconds)
Backup Shield Generators: 4 (1 per shield) <8>
Auto-Destruct System <5>
Auxiliary Spacecraft systems
Shuttlebay(s): none
As you can see that I included multiple weapon systems and the optional Transporter systems.
As for the shields I included the Lug version as the shields as it is in the basic version nevertheless, I personally think that they are a little to strong for shields a cargo ship would have. I think that the ship is over protected.
I think that the ships should have a shuttlebay but that is up to the user to make one for the ship when the small changes are made.
Auxiliary Spacecraft systems
Shuttlebay(s): Capacity for 6 Size worth of ships <12>
Standard Complement: 2 Shuttlepods and 2 shuttlecrafts
Location(s): aft ventral
Based off the Ex Astris Scientia website data Batris Type
Length: 290 meters - Beams: 97.44 meters - Height: 59.16 meters
Decks: 3 - Mass: 435,000 metric tons - Cargo hold: 300,000 cubic meters
Warp Drive Nacelles: Type 2
Chemical Rocket Launcher (80 damage)
Erstwhile type, I estimated the size small. I still think that it is larger than the screen version was. I made it 150 meters in length but keeping it in size five. I think that this is closer to the scale that it would be on screen. If I would guess at it that it was around a hundred meters to be closer.
Length: 150 meters - Beams: 50.4 meters - Height: 32.1 meters
Decks: 3 - Mass: 225,000 metric tons - Cargo hold: 40,000 cubic meters
Warp Drive Nacelles: Type 2
Four Type E Lasers
I thought that I would add this note that I made in my Spacedock notebook.
Here is something that I looked into earlier, but it was too lopsided. This is my thoughts on the matter. Some might be interested in making the change in the shield systems. This interpolation is based off the base line that makes the uprating from the basic Icon ship to the Spacedock version. The Spacedock shields are 20 times that of the Icon making the shields as follows:
Shields (Forward, Aft, Port, Starboard) <37 x 4 = 148>
Shield Generator: Class 3 (protection 480) [48 Power/shield/round]
Shield grid: Type C (50% increase to 720 Protection)
Subspace field Distortion Amplifiers: Class Delta (Threshold 160)
Recharging System: Class 1 (45 seconds)
With the more powerful shields the more powerful the warp core needs to be upgraded to produce more power than the version above something in the Class 6/K area would be about right producing 300 units of power per round.
Personally, I like the lower shields as they tend to make the ship more vulnerable to energy weapons and other space hazards. It is a civilian owned ship not a heavily armed and shielded military combat vessel or vessel that could be caught in hazardous situations. The ships would not have the need for heavier shields as they tend to be made for cargo hauling more than getting in dangerous situations. The most dangerous is threat from pirates or some kind of space phenomena that could be dangerous to the ship or the cargo that is carrying in their holds.
The lower shield rating is more balanced to the rest of the ship. It can make the vessel more vulnerable to attack from another with the lower settings. Civilians would help to keep the ships lower to keep the other powers from thinking that they were out to cause problems with other vessels like a pirate vessel.