Class & type: Atlantis class tactical carrier
Production Base: Key West
Mass: 22,000,000 tons (operational)
Range: Unlimited distance
Total : 2450
Officers : 150
Crew : 900
Passengers : 400 (Standard
star wing: 400
Quantum jump drive Propulsion System
Drive Type : Q.S.I.D .X100 Core
Number : 6
Main Reactor : FRAM-2000
Quantum jump : 6
experimental drive system developed for the
Drive Type : Ark 245 hyper Impulse drives
Number : 6
Secondary Reactor: FRIF-1200
jump capable : range RED LINE IS 600 light years
Phaser, Type X1
Number : 11 banks
Range : 400,000 km
Arcs : main hall module dorsal array (P/S)
main hall module vetral array (P/S)
main hall aft (P/S)
secondary hulls vental array
secondary hulls aft dorsal array (P/S)
secondary hulls aft ventral array (P/S)
Quantum Flux Torpedo Mk III MK XXI Seeking/Direct
Number : 8 tubes
Range : Quantum 8,900,100 km, Photon 8,000,000
Arcs : 6 forward, 4 aft
CRITICAL MASS CANNONS
Number : 6 ARCS
Range : 900.000
Arcs : 6 forward, 6 aft
Point Defense Lasers, type I
Number : 40 (6 turrets of 3 lasers each)
Range : 200000 km
Arcs : main hall turrets (p/s)
: main hall ventral turrets (p/s)
: secondary hulls lower turrets (p/s)
: secondary hulls lower turrets (p/s)
Ablative Armor Type Xi
Ablative Armor Type Xi
Multi Layered Shielding System
Shield beam advaced shild arayPrimary Shield Systems: FSS XXV Multiphasic/Regenerative Forcefield and Deflector Control System
Secondary Shield Systems: FSS-4 Primary Forcefield and Deflector Control System
Stealth Systems: RS-455 stealth systom
Structural Integrity Field Systems:
Primary Structural Integrity Field Systems: Class 8 Structural Integrity Field Generators
Secondary Structural Integrity Field Systems: Class 8 Structural Integrity Field Generators
Tractor Beam Systems:
Primary Tractor Beam Systems: Class Delta 10 Tractor Beam Emitter System
Secondary Tractor Beam Systems: Class Beta 10 Tractor Beam Emitter System
Standard, 6-person : 6
Emergency, 16-person: 6
Cargo : 8
Shuttle an Fighter bays
Shuttle Bays : 2
Embarked Craft (Standard, specific ships may vary)
Shuttlepod : 20
Personnel Shuttle, Small: 30
Personnel Shuttle, Large: 10
Shuttle, Q-Warp : 12
Cargo Shuttle : 10
Runabout : 8
Landing Crft (Marine) : 12
Fighter bays 6
250 2 XF -400 Talon superiority Star fighter
80 XF-310 F alcon light fighter
100 XF-105 Eagle
100 XF-500 Warewolf heavy attack fighter
12 heavy drop ships
20 light drop ships
4 Cyclone class
Pylons on the lower and main hall Pylons
20 AVS 100
10 AST 200
15 AST-RX -M1
40 AST XR-8S
10 REX X-0 11
Atlantis jump drive is a part of her warp systems an works with it making Atlantis range longer then most ship with only warp systems on bored
The FTL Drive uses a dimensional transport effect. The ships instantaneously teleport from one point in space to another. helium 10 On human ships, the FTL Drives are powered by refined hydrogen an . When a ship jumps, it distorts the space around it and can damage other vessels that are too close.
Navigation is very complex when using the FTLs. Speed, trajectory and jump duration must be carefully calculated before a successful jump can be made. Making a jump without these calculations, can take the ship into dangerous locations such as asteroid belts, singularities, or a planet's atmosphere
Atlantis class have a jump limit known as the "Red Line." Any ship making a jump across this line risks unknown navigational hazards and possibly running off course due to compound errors in the calculations
Atlantis class RED LINE IS 600 light years
QUANTUM WARP DRIVE
Is a variant of quantum slipstream drive but much safer. It is a hybrid Atlantis lunched she had standard warp drive the
lost worlds fleet showed Atlantis crew a new drive idea and it was upgraded to a quantum Warp drive All it is quantum
stabilizer which adds to the slip stream drive and now modified. It has a quantum exhilarated making the drive 3 time's
more reliable then slip stream drive or any Transwarp system It also has been now to have higher warp speeds so she
can hold a speed
Of (9.995) for extended periods
And Quantum speeds for high speed get always or just to get to hot spots
Of battles it also helps power C.M.C and shields
SPEED CHART AGIST WARP SPEED
QUANTUM VELOCITY apparent Velocity 0.9c Approximate Warp speed
-- ------------------- ---------------------
A 8 1.7 1.090
B 7 6.1 1.569
C 6 21.4 2.394
D 9 85.0 3.572
E 10 262.6 7.673
F 20 919.1 9.715
G 30 3217.0 9.976
H 40 9.990i 39407.8
J 50 137927.4 9.9999
Quantum warp has no warp one you accelerate from to the warp the ship
Was originally on.
CRITICAL MASS CANNONS
Is a weapon that fires a round of depleted uranium 235 to the speed of?Light C+ causing a fusion reaction in the uranium pack. A punch round is charged then fired out of amodified field coil. To sling the shell out of the barrel to C+ and then is adjusted to target by a magnetic ballshield, but will not stop C.M.C stiletto it will go through shields and throw all most any Mattel expedite for a hell kin Mattel use for their warp core un now systems can not be put on smaller ships, they take up two decks and are power hungry.
24% mass shot rapid fire low power damaging round
50% mass half mass shot grazing damage on outer hauling star ships but vessel impacted is crippled or destroyed.
75 % mass is a large load and can go straight throw a Borg cube
100% mass will destroy a 95 percent of a borg cube the Atlantis has to fire all c.m.c to do fall power shot it
most power is use to fire 100% power
Tri cobalt round c-3
Quantum round c-4
Shaker round c-5
Dart round c-6
Knights shot c-7
Archer tracking round c-9
Grape shot ball barring or C-10
Heavy barrel cd-1
Torpedoes will obtain a high sublight speed when launched from a stationary launch platform. They are still effective against close-in threat vessels. The fact that a class 8 probe was supposedly launched by a starbase at warp speeds in "The Emissary" might be inconsistent with the statement that photon torpedoes can't reach warp speed if launched from a stationary or a sublight platform.
A torpedo tube was a compact area of a starship where torpedoes are stored immediately prior to launch. It was a part of the torpedo launcher. Tubes could be controlled from the bridge or from the torpedo bay. (ENT: "Silent Enemy")
Typically, the torpedo tube was only slightly larger than the torpedo itself. It lay between the torpedo bay and the torpedo tube doors on the outer hull of the starship. When torpedoes were fired, the outer doors were opened, allowing for the weapon's egress. Tubes may also have had inner doors, which protected the torpedo bay from the missiles' propulsion systems.
Mark VI torpedoes with terminium casings in 2285, and Mark VII photon torpedoes in 2293. At least the Mark VII torpedoes could not be programmed to fire themselves without a torpedo
Developed to improve upon and, eventually, replace the photon torpedo, the quantum torpedo uses an energetic release of a zero-point energy field to obtain basic yields of up to 52.3 isotons- twice as powerful as the most common photon torpedoes. More advanced versions similarly surpass the higher-grade of photon torpedoes, but to this point, are restricted to high-yield launchers only.
Introduced in the late 2360s, the quantum torpedo was part of the range of projects which formed Starfleet’s response to the threats represented by the Borg and renewed activity by the Romulans. Although there is no theoretical upper limit on the size of a matter/antimatter torpedo warhead - the Cardassian ‘Dreadnought’ type heavy penetrator carries a two thousand kilogram m/am warhead for example - warheads beyond the 25 isoton range tend to be too large and heavy for use as truly effective anti-ship weapons. Starfleet wanted to develop a warhead which offered firepower in the 50+ isoton range without penalizing the agility of the weapon.
Starfleet R&D quickly decided to focus on a zero point energy system. Initial testing yielded a negative energy balance – it took more energy to initiate the zero point reaction than that reaction generated in turn. This problem was eventually surmounted and a 52.3 isoton quantum warhead was detonated at the Groombridge 273-2A facility.
The device works by generating an eleven dimensional space time membrane which is twisted into a string similar in structure to a super string. This process calls large numbers of subatomic particles into existence, liberating correspondingly large amounts of energy in the form of an explosion.
The production torpedo is of similar size to the standard photon torpedo and is made of a shell of densified Tritanium and Duranium foam coated in an ablative layer and an anti radiation polymer coating. Great attention has been paid to making the weapon stealthy in operation by minimizing the number of penetrations through the casing and by treating those which have been made.
The warhead itself comprises a zero-point field reaction chamber, which is formed from a teardrop shaped crystal of rodinium ditellenite jacketed with synthetic Neutronium and Dilithium. A zero-point initiator is attached to this; the initiator is made of an EM rectifier, a wave guide bundle, a subspace field amplifier, and a continuum distortion emitter. The emitter creates the actual pinch field from a conical spike 10-16 meters across at the tip.
The zero-point initiator is powered by the detonation of an uprated photon torpedo warhead with a yield of 21.8 isotons. The m/am reaction occurs at four times the rate of a standard warhead; the detonation energy is channeled through the initiator within 10-7 seconds and energizes the emitter, which imparts a tension force upon the vacuum domain. As the vacuum membrane expands over a period of 10-4 seconds, an energy potential equivalent to at least 50 isotons. is created. This energy is held by the chamber for 10-8 seconds and is then released by the controlled failure of the chamber wall.
The propulsion and guidance systems of the quantum torpedo also represent improvements over the standard photon. The computer system is based around Bioneural gel packs, allowing more efficient data processing and so improved guidance capability.
he quantum warhead relies on rapid energy extraction from zero-point vacuum. This is established from an 11-dimensional space-time membrane, twisted into a Genus-1 topology string, housed inside the ultraclean vacuum of a 1.38 meter-long teardrop shaped zero-point field reaction chamber. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, inside the torpedo powers a continuum distortion emitter. It expands the membrane and pinches it out of the background vacuum. The membrane forms into subatomic particles accompanied by a high-explosive energy release.
Propulsion system of the quantum torpedo is a warp sustainer engine and four microfusion thrusters. The engine coils of the warp sustainer grab and hold a hand-off warp field from the torpedo launcher tube's sequential field induction coils. A miniature matter/antimatter fuel cell adds power to the hand-off field. When launched in warp flight, torpedo will continue to travel at warp, when launched at sublight, torpedo will travel at a high sublight speed, but will not cross the warp threshold. The quantum torpedo uses a bio-neural gel processor for flight control, and a thoron web to block countermeasure radiation.
The warhead technology of the torpedoes was also revealed in the novel. It is based on generating a destructive subspace compression pulse. Upon detonation the torpedo delivers the pulse in an asymmetric superposition of multiple phase states. Shields can only block one subcomponent of the pulse. The other subcomponents deliver the majority of the pulse to the target. Every torpedo has a different transphasic configuration, generated randomly by a dissonant feedback effect to prevent the Borg from predicting the configuration of the phase states
Quantum Flux Torpedo Mark XXIV
Quantum Transphasic torpedoes mark XL Seeking
Quantum Flux Torpedo XXI Seeking
quantum torpedo MARK 1
Photon Torpedo mark VI
is a modification of the standard deflector andShield systems onboard any starship it just has been modified toAbsorb ray weapons energy and focus it can also fire a ship sizeBeam that can make any capitol ship think twice about attackingA ship that has it attacked an Atlantis class carrier
Point Defense System
The advantage of a point defense system over any ECM system is that it can physically intercept missiles with either energy or missile weapons of its own. In the case of point defense lasers the system is beam-based.
The weakness is that each laser cluster, can only engage a single missile at a time. Recent tactical engagements have shown that volleys of 20 missiles at a time are not unheard of. So, the laser clusters are most effective when a number of ships are working together to shoot down a single broadside.
When the ships are deployed in a wall formation
[--] = 1 ship
(and so on)
the overlapping fields of point defense fire make this system extremely effective. In one-on-one situations, the system is proportionally less effective. Any ship type can employ the system, but the problem is, of course, mass and power alocation. BB's have a lot more room, mass, and power capacity than DD's.
Other limitations include the fact that missiles maneuver and photon torpedoes are very fast. It takes a sustained (albeit not long) hit from a PD laser to destroy either. This is very hard to accomplish. A touch and go or glancing hit will not destroy the target.
The type I point defense laser was created in response to the Dalriadan War of 2410 and built into several series of ships first launched late in that year. The initial system was rushed into production. The lasers had an effective range of only 150,000 km, inside the 200,000 maximum detonation range of the Dalriadan missiles, but outside the normal detonation of 100,000 km.
Since 2410, there have been two revisions of the point defense laser system. The type II system was never put into production because it required significant retrofitting to enlarge capacitor banks to power the system due to poor power usage of the laser system employed. The current system, the type III has a refined laser core and can generate pulses capable of intercepting incoming fore to a range of 300,000 km.
The second type of point defense system is the drone. Drones attempt to draw enemy fire away from the starship which controls them and to themselves by using sophisticated ECM gear which makes the drone appear to be the starship itself to targetting sensors. A network of drones deployed around a starship which is itself using its ECM systesm, gives any incoming fire multiple targets which it must distinguish between in order to damage the actual ship.
Because some weapons, such as photon torpedoes, use proximity detonation and never actually strike the targetted ship, point defense drones also carry powerful jamming systems intended to interfere with guidance and targetting systems and to cause premature detonation
The Ablative Shield Generator is composed of 4 basic components:
1. Subspace divergence field generators.
2. Modified transporter pattern buffer.
3. Molecular pattern storage unit.
4. Emitter array.
The subspace divergence field has the ability to duplicate matter atom to atom of equal energy mass (E=mc^2). This field is generated in modified dual shield generators. The field is then shunt into the transporter pattern buffer where the subspace field is processed to give it an energy pattern of certain matter with the same properties such as colour, texture, and strength. The pattern is from the molecular pattern storage unit which contains the energy and molecular pattern of the metal known as adamantium. Adamantium is one of the strongest metals known to exist second only to neutronium. Why adamantium and not neutronium? Neutronium would burn out the pattern buffer instantly. Though adamantium can be replicated, the maximum possible output is only 2kg a day, so therefore, simulated adamantium is the next best solution. Also a starship does not have the energy storage to create a true shell around the ship. The newly formed adamantium pattern is sent to the emitter array where it forms a shell less than 1mm thick around the ship a few metres away, following the contours of the hull like the standard shield grid. This process differs from particle synthesis.
Since the shield generator requires a lot of power to maintain its "molecular structure," the ship has to sacrifice power from areas that also require a lot of power, such as warp drive or weapons. If for example weapons are needed, then warp engines are deactivated. If warp drive is needed, then weapons are powered down. It is a similar problem for warp capable stealth ships that uses cloaking devices such as the Klingons and the Romulans. Since the adamantium shell does not have a true molecular structure, then the shell can be opened and closed very easily in order to fire weapons for example. Opening in the shell for impulse and thrusters exhaust, warp grille and others are protected by independent force fields.
Since the shield was built in an alternate future, the temporal prime directive has halted the research and development of the ablative shield generator until the Sheliak War in the late 2380's
Ships of the line
U.S.S. Atlantis CVX-4575
U.S.S. PACIFICA CVX-6090
U.S.S. El-dorado CVX-4579
U.S.S. Alexandira CVX-6070
U.S.S Shangri-La CVX-6010
U.S.S. Camelot CVX-6020
U.S.S. Troy CVX-6030
U.S.S. Libraera CVX-4577
U.S.S. Andromeda CVX-4590
Phaser array arrangement: Two dorsal phaser arrays on the primary hull, extending from just aft of the bridge to almost midway around the saucer section. The arrays converge to intersect at the bow of the ship, giving them an almost oval appearance. Two ventral phaser arrays on the primary hull, extending from the very back of the primary hull almost to the bow. These arrays also converge gradually as they approach the widest part of the primary hull, converging near the bow. Two phaser arrays are located on or near the aft sail covering the rear firing arc.
Phaser Array Type: The . Atlantis Class utilizes the Type X array system. The seven arrays are all type X, the new standard emitter. Each array fires a steady beam of phaser energy, and the forced-focus emitters discharge the phasers at speeds approaching .986c (which works out to about 182,520 miles per second - nearly warp one). The phaser array automatically rotates phaser frequency and attempts to lock onto the frequency and phase of a threat vehicle's shields for shield penetration.
Phaser Array Output: Each phaser array takes its energy directly from the impulse drive and auxiliary fusion generators. Individually, each Type X emitter can only discharge approximately 5.1 MW (megawatts). However, several emitters (usually two) fire at once in the array during standard firing procedures, resulting in a discharge approximately 10.2 MW.
Phaser Array Range: Maximum effective range is 300,000 kilometers.
Primary purpose: Assault
Secondary purpose: Defense/anti-spacecraft/anti-fighter
Phasers have been the Federation weapons mainstay for the last 120 years. The banks about the Akira Class are type X, currently the most powerful in the fleet. Their placement of the banks covers nearly all positions that an enemy ship can be at in relation to the vessel. The tactical applications of type X phasers is proving to be ineffective in high-speed, intense battles. While the Type X phaser array gives impressive power, it proved lacking during the Dominion War. The Akira was forced to rely mainly on torpedoes in combat against Jem’hadar fighters. Many solutions to this were developed, the main one being the firing of multiple arrays at a single target. The future use of the type X array is in uncertain. It at least certain that there will be an attempt to place type XII phasers aboard the Akira. Unfortunately it cannot be fitted with pulse phasers, for they need to be pointed directly at their target (fine for a little ship like the Defiant, but very hard on a ship almost as long as a Sovereign-class).
Max range: 500,000 km
Charge: 14 minutes in a single firing.
Energy output (avg.): 80.5 MW.
The energy emissions of pulse phasers were stored in a magnetic field, allowing them to coalesce and agitate to higher energy states. The field was then redirected, forcing the burst of phaser energy toward the target. This process was repeated rapidly using multiple magnetic field generators, and the result was a stream of phased energy projectiles. Although the range of such a weapon was much less than the standard phaser due to rapid dissipation, from close range the pulse phaser could do more damage than most phaser types.
Max range: 500,000 km
Charge: 4 minutes in a single firing.
Energy output (avg.): 50.5 MW.