Statistics
Name:
U.S.S. Eclipse
Class:
Intrepid
Registry:
Naval Construction Contract 75439 (NCC 75439)
Length:
1130 feet = 344.424 m
Width:
426.5 feet = 130 m
Height:
206.7 = 63 m
Weight:
1.5 million tons
Gross
mass: 700,00 metric tons
Basic
structure: extremely durable tritanium-duranium alloy
Maximum
sustainable velocity: Warp 9.975
Decks:
15
Rooms:
257
Shuttle
Bays: 1 (Deck 10)
Transporters:
2 personnel (Deck 4) 4 cargo
Holodecks:
2 (Deck 6)
Brigs:
2
Turbo
lifts: 1 system, 3 cars
Crew:
140 - 150
Life
Support: 200 people maximum
Weapons:
11
phaser banks
4
torpedo launchers for the initially 38 photon torpedoes, tri-cobalt bombs
, tolmerite explosives
Landing
capability:
Eclipse
is able to land on a planet's surface. An antigravitational system ensures
that her weight doesn't cause any damage to the landing site.
Landing
Eclipse can be broken down into a number of sequences:
(1)
Warp core is taken offline.
(2)
All plasma is vented from the nacelles.
(3)
Atmospheric thrusters are engaged.
(4)
Ship goes go to blue alert.
(5)
Crew goes to code blue stations.
(6)
Inertial dampeners increased to maximum.
(7)
Landing struts are extended until they are locked.
(8)
Inertial dampeners are released and adjusted to match the planet's gravity.
(9)
The ship actually lands.
(10)
Engines are disengaged.
(11)
Thrusters exhaust is secured.
Deck-by-Deck
Analysis:
Deck
1: Bridge, Captain's Ready Room, and the Escape Pods.
Deck
2: Mess Hall, Sensor Accessories, Senior Staff Quarters, Escape Pods,
and Storage.
Deck
3: Senior Staff Quarters including the Captains, Photon Torpedo Trackers.
Deck
4: Transporter Rooms 1 and 2, Photon Torpedo Launchers, Sensor Accessories,
Escape Pod Access.
Deck
5: Sickbay(Doctor's Office), Sensor accessories, Escape Pods.
Deck
6: Deflector, Computer Core, Holodecks, and Escape Pods.
Deck
7: Mess Hall and Escape Pods.
Deck
8: Docking Ports, Cargo Bays 1 and 2.
Deck
9: Cargo Loading, Shuttle Dock, and Laboratories.
Deck
10: Main Shuttle Bay, Primary Computer Core, Warp Core, Front Torpedo Launchers,
And Main Navigational Deflectors.
Deck
11: Main Engineering, Main Computer and Deflector Control.
Deck
12: Crew Quarters, Antimatter Tanks, and Escape Pods.
Deck
13: Crew Quarters, Escape Pods.
Deck
14: Ground Footpad System.
Deck
15: Ground Footpad System, Antimatter Ports, and Tractor Beam.
Bio-neural
circuitry:
Bio-neural
circuits are an integral part of the Eclipse's computer core. They consist
of gel packs of bio neural cells that organize information more efficiently
and speed up response time. 48 replacement packs are available.
Warp
drive:
Ships
of the INTREPID class have foldable nacelles that make warp propulsion
more efficient and secure than ever before. In 2370 it was learnt that
conventional warp drives pollute the space-time continuum. Movable nacelles
don't so that ships of that class may exceed the limit of Warp 5 then imposed
by Starfleet Federation-wide. For a limited period of time the Eclipse
can sustain a maximum velocity of Warp 9.975.
Emergency
medical holographic program:
The
emergency medical holographic program is a holographic projection, created
and controlled by the computer. It can treat patients if the actual doctor
is not available. Dr Lewis Zimmerman designed it with the assistance of
Lt. Reginald
Barclay
at the Jupiter Station Holoprogramming Center, where it was activated on
stardate 48308.2.
Photon
torpedoes:
There
are two aft photon torpedo launchers on Deck 4 and two forward photon torpedo
launchers on Deck 10. Photon torpedoes are "smart" weapons and are capable
of tracking a moving target. Torpedoes are usually launched in clusters,
each
independently targeted. The explosive power of a torpedo can be varied
by the amount of antimatter loaded into the magnetic bottle in the casing.
Phasers:
Phasers,
or Phased Energy Rectification, are the Eclipse's primary offensive weapon.
Phaser banks are located in the upper and lower phaser strips and the two
mid-hull phaser strips of the Primary Hull as well as a ventral strip on
the underside of the Engineering Hull.
Impulse
Engines:
The
impulse drive is powered by a series of fusion reactors located in both
aft wings on Deck 11. Another set of fusion reactors provides auxiliary
power to keep systems operational when both the warp drive and impulse
reactors are off-line. The impulse fusion reactors are fuelled by deuterium.
Buzzard
Collectors:
The
front of the warp engine nacelles incorporates a set of powerful electromagnetic
coils called a Buzzard Collector. When the ship is traveling at high speed,
these coils generate an electromagnetic field that collects stray atoms
of interstellar hydrogen for use as fuel. |