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CLASS NAME: Starfleet
Headquarters |
Top |
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Side view |
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BRAD'S COMMENTS:
This is a curiosity from the Franz Joseph Starfleet Technical Manual.
First appearing in 1975, that book has since been rendered largely apocryphal by
the various Star Trek feature films, and the many television series.
Starfleet Headquarters is in fact not located in orbit, as Star Trek IV makes
plain, but there has always remained a question regarding the mushroom-shaped
Spacedock:
is that facility independent of Starfleet Headquarters, or is it merely an
orbital extension of San Francisco? The same might be said of the
"flying saucer" design from Franz Joseph's book. If we use our
imaginations a little we might view the orbiting HQ as a sort of precursor to
the much larger Spacedock facility. It's also possible that replicas of
the HQ functioned as Starbases across the Federation, just as the mushroom-like
Spacedock seems to have been replicated in orbit around other worlds.
Again, it's never exactly clear if these huge space structures are
self-contained and independent, or if they are simply the orbital partners of
ground-based facilities, the two of them combining to form a whole Starbase.
My hunch is that the latter is true.
We might also imagine that the Spacedock is simply a
"refit" of the Franz Joseph design, similar to how the
Consitution
Class was refitted between the time of TOS and TMP. The HQ is only a
little less large than the primary disc of the Spacedock, so maybe Starfleet
used the old HQ superstructure as a starting point, re-engineered and refitted
it, then built downward, adding whole new levels and capabilities until the
design assumed its familiar mushroom shape. Obviously there's no official
evidence of this, just as there is no official evidence that the Franz Joseph HQ
ever existed in the history of the Federation. But in terms of importing
this design into the STSTCS, I think it's helpful to try and make the HQ's
story coherent with the rest of the game. So, for game purposes, I've
behaved as if the HQ is indeed the TOS version of the Spacedock; both for Earth
and for other planets across the Federation that function as Starbases. By
the time of TMP the majority of these structures will have been refitted to
Spacedock standards; and probably none at all remain by the time of TNG.
As with the Spacedock, it's worth noting that an
opponent doesn't necessarily have to exhaust this beast of all its
superstructure in order to beat it. Knocking down the power output with
engine hits will eventually make it impossible for the Starbase to raise shields
or arm weapons. Similarly, if an opponent can take out all the weapons in
one of the Starbase's three arcs, that arc then becomes a safe zone in which an
opponent might hide, assuming no Federation starships are in the area.
Click the images below to see some fantastic artwork featuring this design!
Construction Data: Model Numbers- Ship Class- Date Entering Service- Number Constructed |
Earth HQ * off scale! ST:TOS 1 |
Starbase Type * off scale! ST:TOS 1 |
Hull Data: Superstructure Points- Damage Chart- Size Height (top to bottom)- Diameter (largest saucer)- Weight- Cargo Cargo Units- Cargo Capacity- Landing Capability- |
900 C est. 1,000 meters est. 2,500 meters est. 43,500,000 tons variable variable NONE! |
900 C est. 1,000 meters est. 2,500 meters est. 45,000,000 tons variable variable NONE! |
Equipment Data: Control Computer Type- Transporters- Standard 2-person- Standard 6-person- Combat 20-person- Emergency 22-person- cargo large- cargo small- |
multiple; co-processing 70 120 none 80 10 35 |
multiple; co-processing 70 100 60 40 10 35 |
Other Data: Resident Operational Staff- Troops- Non-resident Staff- Resident Dependents- Transient Population- Shuttlecraft- |
18,000 500 1,600 23,000 10,000 maximum 20 to 70; varies |
18,000 10,000 1,600 10,000 10,000 maximum 20 to 70; varies |
Engines and Power Data: Total Power Units Available- Movement Point Ratio- Antimatter Generator- Number- Power Units Available- Backup Impulse Generator- Power Units Available- |
235 cannot move, station-keeping thruster only! FMTOS-1A 2 105 each FIPTOS-2B 25 |
235 cannot move, station-keeping thruster only! FMTOS-1A 2 105 each FIPTOS-2B 25 |
Weapons and Firing Data: Beam Weapon Type- Number- Firing Arcs- Firing Chart- Maximum Power- Damage Modifiers +3 +2 +1 Missile Weapon Type- Number- Firing Arcs- Firing Chart- Power To Arm- Damage- |
Unarmed | FH-3 30 10 per arc W 5 (1 - 10) (11 - 17) (18 - 20) FP-5 9 3 per arc R 1 16 |
Shields Data: Deflector Shield Type- Shield Point Ratio- Maximum Shield Power- |
FDSG-T4 2/1 24 |
FDSG-U3 2/1 30 |
Defense Factor- Weapon Damage Factor- |
Holy
crap! none |
Holy
crap! Wow! |
* Denotes completely hypothetical model number and stats, devised by Brad R. Torgersen.