- 1 Locations of Steamrunner Class Construction:
- 2 Steamrunner Class Mission Profile
- 3 GENERAL INFORMATION:
- 4 PHASER ARRAY
- 5 TORPEDO LAUNCHERS
- 6 DEFLECTOR SHIELDS
- 7 COMPUTER CORE
- 8 WARP PROPULSION SYSTEM
- 9 IMPULSE PROPULSION SYSTEM
- 10 NAVIGATION DEFLECTOR
- 11 TRACTOR BEAM
- 12 TRANSPORTER SYSTEMS
- 13 COMMUNICATIONS
- 14 SENSOR SYSTEMS
- 15 TACTICAL SENSORS
- 16 STELLAR CARTOGRAPHY
- 17 SCIENCE LABS
- 18 MEDICAL SYSTEMS
- 19 CREW QUARTERS
- 20 RECREATIONAL
- 21 THE LOUNGE (Five Forward)
- 22 SHUTTLEBAYS
- 23 SHUTTLECRAFT
- 24 OPERATIONS
- 25 LIFEBOATS
- 26 DECK CONFIGURATION
- 27 Notes
Locations of Steamrunner Class Construction:
Antares Fleet Yards, Antares IV, Nesrun Shipyards, Andor, Utopia Planitia, Mars, McKinley Station, Earth, Atlas V Fleet Yard, Deneb V and Balkinur Kosmodrome, Earth.
Steamrunner Class Mission Profile
The Steamrunner Class design was intended to Provide a mission specific mobile platform for a wide range of diplomatic, scientific, or explorative projects. Supplement Miranda, Soyuz, and Merced class starships as an instrument of the Federation deep-space defensive, scientific or diplomatic presence. Provide autonomous capability for full execution of Federation defensive, cultural, scientific, and explorative policy in deep space or border territory. Serve as a frontline support vehicle during times of war and emergencies. Provide a mobile platform for testing and implementation of mission-specific or new technology of any kind.
One of the last vessels designed and launched before the debacle at Wolf 359, the Steamrunner Class of starships was the quintessential utility vessel of Starfleet. The class was originally designed as a replacement for the elder statesman of the fleet, the Miranda class, in the role of cruiser and deep space fleet escort.
The Steamrunner class was launched and quickly slipped into the role of exploration and, working in tandem with the Saber class, in the expansion of the Federation. Equipped with modest scientific resources and diplomatic facilities, the Steamrunner proved to be a capable stand-alone deep space vessel.
The Steamrunner Class is fitted with three dorsal Phaser arrays on the primary hull. The main array, extending in a 120 degree arc, is located just forward of the bridge module. Due to its recessed nature, set within the sunken hull that extends from the leading edge of the saucer to the bridge module, the field of fire (FOF) for the dorsal array is limited. The FOF can only be declined 10 degrees with an 85 degree arc of fire. The FOF can be inclined 160 degrees with a 300-degree arc of fire, or 135 degrees with a 360-degree arc of fire.
The final two dorsal arrays are located aft of the Bussard Collectors on the port and starboards (P/S) sides. Their positioning allows for FOF coverage from lateral attacks as well as attacks from above. They also provide some limited coverage to the "6 o'clock" (directly aft).
Four ventral Phaser arrays are fitted on the primary hull. The twin primary arrays are located slightly forward of the dorsal Phaser array placement. Due to the angle of the ventral aspect of the hull, the FOF can be inclined only 5 degrees, and declined 170 degrees, for a full 360-degree arc of fire.
The final two ventral Phaser arrays are located under the impulse engine housing. Their FOF covers the "6 o'clock" as well up to 90 degrees on their respective sides (P/S).
Originally the Steamrunner class utilized Type-IX Phasers. Following the upgrade, even though the Steamrunner was a medium sized vessel, it was fitted with the new standard Type-X array system.
Each Type-X array fires a steady beam of phased 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 maximum shield penetration.
Each Phaser array takes its energy directly from the impulse drive and auxiliary fusion generators. Individually, each type X -emitter can 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.
The maximum effective range on the Type X emitter is 300,000 kilometers.
The Steamrunner Class is fitted with four fixed-focus torpedo launchers, two located in the leading edge of the primary hull (below the lounge windows), and two located on the trailing edge of the primary hull (under the shuttlebay entrance). The Steamrunner has been refitted with the second generation of automated, high-speed launcher found on the newer ships, such as the Sovereign and Akira Class starships. Each launcher has 5 tubes, giving the Steamrunner the ability to fire an impressive 20 torpedoes at a time (10 forward, 10 aft).
The Steamrunner Class is armed with the Mark XXV photon torpedo, capable of pattern firing (sierra, etc.) as well as independent launch. Independent targeting once launched from the ship, detonation on contact unless otherwise directed by Tactical Operations.
Quantum torpedoes can be launched as well, though they are not part of the standard weapon load-out.
The Steamrunner Class can carry a maximum of 85 completed torpedoes. Components stored onboard can allow for the manufacture of an additional 65 photon torpedoes.
Range: Maximum effective range is 3,000,000 kilometers.
The Steamrunner Class is equipped with an asymmetrical peristaltic subspace graviton field. This type of shield is fairly similar to those of most other Starships. During combat, the shield sends data on what type of weapon is being used on it, and what frequency and phase the weapon uses. Once this is analyzed by the tactical officer, the shield can be configured to have the same frequency as the incoming weapon - but different nutation. This tactic dramatically increases shield efficiency.
There are ten shield generators on a Steamrunner class vessel. Each generator consists of a cluster of ten 28 MW (megawatt) graviton polarity sources feeding into a 575 millicochrane subspace field distortion amplifier.
During Red Alert situations, seven of the generators will operate in a phase lock, producing a continuous output of about 1960MW.
When the shields, when raised, stay extremely close to the hull to conserve energy - average range is ten meters away from the hull.
Number of computer cores: Two; the primary core occupies space on decks 4, 5, & 6, set to the starboard of the bridge module. The secondary, emergency core is located in a mirror position on the port side.
Type: The computer cores found on the Steamrunner class are smaller versions of the New Orleans' Isolinear Processing cores, spread out to take three rather than four decks. A smaller, regulated EPS conduit directly from the warp core powers the system.
For missions, requirements on the computer core rarely exceed 70-75% of total core processing and storage capacity. The rest of the core is utilized for various scientific, tactical, or intelligence gathering missions - or to backup data in the event of a damaged core.
WARP PROPULSION SYSTEM
The warp core is located in the engineering section on decks 6 and 7. The matter-antimatter reaction assembly (M/ARA) runs vertically between the two decks, with the monitoring systems on the balcony above (Deck 6, Upper Engineering). The core is constructed from a central translucent aluminum and duranium reactor with Dilithium articulation frame, four-lobed magnetic constriction segment columns, and matter and antimatter injectors. Plasma transfer conduits exit the core on Deck 6 and extend laterally to the nacelles and the warp plasma injectors. The nacelles incorporate an in-line impulse system, which accepts matter intake and heating within the nacelles and exhausts the heated gases through a space-time driver assembly in the nacelle aft cap. Anti-deuterium is stored in a series of standard Starfleet antimatter pods on Deck 8, forward of the warp core.
The warp field coils, unlike most Federation ships, are located just within the main hull as opposed to outboard nacelles. The basic structure of the nacelles is similar to that of the remainder of the starship; however, the entire length of the nacelle housing is augmented with longitudinal stiffeners composed of cobalt cortenide to protect against high levels of warp-induced stress. Throughout the nacelle housing are triply redundant conduits for Structural Integrity Field (SIF) and Internal Dampening Field (IDF) systems.
Each nacelle contains a pair of six warp field coils, making Steamrunner-class vessels have a total of 24. The Type-V warp reactor is extremely powerful for a ship of this size, and as such, the Steamrunner-class vessels put out a warp signature equivalent to much larger starships. Advances in variable warp field geometry ensure that all ships of this class will not cause harmful subspace damage. All regulation warp engine controls and procedures apply to Steamrunner-class vessels.
In the event of a possible warp core breach, the main M/ARA core can be ejected out of the bottom of the ship.
Type: Consolidated Fusion, Inc Type-V Standard Matter/Anti-Matter Reaction Drive, developed by Consolidated Fusion, Inc. Information on this Warp Drive can be found in any Starfleet Library or Omnipedia.
Normal Cruising Speed: Warp 6.6
Maximum Safe Speed: Warp 9.7 for 12 hours
Note:. Pursuant to Starfleet Command Directive 12856.A, all Starships will receive upgrades to their Warp Core system to prevent further pollution of Subspace, thereby removing the Cruising speed limitation of warp 5.
IMPULSE PROPULSION SYSTEM
Equipped with standard Steamrunner Class mass-drivers developed and built by HighMPact Propulsion, the output is comparable to New Orleans Class.
Each engine (there are two impulse engines) can individually propel the Steamrunner at speeds just under .50c. 'Maximum Impulse' is .75c (three-quarters of 186,282 miles per second, which is warp one), and requires both engines working at approximately 3/4 strength.
Due to time dilation problems, standard impulse operations are limited to .25c ('Full Impulse'), with each engine working at .125c. 'Half Impulse' is .125c, while '1/4 impulse' is .0625c.
The Steamrunner Class main deflector dish is located in the Secondary hull. Composed of polydenum/duranium mesh panels over a tritanium framework (beneath the Duranium-Tritanium hull), the dish can be manually moved six degrees in any direction off the ship's Z-axis, except along the positive X-axis (which would direct the emitted energies into the primary hull). The main deflector dish's shield and sensor power comes from two graviton polarity generators located on deck 8(S), each capable of generating 128 MW (megawatts), which can be fed into two 550 millicochrane subspace field distortion generators.
The Steamrunner Class is equipped with a multiphase subspace graviton beam, used for direct manipulation of objects from a submicron to a macroscopic level at any relative bearing to the ship. Each emitter is directly mounted to the primary members of the ship's framework, to lessen the effects of isopiestic subspace shearing, inertial potential imbalance, and mechanical stress.
Each tractor beam emitter is built around three multiphase 12 MW graviton polarity sources, each feeding two 475 millicochrane subspace field amplifiers. Phase accuracy is within 1.3 arc-seconds per microsecond, which gives superior interference pattern control. Each emitter can gain extra power from the SIF by means of molybdenum-jacketed waveguides. The subspace fields generated around the beam (when the beam is used) can envelop objects up to 920 meters, lowering the local gravitational constant of the universe for the region inside the field and making the object much easier to manipulate.
Effective tractor beam range varies with payload mass and desired delta-v (change in relative velocity). Assuming a nominal 15 m/sec-squared delta-v, the multiphase tractor emitters can be used with a payload approaching 880,000,000 metric tons at less than 2,000 meters. Conversely, the same delta-v can be imparted to an object massing about one metric ton at ranges approaching 30,000 kilometers.
The Steamrunner Class is equipped with a total of four personnel transporters capable of a maximum payload mass of 800kg (1,763 lbs) at a maximum range: 40,000 km. The maximum beam Up/Out Rate is approximately one hundred persons per hour per Transporter
The Steamrunner Class also has a total of two cargo transporters capable of a maximum payload Mass of 500 metric tons.
Finally a total of two emergency transporters which are capable of a maximum range of only 15,000 km (send only) [range depends on available power] with a maximum beam out rate of one hundred sixty persons per hour.
Standard Communications Range: 42,000 - 100,000 kilometers with a Standard Data Transmission Speed: 18.5 kiloquads per second. The Subspace Communications Speed: Warp 9.9997
Long range and navigation sensors are located behind the main deflector dish, to avoid sensor "ghosts" and other detrimental effects consistent with main deflector dish millicochrane static field output. Lateral sensor pallets are located around the rim of the entire Starship, providing full coverage in all standard scientific fields, but with emphasis in the following areas: Astronomical phenomena, planetary analysis, remote life-form analysis, EM scanning, passive neutrino scanning, parametric subspace field stress (a scan to search for cloaked ships), thermal variances and quasi-stellar material. Each sensor pallet (twenty in all) can be interchanged and re-calibrated with any other pallet on the ship.
The Steamrunner is also equipped with a Warp current sensor. This is an independent subspace graviton field-current scanner, allowing Steamrunner Class to track ships at high warp by locking onto the eddy currents from the threat ship's warp field, and then follow the currents by using multi-model image mapping.
There are twenty-two independent tactical sensors on the Steamrunner Class. Each sensor automatically tracks and locks onto incoming hostile vessels and reports bearing, aspect, distance, and vulnerability percentage to the tactical station on the main bridge. Each tactical sensor is approximately 84% efficient against ECM, and can operate fairly well in particle flux nebulae, (which has been hitherto impossible).
One stellar cartography bay is located on deck 4, with direct EPS power feed from engineering. All information is directed to the bridge and can be displayed on any console or the main viewscreen.
There are twelve science labs on a Steamrunner class ship. All are located on deck 4.
Three labs are bio-chem-physics labs that can also be reconfigured for Medical labs. Xeno-biology and botany, Geology, Astrophysics/Astrometrics, Stellar Cartography and other physical sciences are represented, as well as the cultural sciences (Sociology, Archeology, etc.). Many of the labs are multi-functional labs that can be equipped for various experiments. The Chief Science Officer's office is located adjacent Science Lab 1. It is decorated to the CSO's preferences as well as containing a work area, a personal viewscreen, a computer display, a replicator, and a washroom/head.
There is one large sickbay facility located on deck 4, equipped with two treatment wards, an intensive-care unit, a nursery, two surgical suites, a null-grav therapy ward, a biohazard isolation unit, a medical laboratory, a morgue/stasis containment unit, and a dental care office. Also pursuant to new Starfleet Medical Protocols, the sickbay is equipped with holo-emitters for the emergency usage of the Emergency Medical Holographic System.
The CMO's office is located adjacent to Sickbay with doors connecting to the hallway as well as directly to sickbay. The office is decorated to the Chief Medical Officer's preference and also contains a personal viewscreen, a computer display, a replicator, and a washroom/head.
The Cargo bays are designated as the first locations for additional medical space if needed for mass casualty situations, with the shuttlebay designated as the secondary location. VIP quarters can be adapted to act as additional Intensive Care Units, and the lounge can be modified to act as a secondary treatment ward.
The Ship's Counselor's office is located on Deck 4, near the Medical section. It consists of a private office, with standard furnishings (decorated to the Counselors preference), a personal viewscreen, a computer display, a replicator, and a washroom/head. An individual therapy room furnished with chairs and couch for one on one sessions, as well as a large, group-therapy room, consisting of several couches and chairs, are located adjacent to the Counselor's office.
In the event of a crewmember suffering a psychotic episode, and needing to be isolated from the crew, the ill crewman is kept in sickbay, in the isolation unit, or in the intensive care units, as determined by bed availability.
Officer quarters and VIP/Guest accommodations, along with diplomatic facilities, are located on deck 3. Enlisted crew quarters are located on decks 5 and 6.
Individuals assigned to the ship for periods over six months are permitted to reconfigure their quarters within hardware, volume, and mass limits. Individuals assigned for shorter periods are generally restricted to standard quarter's configuration.
Standard Living Quarters are provided for both Starfleet Non-Commissioned Officers and Ensigns. These persons are expected to share their room with another crewmate due to space restrictions aboard the starship. After six months, crewmembers are permitted to bring family aboard the ship and a slightly larger room is allocated to them.
Two NCO's or two Ensigns are assigned to a suite. Accommodations include 2 bedrooms with standard beds, connected by a living/work area. A washroom with ultrasonic shower is located off of each bedroom. A food replicator and a personal holographic viewer are located in the living area. Small pets are allowed to NCO's.
Enlisted crewmembers share quarters with up to 4 others. Accommodations include 2 bedrooms with twin beds, connected by a living/work area. A washroom with ultrasonic shower is located off of each bedroom. A food replicator and a personal holographic viewer are located in the living area. Pets are not allowed to enlisted crew.
Crewmen can request that their living quarters be combined to create a single larger dwelling.
Starfleet personnel from the rank of Lieutenant Junior Grade up to Commander are given one set of quarters to themselves. In addition, department heads and their assistants are granted such privileges as well, in an effort to provide a private environment to perform off-duty work. After six months, officers are permitted to bring family aboard, with those having children typically assigned quarters with viewports. Members of the Captain's Senior Staff can have these restrictions waved with the Captain's permission.
Single officer accommodations typically include a small bathroom with an ultrasonic shower, a bedroom (with standard bed), a living/work area, a food replicator, a computer display, a personal viewscreen, and provisions for pets.
Family accommodations include 2 or 3 bedrooms and 2 bathrooms with ultrasonic showers. The rest of the accommodations are as described above.
Officers may request that their living quarters be combined to form one large dwelling.
The Captain and Executive Officer have special quarters, located on Deck 3.
These quarters are much more luxurious than any others on the ship, with the exception of the VIP/Diplomatic Guest quarters. Both the Executive Officer's and the Captain's quarters are larger than standard Officer Quarters. This space generally has the following accommodations: a living/work area, a food replicator, a personal holographic viewer, a computer display, provisions for pets, a bedroom (with a luxurious bed), a null-grav sleeping chamber and a bathroom with ultrasonic shower and an old-fashioned water shower.
The Steamrunner class starship is a symbol of UFP authority, a tool in dealing with other races. Starfleet occasionally makes use of the Steamrunner in diplomatic situations and the need to transport or accommodate Very Important Persons, diplomats, or ambassadors will arise.
These quarters are located on Deck 3. These quarters include a spacious living/work area, a food replicator, a personal holographic viewer, an ultrasonic shower and bathtub/water shower, a bedroom with a null-grav sleeping chamber, and provisions for pets. These quarters can be immediately converted to class H, K, L, N, and N2 environments.
The Steamrunner class vessel is a medium sized starship and its design has been maximized for scientific and tactical usage. However, it is realized that the stress of operating at 99% efficiency on a ship that is built for extended field operations and exploration can be dangerous, so there are some recreational facilities on board.
There are three standard holodeck facilities located on deck 5. They are for group use, or for individual officers. Individual enlisted crew members are not allowed to use the holodecks.
There are four Holosuites on a Steamrunner, all of them located on deck 5. These are smaller versions of standard Federation holodeck, designed for individual use. They do everything that their larger counterparts do, only these Holosuites can't handle as many variables and are less detailed.
Sometimes, one must feel grass under ones feet and between ones toes. Located on deck 4, the arboretum is maintained by the botany department, and is used for research into plant-life. Crewmembers are allowed to wander the small facility, which includes twisting paths that provide privacy, and a small stream that feeds a little pond. (The stream and pond are connected to a high-speed pump that will immediately drain both during a red alert situation). 'Natural' lighting is provided on a day/night schedule that provides maximum benefit to the plant-life.
THE LOUNGE (Five Forward)
This is a large lounge, located on deck 5, is set in the forward edge of the primary hull. It has a very relaxed and congenial air about it; The Lounge is the only place on the ship where rank means nothing - "sir" need not be uttered when a person of lower rank addresses an officer, and everyone is on an equal footing. Opinions can be voiced in complete safety. This lounge is the social center of the ship.
The Lounge has a battery of recreational games and assorted "stuff". 3-D chess, pool tables, card tables (complete with holographic dealer and chips), and numerous other games can all be found here. There is also a bar (with bartender) which is stocked with various potent alcoholic beverages (at the Captain's discretion), such as; chech'tluth, Aldebaran whiskey, Saurian brandy, Tzartak aperitif, Tamarian Frost, C&E Warp Lager, Warnog, Antarean brandy, and countless others as well as the synthahol versions of these and other drinks.
The replicators have a huge menu of foods and drinks that can be instantly available for culinary adventurers, and variations can be created by the crew and stored in files for easy access and trading.
The lounge is often named by the crew, and is decorated as the crew decides and usually has a theme, to some extent. Large numbers of tables and chairs, as well as benches and booths, provide seating for the crew. Large windows set into the forward wall allow a breathtaking view from the bow of the ship, giving clear site to what lies before the ship. Situated over the forward torpedo tubes, they also allow for a 'you-are-there' view of the launching of the destructive devices. A small dais can be raised from the floor on one side of the room to make a stage area, to allow for the performing arts and for VIPs, during large dinners.
Located on the aft, dorsal bow of the ship, the shuttlebay module is accessed by a flight path between the nacelles. The standard shuttle bay module contains facilities to refuel/rearm, to repair, and to provide routine maintenance to the shuttle complement assigned to the ship. A flight control room, known as "Flight Ops", controls the shuttle bay and directs flight vectors for incoming and outgoing craft. This is located against the forward wall of the shuttlebay, next to the exit for the turbolift on deck 4.
The Flight Control Officer's office is located adjacent to the Flight Ops center. It is decorated to the FCO's preferences and contains a work area, a personal viewscreen, a computer display, a replicator, and a washroom/head.
The Steamrunner Class is equipped with the following, four Type-8 Shuttlecraft, three Type-10 Shuttlecraft and three Shuttlepods.
The Steamrunner class, as a Light Cruiser, is a highly modular structure that can be adapted relatively quickly (days to weeks) to mission goals assigned to it. While any Steamrunner can be assigned to any mission, to truly be effective a change in modules may be required.
Tactical/Defensive Operations: Typical Missions include patrolling the Federation borders, Borg interdiction missions, convoy escort, fleet support, police/combat patrols, troop transport, special operations, and other combat related missions.
Structural changes: Diplomatic facilities are almost eliminated and the Science department is also reduced to allow for greater torpedo storage, larger torpedo manufacturing facilities, increased number of security/combat personnel, and increased number of shield generators, redundant communication equipment, and increased ablative armor to the hull. Deep-space Exploration: The Steamrunner class is equipped for long-range interstellar survey and mapping missions, as well as the ability to explore a wide variety of planetary classifications.
Ongoing Scientific Investigation: The Steamrunner class starship is equipped with scientific laboratories and a wide variety of sensor probes and sensor arrays, giving her the ability to perform a wide variety of ongoing scientific investigations. Structural changes: Additional laboratories, probes, and mission specific experiments/equipment are installed as the mission dictates. Typically there is a decrease in weapon load-out, and in diplomatic facilities.
Contact with Alien Lifeforms: Pursuant to Starfleet Policy regarding the discovery of new life, facilities aboard the Steamrunner class include a variety of exobiology and xenobiological suites, and a small cultural anthropology staff, allowing for limited deep-space life form study and interaction.
Federation Policy and Diplomacy: A Steamrunner class starship can be used for diplomatic conferences, courier duty, treaty-signing ceremony and other political natured missions. Structural changes: Additional VIP quarters, conference rooms, private meeting rooms, formal dining facilities, recreational facilities, and improved, secure communications can be installed as the mission dictates. Typically, weapons loadout and science departments are reduced to allow for the extra diplomatic facilities.
Emergency/Search and Rescue: Typical Missions include answering standard Federation emergency beacons, extraction of Federation or Non-Federation citizens in distress, retrieval of Federation or Non-Federation spacecraft in distress, Station/ Outpost evacuation, and/or small-scale planetary evacuation - medium or large scale planetary evacuation is not feasible.
Ever present is the possibility that a ship will become disabled or otherwise damaged to such extent that it can no longer support life. In such situations the crew has to option of abandoning ship by using the Escape Pod system. Each 8-person pod has life support for 3 months in space, and has a maximum speed of 4,200 m/sec. Subspace radio and beacon are permanently activated once the pod is ejected from the ship, to aid in locating the pod. Escaped pods have atmospheric entry and landing capability.
There are no escape pods connected to the bridge. Pods are located on all decks below Deck two. Two pods are reserved for the top four officers in the chain of command, because they are the last four to leave the ship. As the number of experienced Captains dwindles in Starfleet, the notion of a Captain going down with his ship has been abolished. If the ship is abandoned, the top four officers in the chain of command will wait until everyone else is off the ship, opt to arm the auto-Destruct (not always necessary, but there if needed), and then leave in the two escape pods.
Deck 1 Captain's Ready Room, Main Bridge
Deck 2 Briefing/Conference Room, XO's Office
Deck 3 Officers Quarters, VIP/Guest Quarters, Diplomatic Facilities, Transporter Room 1, Shuttlebay Observation deck
Deck 4 Sickbay, CMO's Office, CNS' Office, Science Labs 1-12, CSO's Office, Arboretum, Shuttlebay (floor), FCO's Office, Computer Core Entrance/Control
Deck 5 Lounge, Holodeck/suites, Recreation facilities, NCO Quarters, Cargo Bay 1, Cargo Transporters 1, Computer Core, Docking Ports, [LCL - Cargo bay replaced with troop barracks, muster/mess hall, Transporter Room 3]
Deck 6 Warp Core, Engineering (upper), Crew Quarters, Transporter Room 2, Torpedo Launchers and controls, Cargo Bay 2, Cargo Transporters 2, Computer Core
Deck 7 Warp Core, Engineering (floor), CEO's Office, Brig/Security, CTO's office, Phaser Range, Ship's Armory, Torpedo/Probe Magazine, Aux. Weapon Controls,
Deck 8 Deuterium Storage, Anti-Matter Storage Pods, Life Support Systems Secondary Hull
Deck 7 Navigation Deflector Control room, LRS Control room
Deck 8 Navigation Deflector, LRS Array
Deck 9 Navigation Deflector
Deck 10 Waste Processing/Recycling Center
The Steamrunner Class Starship is a long-range attack ship. It is armed with long-range tri-cobalt torpedoes, making it an effective artillery platform for long, but also for short range attack. It does better in long-range attack because it doesn't really go fast, warp 7 at max, and even then the warp-core will shut down after 2 hours, it will overheat. The Steamrunner srikes and runs away as fast as it can, this is the big disatvantage of the Steamrunner Class, thats why they almost always do long-range attack and no short-range. The Steamrunner Class is not only for combat, it can also be modified to be a science vessel. Because the Steamrunner has served Starfleet so well, it is expected that it will serve for 50/100 more years.
The Steamrunner class was a type of Federation starship in service with Starfleet during the late 24th century.
Ships of this class saw action at the Battle of Sector 001 in 2373, where several were lost.
- No. of decks: 12
- Crew: Max Capacity 185
- Speed: Warp 7
- Armaments: tricobalt torpedoes
- Defenses: Shields