Star Wars Crossover Technical Information

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Star Wars Crossover Technical Information

Postby CptStaceyTemplar » Thu Mar 22, 2007 7:38 pm

Hello guys....

I thought this might help with a bit of the technical stuff...

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Verteron Particles:



A verteron pulse can disable a starship's engines and other primary systems; repairs can take several days.71The Bajoran wormhole was formed by verteron particles, and they are associated with natural wormholes also.76 Bombarding an area with verteron particles can even attract a wormhole entrance and force it to open.77 Verteron particles can mask a subspace resonance trace from sensors, though this is not very useful since verterons are purely artificial and so the deception would be quickly revealed.78 In the mid 22nd century Humanity maintained a 'verteron array' on Mars which was used to deflect comets.79





Wormholes



A wormhole is a "tunnel" which connects two points in normal space and time. The distance between the endpoints of a wormhole through the tunnel is generally very much shorter than the same journey through normal space, and wormholes offer the possibility of covering huge distances - often in the tens of thousands of light years - in a matter of minutes.1

Wormholes could therefore prove enormously useful as a natural short cut across the galaxy, or even beyond it. Unfortunately virtually all known wormholes are extremely unstable - their end points wander unpredictably through space rather than being fixed in place. This makes them useless for transport purposes since there is no way to know where the journey will take a ship, and no guarantee that the wormhole will still be there for the return trip.1

There was much interest in 2366 when the Barzan discovered an apparently stable wormhole which stretched from their system to the Delta Quadrant, some 70,000 light years distant. The Federation and others attempted to acquire the rights to travel the wormhole in order to open up a new frontier of exploration; unfortunately on investigation it was discovered that only one end of the wormhole was stable; the Delta Quadrant end was as prone to motion as any normal wormhole, and two Ferengi scientists were stranded in the area when it eventually shifted.1

In 2369 Commander Sisko of Deep Space Nine discovered a wormhole which stretched from the Denorious Belt in the Bajoran system some 70,000 light years to the Gamma Quadrant. Historical records indicated that the wormhole had been there for some 10,000 years, making it the first completely stable wormhole known to exist.2 On investigation Sisko found the reason for this stability - the Bajoran wormhole is an artificial entity created by a sentient alien species which exists outside of linear space and time. He was able to negotiate with the aliens to secure right of passage through the wormhole, allowing exploration of the Gamma quadrant2, and unfortunately leading to contact with the Dominion3 and the ensuing Dominion war.4

Voyager was always on the lookout for wormholes whilst attempting to find a way to reach home territory5, and in 2371 such a structure was indeed located which led to the Beta Quadrant. Unfortunately it was ancient, and of very small size. Voyager's crew found a way to send communications and transporter signals through the wormhole, contacting a Romulan officer at the far end. However the wormhole proved to be a link in time as well as space - the far end connected to the year 2351, twenty years before the ship had been lost.6 Voyager also encountered the far end of the Barzan wormhole in 2373, but was unable to use the unstable entrance to reach the Barzan system.7

Given the possibilities of near-instantaneous travel on a galaxy-wide basis, there has been much interest within the Federation in creating artificial wormholes.8 Certain engine imbalances in the warp drive of a (refit) Constitution class Starship can generate a form of wormhole. This is extremely hazardous to the ship involved - the wormhole can sweep up material from normal space during its formation, posing a considerable risk of impact with the vessel. The wormhole effect can also disrupt ship's systems, making it difficult to avoid such dangers. Fortunately these occurrences are extremely rare, though the newly refitted USS Enterprise did experience one in 2271 whilst attempting to reach the approaching V'Ger cloud.9

In 2372 a team arrived at Deep Space Nine with the intention of creating the first deliberate artificial wormhole, using the USS Defiant as a space going laboratory for the experiment. They were successful, though considerable problems were encountered with stability of the structure and a resulting accident aboard the Defiant nearly led to at least one death. Further research continues.8

USS Mercutio, Akira-class refit

Length: 464 meters.
Beam: 317 meters.
Draft: 87 meters.
Displacement: 3,055,000 tons
Crew: 500; 4,500 evacuation limit
Velocity:
Normal Cruise : Warp Factor 6
Maximum Cruise : Warp Factor 9.3
Maximum Rated : Warp Factor 9.8 for twelve hours
Weapons:
3 Type 12 Phaser Banks
13 Photon/Quantum/Transphasic/Tri-Cobalt Torpedo Tubes

200 Photon Torpedoes
25 Tri-cobalt Torpedoes
25 Transphasic Torpedoes
50 Quantum Torpedoes
Deflector Shield Grid: High Yield Structural Integrity Field and Deflector Control System
Cloaking Device: (type unspecified...experimental)
Embarked craft:
3 Workbee General Utility Craft
3 Paris-class Support Craft (SSC Harrison, Viper, Sierra)
6 Shuttlecraft (Type 8, Type 9b, Type 10)
4 Shuttlepods (Class-III)

Other:

Ablative Armour (12 cm thick)

TGB Sensor Array





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Imperial I-class Star Destroyer



Length: 1,600 meters

Height/Depth: 448 Meters

Maximum acceleration: Greater than 2,300 gravities

Engine Units: KDY Destroyer-I ion engine (3)

Cygnus Spaceworks Gemon-4 ion engine (4)

Hyperdrive rating: Class 2

Backup Class 8

Power Plant: SFS I-a2b Solar Ionization Reactor

Shielding: KDY ISD-72x shield generator domes (2)

Armament: Dual heavy turbolaser turrets (6)

Dual heavy ion cannon turrets (2)

Quad heavy turbolasers (2)

Triple medium turbolasers (3)

Medium turbolasers (2)

Numerous light turbolasers and ion cannons (> 60)

Phylon Q7 tractor beam projector (10)



Fighters: TIE starfighter wing (1)

Lamba-class shuttles (8)

Delta-class stormtrooper transports (15)

Assault gunboats (5)

A variable number of Skipray Blastboats

Gamma-class assault shuttle (>1)

Repair and recovery vehicles

Theta-class AT-AT barges

Various other landing craft

AT-AT walkers (20)

AT-ST walkers (30)

Infantry (9,700)

Prefabricated garrison base (1)



Crew: Total (37,085)

Officers (4,520)

Enlisted (32,565)

Gunners (275)



Minimum Crew: 5,000

Passengers: 1,800

Cargo capacity: 36,600 metric tons







Imperial II-class Star Destroyer



Length: 1,600 meters

Maximum acceleration: Greater than 2,300 gravities

Engine Units: KDY Destroyer-I ion engine (3)

Cygnus Spaceworks Gemon-4 ion engine (4)

Hyperdrive rating: Class 2

Backup Class 8

Power Plant: SFS I-a2b Solar Ionization Reactor

Shielding: KDY ISD-72x shield generator domes (2)

Hull: Reinforced durasteel armor



Armament: Octuple barbette turbolaser cannons (8)

Additional turbolaser cannons and batteries (~36)

Ion cannons (20)

Phylon Q7 tractor beam projector (10)

Fighters: TIE starfighter wing (1)

Lamba-class shuttles (8)

Delta-class stormtrooper transports (15)

Assault gunboats (5)

A variable number of Skipray Blastboats

Gamma-class assault shuttle (>1)

Repair and recovery vehicles

Theta-class AT-AT barges

Various other landing craft

AT-AT walkers (20)

AT-ST walkers (30)

Various ground vehicles

Infantry (9,700)

Prefabricated garrison base (1)



Crew: Total (37,085)

Officers (4,520)

Enlisted (32,565)

Gunners (275)



Minimum Crew: 5,000

Passengers: 1,800

Cargo capacity: 36,600 metric tons





Executor-class Star Dreadnought (Vader’s Super Star Destroyer)



Length: 19,000 meters

Max acceleration: 1,230 gravities

Shielding: KDY ISD-72x shield generator domes (2)

Hyperdrive rating: Class 2

Backup Class 10

Armament: Turbolaster cannons (2,000)

Heavy turbolaser cannons (2,000)

Assault concussion missile tubes (250)

30 missiles each. Total missiles 7,500)

Heavy ion cannons (250)

Tractor beam projectors (40)

Point laser cannons (500)



Fighters: TIE starfighters (>144)

Variety of assault craft similar to Imperial I and II-class Star Destroyers



Crew: Crew (279,144)

Gunners (1,590)



Minimum Crew: 50,000

Passengers: 38,000 (troops)

Cargo Capacity: 250,000 metric tons



Sensor domes: The geodesic domes located on and around the Executor’s bridge tower (similar to those of Imperial-class Star Destroyers) served dual purposes. Inside the dome were hyperwave transceiver coils for supralight active sensors, while vanes jutting out of the dome served as shield projectors for the surrounding area. These domes are not vunerable to external acttack as long as the shields remain intact, but concentrated bombardment could knock out this protective field. There are many such geodesic domes scattered around the ship, probably to ensure that there are no blind spots for her sensors and to provide a good distribution of shield projector coverage. Concentrated fire on a single area would thus not deprive the ship of all her shield-generating ability.



Concussion missile: A concussion missile is a short-range, wingless anti-vehicle missile generally deployed by vehicle mounted launchers. There are a wide range of concussion missiles, varying in speed, maneuverability, and destructive capability. The concussion missile evolved from the ancient concussion spheres that were bigger, slower, and less destructive weapons that were similar to traditional bombs. Weapons manufactures generally produced both the launchers and the missiles, and sold them as units. Ground forces use them against any fast moving vehicle. In space combat, most concussion missiles are anti-starfighter weapons.



Each missile is stored and launched from a pressurized canister which is designed to protect it during transport, storage, and loading, but also acts as a launch tube. The canisters are racked in magazines that are loaded into a vehicle. The magazines are circular and the missile is launched out sideways before igniting and traveling its due course (only applies for ground-based launchers).



Each concussion missile features an armor-piercing tip that penetrates a target’s hull before igniting the missile’s compact energy pack. The impact will trigger the missile’s warhead, which like proton torpedoes, is either nuclear or thermonuclear in nature. A concussion missile does not necessarily need to impact in order to detonate; however, some can be set to explode at a preset proximity to the target. In atmosphere, the missile creates a deafening sonic boom and causes major damage to the surrounding area.





Corellian Corvette (CR90) (Rebel use as a blockade runner)



Length: 150 meters

Width: 48.6 Meters

Height/depth: 32.6 meters (including upper communications antenna)

Maximum acceleration: 2,100 gravities

Maximum speed: 950 kilometers per hour (atmospheric)

Engine Units: Ion engines (11)

Hyperdrive rating: Class 2

Power Plant: Mason-Branger 7085 ionization reactor and regulator

Shielding: Phoah-Kingsmeyer 4840J4e

Hull: Ferro-magnesium ceramic

Sensor system: 2 Pax Hustana variable array sensor units

Armament: Taim & Bak H9 dual turbolasers (2)

Laser cannons on escape pods (4)



Crew: 30-165 depending on configuration



Passengers: Up to 600 depending on configuration

Cargo capacity: Up to 3,000 metric tons depending on configuration





Corellian Gunship





Length: 120 meters

Maximum speed: 1,000 kilometers per hour (atmospheric)

Hyperdrive rating: Class 2, Backup Class 12

Armament: Heavy duty turbolaser cannons (8)

Quad laser cannons (6)

Concussion missile launchers (4)

30 concussion missiles each



Crew: Crew (45)

Gunners (46)



Minimum crew: 10

Cargo capacity: 300 metric tons
CptStaceyTemplar
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