|“||For five hundred years, every ship that has borne the name of the Enterprise has become a legend. This one is no different.||„|
|~ Vice Admiral Nakamura, 2365 (TNG: The Measure Of A Man)|
The USS Enterprise (NCC-1701-D) was a 24th century Federation Galaxy-class starship operated by Starfleet. This was the fifth Federation ship to bear the name Enterprise. During her career, the Enterprise served as the Federation flagship. The Enterprise was destroyed during the Battle of Veridian III in 2371. (Star Trek Generations)
Powers and Stats
Tier: 5-A at highest single function output. At least 6-A when using phasers against solid matter. 7-A when using phasers against shields. At least 7-A with quantum torpedoes | At least 5-A at highest single function output. At least 6-A when using phasers against solid matter. At least 7-A when using phasers against shields. At least 7-A with quantum torpedoes
Name: USS Enterprise NCC-1701-D, Enterprise-D
Origin: Star Trek (The Next Generation, Star Trek Generations, brief cameo during DS9)
Classification: Galaxy-class Long Range Exploration Starship
Wielders: United Federation of Planets, Starfleet, Captain Jean-Luc Picard
Powered by: Warp Core (antimatter reactor rated 1500 Chochrane Units), many backup impulse reactors (nuclear fusion engines)
Attack Potency: Large Planet level maximum phaser output against solid matter (Redirected a neutron star fragment weighing approx. 1028 kg and moving at 0.028c by generating the gravitons to warp space, making up for less actual energy output. Would apply to phaser AP against solid objects b/c phasers also rely on generation of exotic particles which shouldn't be much more energy intensive to create. Note: This is if the ship utilizes all of it's power towards one phaser shot with all other functions turned off). At least Continent level standard phaser output against solid matter (Scaling from the original Enterprise - see weaponry explanation for phasers below for reasoning behind output against solid matter only), Mountain Level standard phaser output against shielding (Scaling from quantum torpedoes), At Least Mountain level with quantum torpedoes (At least 2x stronger than photon torpedoes which are high megaton level weapons) | At least Large Planet level maximum phaser output against solid matter (More powerful than the original version). At least Continent level standard phaser output against solid matter (More powerful than the original version). At least Mountain Level standard phaser output against shielding (More powerful than the original version). At least Mountain level with quantum torpedoes (More powerful than the original version)
Speed: FTL (~3.4 times SoL). Massively FTL via warp travel/maneuvering (Depending on the Warp Factor, several hundred to many millions of times FTL)
Durability: Large Planet level+ via the maximum output for deflector shields (Output if energy for all other ship functions redirected to shielding - based on the neutron star redirection feat which utilized gravitons which are what the deflector shields use too), At Least Island level for standard deflector shielding, Island level for armored hull | At least Large Planet level+ via the maximum output for deflector shields (More powerful than the original version). At least Island level for standard deflector shielding (More powerful than the original version), at least Island level for armored hull.
Range: Planetary (around tens of thousands of kilometers) via tractor beams, at least 300,000 kilometers via weapons and transporters, sensor scans can reach Interstellar distances (at least 20 light years in distance)
Weaknesses: The ship's security can be ridiculously incompetent at times. Intense radiation can slightly penetrate the unshielded hull to hurt the crew even if the ship is undamaged. Exotic radiations can bypass the shield if they don't compensate. Knowing the shield frequency can allow others to bypass them in the moment they're deactivated. Has many weak points that can be exploited with sufficient knowledge. Can take serious damage even when the shields are still active.
Material: Duranium alloy composite reinforced with structural integrity fields
Terrain: Air, Space
Needed Prerequisite for Use: Access to the computer command codes, knowledge of its operation. At least a skeleton crew is advised for optimal performance.
Operational Timeframe: Unknown, but has sufficient reserves for at least a few months of standard warp travel
- Type-10 Phaser Arrays (found on the saucer section, 12 emitters)
- Type-10 Phaser Banks x 2 (found on the engineering hull)
- Torpedo Ports x 2 (usually carrying 250 photon torpedoes)
- Antimatter Mines
- Transporters x 12
- Tractor Beams x 4
Weaponry Explanation: Star Trek phasers work through the generation of a subatomic particle known as nadions, which according to the guidebook and script can cause "liberation of atomic nuclei, disrupting nuclear forces". Basically, it causes a reaction in solid matter that causes a semi-perpetuating subatomic destruction effect, which lasts until the particles are expended. In other words, it is the particle to energy ratio that causes the damage not the actual energy (can be seen in this source: https://www.phasers.net/2360/settings.htm - site used for current accepted hand phaser calc). This reaction is clearly seen with clean "disappearing" of objects hit by phasers, after being hit there is no more matter to react with. Phasers don't do as much damage as photon torpedoes against shields, b/c they focus less on raw energy output and more on damage caused by the particles which are blocked from reacting by the shields.
Special Forms: None
Notable Features: Durable armored hull reinforced with structural integrity fields, inertial dampeners, warp drive which can lighten the ship for more energy-efficient travel, warp space/time and enter subspace for FTL travel or with certain conditions even allow time travel, deflector shields, replicators to produce food or almost any common materials, transporters to beam up or down people/equipment, tractor beams to attract/repel objects, science labs, advanced medical facilities, monitoring sensors, security/containment forcefields that can be erected almost anywhere on the ship, self-destruct system, advanced computers (can store the consciousness of an entire race), holodecks for simulation/recreational purposes, sub-space comms and various sensors (both being FTL), able to scan entire star systems in great detail (like tracking the number of life signals, detecting radiation, poisons, diseases or debris of destroyed space vessels)
- Proximity Blast: Phasers are set to release their energy in a single burst and detonate after reaching a certain distance. Dispersity set to 100% this function was used against the Romulan Bird of Prey because the latter's stealth system prevented to Enterprise from pin-pointing its exact location.
- Transporters: The Enterprise has a transporter which can break down people/objects into energy, send them out as a beam and then reconstruct them in their original form, effectively working like teleportation. Energizing and reconstructing takes some time and when it malfunctions the consequences could be grave. Transporters have limited range (compared to other equipment on the ship), can only penetrate material up to a limited thickness (though they can beam at least 2km underground) and is affected by shields or electromagnetic interferences. the Enterprise once energized a city-sized station on the surface which would've weighed millions to billions of tons. It didn't strain the Enterprise-D but obviously they couldn't just drag the entire thing aboard the ship (neither was their objective). The transporters can detect foreign substances (or miss them if they're plot-relevant) during transport, can decontaminate people to avoid spread of hostile agents and can detect weapons and safely deactivate them. They also have numerous technobabble uses like: accidental creation of clones, fusing two or more people into one entity, restoring people to normal and full health via reconstructing their body based on previous logs, traveling to alternate realities and so on.
- Warp field: A subspace field covering the ship and allowing faster-than-light travel. Unlike most Sci-Fi factions Star Trek ships travel in real space and often very much aware of their surroundings or even capable of combat. The Enterprise-D for example, can do saucer separation and a tight 180 degree turn under maximum warp. Warp fields alo alter the gravitational constant of objects which is a technobabble way of saying it can make things lighter. Warp field could be erected to cover other objects to make thee easier to move. A warp bubble with the correct formula can alos result in the creation of an alternate universe created from one's thoughts but it's unstable and most likely would collapse soon.
- Slingshot Effect: Method used by the original Enterprise to ride the gravity of a star in order to reach speed sufficient to travel back in time. Because of the rudimentary nature of this tech, timing is extremely important but if accomplished well it's possible to travel both back in time or returning safely. This method causes lot of strain, consumes much energy and of course requires a sufficiently large star (like our Sun) to accomplish. The Enterprise-D had never actually done this but the crew theorized its plausibility.
Key: NCC-1701-D | Refit: Galaxy-X Class