Steamrunner IIC

The Steamrunner class is an unusual design for a Starfleet vessel, roughly based on the Orberth class design, with the warp nacelles integrated into a outboard-hulled structure. The navigational deflector array is connected at the end of the warp nacelles. The main shuttlebay is located in the rear of the ship. The lack of a major secondary hull this gives the Steamrunner a smaller cross-section and allows for more efficient energy transfer from the warp core to the nacelles. The class' compact design and balance contributes to the class' impressive maneuverability. Two builds of the Steamrunner Class Light Cruiser exist, the original Steamrunner and the massively refit Steamrunner IIC. The USS Olympus captained by Jason Garrett is a Steamrunner IIC.

Class Overview
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 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.

Mission Objectives
Pursuant to Starfleet Exploration Directives 902.3 & 914.5, Starfleet Defense Directives 138.6, 141.1 & 154.7, and Federation Security Council General Policy, the following objectives have been established for a Steamrunner IIC Class Starship:


 * Serve as a frontline vehicle during times of war and emergencies.
 * Replace Miranda, Soyuz, and Merced class starships as an instrument of the Federation deep-space defensive, scientific or diplomatic presence.
 * Provide a mission specific mobile platform for a wide range of diplomatic, scientific, or exploration projects.
 * Provide autonomous capability for full execution of Federation defensive, cultural, scientific, and exploration policy in deep space or border territory.
 * Provide a mobile platform for testing and implementation of mission-specific or new technology of any kind.

Statistics
1st Commissioned				2379 CE

Length									300.98 meters

Draft										40.8 meters

Beam										160.32 meters

Decks										10

Mass										375,000 Metric Tonnes

Cargo										19360 Metric Tonnes or 500 Passenger evacuation capacity

Steamrunner Concept
The Steamrunner Class was born out of necessity. The Miranda Class had long since passed its expected service life by more than 75 years. In that time, Starfleet had yet to find an adequate replacement for the multi-role Miranda-class, so the call went out to the fleet yards of the United Federation of Planets for a new, small vessel, capable of adapting to multiple roles, to supplement and ultimately replace the Miranda class. Over ten different designs were submitted to Starfleet. Several of these designs went into production under different contracts; the Norway and Saber Class vessels were among those used by Starfleet. The winning design for the Steamrunner Project was awarded to the Maxima Andoria Shipyards in late 2337, and the prefix of NX-52000 was assigned to the project.

Change of Plans
Soon after the basic concept for the Steamrunner was outlined, Starfleet did a 180-degree change in its direction for the "Master Plan for the Fleet" and concentrated on developing larger, multi-mission oriented vessels. It wasn't until the late 2340's that Starfleet again decided to expand its smaller, mission-specific fleet. Reviewing the design concept for the Steamrunner, Starfleet gave the go ahead and the project finally continued. Construction of the first prototype hull, still bearing the designation NX-52000, began in 2353. The nacelle / primary hull assembly was completed within the year, and both the Primary and the Auxiliary Computer Cores were put in place by the end of 2354.

Power Problems
The question arose as to what type of power plant to use for both Impulse and Warp engines. Due to the unique profile of the Steamrunner Class, a standard Impulse and M/ARA configuration had to be abandoned. The debate raged as to just how powerful of a plant the vessel needed until 2355, when Consolidated Fusion Inc submitted its M/ARA and Impulse Engine design, originally intended for the Akira class vessel but having lost out to the RamJet propulsion system. Owing to the unique design of the Hull, and that the impulse engines were originally designed for a much larger vessel, some severe modifications to the NX-52000 hull took place. The most visible modification was the extraction of the primary Warp deflector array from the primary hull. The Deflector was mounted 'outboard', in a pod strung by structural beams between the Warp Nacelles. This unique configuration was not the most efficient manner of reconfiguring the deflector network, but it was the most expedient.

Stress Testing
NX-52000 left the Shipyards in 2356 for Impulse engine stress testing near Theta Cygni V. Stress tolerances were well within expected levels, and the hull was towed back for interior compartment completion and final warp testing. The hull, now dubbed the USS Steamrunner, had final compartmentalization completed on December 1, 2356 and took its final shakedown cruise through the New Year to January 31, 2357 when she arrived at Sol system for its official launch. By the time the USS Steamrunner entered into service in 2357, her sister ship, the USS Sulaco, NCC 52001, was nearing completion at Andoria, and no less than 10 more hulls were being prepared for construction.

Initial Production
At the height of production, Maxima Andoria Fleet Yards, Balkinur Cosmodrome, Utopia Planitia, Antares Fleet Yards, and Atlas V Fleet Yard were producing Steamrunner Class vessels. Squat, ugly, but well-armed for their size, they were slowly supplanting Miranda, Soyuz and Merced class vessels on deep space patrol and survey duties at the very fringes of the Federation. Production of the Steamrunners continued until 2372, when the first of the Intrepid Class, outlined in the "Master Plan for the Renewal of the Fleet", began entering service. Despite its solid performance since its introduction, the Steamrunner fell into disfavor with Starfleet Command, who preferred the newer Intrepid class Cruiser.

Early Retirement & The Borg
The introduction of the Intrepid Class pushed the Steamrunner class out of its traditional role of Deep Space and Diplomatic vessel. In early 2375, the class was retired to refit status while Starfleet sought to find a mission role for this small, modestly equipped starship. It wasn't until the realization that the Borg posed a clear and present danger to the Federation and her allies, and with the continued problems in the development of the Defiant Project, that Starfleet made its decision as to what role the Steamrunner was to play.

U.S.S. Krakatoa
The Steamrunner USS Krakatoa was used as the experimental refit for the ship. Engineers drew up an entirely new package for the Krakatoa, which included a more powerful weaponry system, and shield defenses which surpassed its previous systems. The hope was that the ship could be a prototype for a new line of Steamrunners, which would serve more primarily as light cruisers, instead of multipurpose vessels. Engineers also kept in mind that the new Krakatoa would hopefully be a more stable ship than the Defiant class - notoriously quirky – as the Steamrunner is a larger ship than the Defiant class. While this does lose it some points in the maneuverability area, more area on the ship means more room for weapons. The engineers of this refit used this to their advantage when redesigning. Much of the unneeded components (such as fighter bays, etc.) were scrapped in favor of a larger power source, and more torpedo tubes. While this experimental refit lived up the hopes for a stable, powerful cruiser to be a companion to the Defiant class, there were further changes to be made, and new problems that needed conquering.

Steamrunner IIC
The USS Krakatoa was only a prototype for the planned Steamrunner IIC class. Soon, a refit plan (dubbed Steamrunner IIC) was designed to include a larger sickbay, which uses the most up to date medical technology available in Starfleet (including EMH technology), well-equipped science labs, and an entirely new double hull of heavy Duranium/Tritanium (over the Standard Duranium/Tritanium of the Krakatoa), with 15 cm of ablative armor, plus two more impulse engine outputs (for increased maneuverability), new Type X phaser arrays, and torpedo launchers were made largely automated to allow for a higher volume of firepower. This gave the Steamrunner IIC class unprecedented firepower for its size, second only to the size to firepower ratio presented in the Defiant class project. But with the Steamrunner being larger than a Defiant, it easily outguns the smaller ship in terms of raw firepower. But, owing to the number of Steamrunner Class vessels that were in active service, and complexity of the refits ordered by Starfleet, the turn-around time for these 'new' Steamrunner IICs was excessive.

Borg Incursion into Sector 001
Over 20 refits were completed at Utopia Planitia and Station McKinley by the time the second Borg Incursion occurred. Of those 20 Steamrunners that participated in the defense of Sector 001, nine were destroyed and five suffered significant enough damage that Starfleet decided to scrap the hulls. Of the six that survived the battle and were still space worthy, the most notable was the U.S.S. Appalachia. By the outbreak of war with the Dominion, the Federation had upgraded their entire fleet of Steamrunner class vessels. As losses mounted in the war, production orders were once again issued for the Steamrunner Class vessel. It was a proven design, heavily armed for its size, and was well suited for combat against Dominion Threat vessels. Production of the new Steamrunners (all of which were the IIC variants and have NCCs starting in the 83000's) fell again on the Maxima Andoria Fleet Yards where production continues to this day.

Maintenance Cycles
Expected Hull Life						50 Years

Minor Refit Cycle						3 years

Standard Refit Cycle					6 years

Major Refit Cycle						25 years

Operating Modes
The normal flight and mission operations of the Steamrunner IIC class starship are conducted in accordance with a variety of Starfleet standard operating rules, determined by the current operational state of the starship. These operational states are determined by the Commanding Officer, although in certain specific cases, the Computer can automatically adjust to a higher alert status.

Deck Layout
PRIMARY HULL

 Deck 1 

Main Bridge, Captain's Ready Room,  XO's Office

 Deck 2 

Briefing/Conference Room, Observation Lounge, Shield Generators & Control Room

 Deck 3 

Officers’ Quarters, VIP/Guest Quarters, Diplomatic Facilities, Transporter Room 1, Shuttlebay Observation deck

 Deck 4 

Sickbay, CMO's Office, CNS' Office, Counceling Center, Science Labs 1-12, CSO's Office, Arboretum, Shuttlebay (floor), CFO's Office, Computer Core Entrance/Control

 Deck 5 

Lounge, Holodeck/suites, Recreation facilities, COO's office, NCO Quarters, Cargo Bay 1, Cargo Transporters 1, Computer Core, Docking Ports

 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 7S

Navigation Deflector Control room, LRS Control room

Deck 8S

Navigation Deflector, LRS Array

Deck 9S

Navigation Deflector

Deck 10S

Waste Processing/Recycling Center

Phasers
6 Type X phaser arrays

Total output for all phasers 50,000 Terawatts

Three dorsal phaser arrays are on the primary hull. The main array, extending in a 120 degree arc, is located just forward of the bridge module. The other two dorsal arrays are located aft of the Bussard Collectors. There are four ventral phaser arrays on the primary hull for a full 360-degree arc of fire. 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. 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. Maximum effective range is 300,000 kilometers.

Torpedoes
4 Pulse-Fire Photon Torpedo Launchers

The ship has 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 Photon Torpedoes -  capable of pattern firing (sierra, etc.) as well as independent launch - 20 at a time (10 forward, 10 aft). Quantum torpedoes can be launched as well, though they are not part of the standard weapon load-out. Steamrunners carry a maximum of 85 completed torpedoes. Components stored onboard can allow for the manufacture of an additional 115 photon torpedoes. Standard manufacture rate is 2 torpedo per hour. Maximum rate is 5 torpedo per hour. Maximum effective range is 3,000,000 kilometers.

Deflector Shields
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 mutation. This tactic dramatically increases shield efficiency.

Output: 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. Each generator produces 280 MW of shield power, and each can approach 98,000MW for 150 nanoseconds during peak momentary loads.

During Cruise Mode (Green Alert) three generators are required to be operational at all times with one additional generator on standby. Deflector output during Cruise mode is approximately 800MW.

During Red Alert situations, seven of the generators will operate in a phase lock, producing a continuous output of about 1960MW.

Range: The shields, when raised, stay extremely close to the hull to conserve energy - average range is ten meters away from the hull.

Ablative Armor
Ablative armor is a type of protective hull armor used on starships, which possesses a capability for rapidly dissipating the energy impacts from directed energy weapon fire. Starfleet began use of ablative armor technology by 2371. Composed of a 1.6 cm sheet of AGP ablative ceramic fabric chemically bonded onto a substrate of 100 laminated layers of 0.15 cm tritanium foil. This material is formed into segments of approximately 3.7 m2 and is attached to the radiation attenuation layer by a series of duranium fasteners, which allows individual segments to be replaced as necessary.

Standard level Structural Integrity Field
The mechanical integrity of the physical spaceframe is augmented by the structural integrity field (SIF) system. This system provides a network of forcefield segments that compensate for propulsive and other structural load factors that otherwise exceed the design limits of the spaceframe. The SIF applies forcefield energy directly to field conductive elements within the spaceframe and increases the loadbearing capacity of the structure.

Warp Engines
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 ensures 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

*Warp 5 Cruising Speed as pursuant to Warp Limitations, as a cause of subspace pollution.

Yellow Alert High Cruise: Warp 9.1 for 72 hours

Maximum Safe Speed: Warp 9.7 for 12 hours

Impulse Engines
Type: Standard Steamrunner Class mass-drivers developed and built by HighMPact Propulsion. Output is comparable to New Orleans Class.

Output: Each engine (there are two impulse engines) can individually propel the Steamrunner at speeds just under .5c. '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.

Reaction Control System
Type: Eight packs of standard version magneto-hydrodynamic gas-fusion thrusters, identical to thrusters deployed on the Ambassador Class starship.

Output: Each thruster quad can produce 4.2 million Newtons of thrust.

Transporters
Starfleet Standard Mark VII transporters are able to transport unstable biomatter, as long as the phase transition inhibitor is adjusted.

Number of Systems: 8

Personnel Transporters: 2 (Transporter Rooms 1 & 2)


 * Max Payload Mass: 800kg (1,763 lbs)
 * Max Range: 40,000 km
 * Max Beam Up/Out Rate: Approx. 100 persons per hour per Transporter

Cargo Transporters: 2 (Cargo Bays 1 & 2)


 * Max Payload Mass: 500 metric tons. Standard operation is molecular resolution (Non-Lifeform). Set for quantum (lifeform) resolution: 1 metric ton
 * Max Range: 40,000 km (Non-Lifeform). Set for quantum (lifeform) resolution: 15,000 km
 * Max Beam Up/Out Rate (Quantum Setting): Approx. 100 persons per hour per Transporter

Emergency Transporters: 4


 * Max Range: 15,000 km (send only) {range depends on available power}
 * Max Beam Out Rate: 160 persons per hour per Transporter (320 persons per hour with 2 Emergency Transports)

Shuttle Capacity
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 shuttlebay contains the following:

One of either a Delta Flyer, a Captain's Yacht, or a Danube Class Runabout

Four Type-8 Shuttlecrafts

Three Type-10 Shuttlecrafts

Three Shuttlepods

Six Worker Bees

Habitation Systems
Accommodations for up to 10 Civilian personnel are included.

* See Crew Manifest for specifics.

Quartering
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.

 Enlisted Quarters 

Enlisted crew 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.

 Midshipman Quarters 

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. 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 and Ensigns.

 Officers' Quarters 

Starfleet personnel from the rank of Lieutenant Junior Grade up to Commander are given one set of quarters to themselves. In addition, lower-ranking department heads and their assistants are granted such privileges as well, in an effort to provide a private environment to perform off-duty work. 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. Officers may request that their living quarters be combined to form one large dwelling.

 Executive Quarters 

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 nice, fluffy bed), a null-grav sleeping chamber and a bathroom with ultrasonic shower and an old-fashioned water shower.

 VIP/Diplomatic Guest Quarters 

The Steamrunner IIC class starship is a symbol of UFP authority, a tool in dealing with other races. Starfleet intends to use 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.

Recreational Systems
The Steamrunner IIC 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.

 Holodecks 

There are three standard holodeck facilities located on deck 5. They are for group use, or for individual officers. Individual enlisted crew are not allowed to use the holodeck.

 Holosuites 

These are smaller versions of standard Federation holodeck, designed for individual use. They do everything that their larger counterpart do, only these holosuites can't handle as many variables and are less detailed. There are four Holosuites, all of them located on deck 5.

 Phaser Range 

Sometimes the only way a Starfleet officer or crewman can vent his frustration is through the barrel of a phaser rifle. The phaser range is located on deck 7. The phaser range is heavily shielded and the walls are armored. It is designed for low level phaser fire, but can withstand short phaser blasts at setting 16 without a problem.

 Gymnasium 

Some Starfleet personnel can find solace from the aggravations of day-to-day life in exercising their bodies. The Security department encourages constant use of this facility; tournaments and competitions are held regularly in this room. The gymnasium is located on deck 5, near the holodeck and the lounge. This facility includes a weight room with full body building and exercise apparatuses; any kind of exercise can be performed here. There is also a mat with holographic ring options which can be used for wrestling, martial arts, kickboxing, or any other sort of hand-to-hand fighting. It can generate a holographic opponent, trained in the combat field of your choice, which can be set to adapt to defeat you with selectable skill levels. All personnel must go through a full physical fitness and hand-to-hand combat test every six months. Weapon lockers that contains a variety of hand-to-hand combat weapons, for use in training, can be found along one wall. Ancient weapon proficiencies for Starfleet personnel are recommended by the security division; phasers may not always be available for use in all contingencies. Terran, Klingon, Betazoid, Vulcan, Bajoran, and other non-energy weapons are available for training.

 Arboretum 

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.

Lounge (The Agora)
This is a large lounge, located on deck 5, set in the forward edge of the primary hull. Named for an Agora - a central public space in ancient Greek city-states. The name is a double entendre, used by Homer, literally meaning both "gathering place" and "assembly." The Greek Agora was the center of the athletic, artistic, spiritual and political life in the city. The Agora Lounge has a very relaxed and congenial air about it; it 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. The Agora is the social center of the ship.

The Agora 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 Ulla) 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. 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.