USS Argieno

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USS Argieno
Ship Class


Commanding Officer

M-a1.png Mike "Phantom" Johnson





The USS Argieno was designed to be an assault carrier, able to go into hostile engagements on it's own to drop off it's fighters. The Argieno is commanded by Brigadier General Mike "Phantom" Johnson houses 3 squadrons, or 1 full wing and is part of the Border Defense Force.



  • Class: Zeus
  • Type: Carrier
  • Launch: 2408
  • Length: 756 meters
  • Beam: 259 Meters
  • Height: 107 meters
  • Decks: 27 decks (including fighter launch births)
  • Mass: 1,950,000 metric tons
  • Cargo Capacity: 150,000 metric tons
  • Crew: 693
    • 50 Officers
    • 462 Non-Commissioned
    • 36 Pilots
    • 144 Fighter Techs
  • Total Capacity: 10,000 (including holodecks, rec areas, cargo and shuttle bays)
  • Civilians: 150 (Generally Mission Specialists)


  • Phasers: 21 Type-X
    • Located on the rim of the saucer, two on each of the ventral and dorsal sides, two running from the middle of the saucer on the dorsal side around to the middle of the saucer on the ventral side.Then on the dorsal saucer, stretching from both sides of the bridge are two more phaser strips. The Type-XII Phaser was previously designated as the 'Type 10+' for security reasons, the Type XII phaser has been used in dedicated planetary defense arrays and as the main armament of heavy fortified starbases since 2263. It was considered that the Type XII was unsuitable for use on a starship platform because the energy requirements of the array were too high and the supporting hardware too bulky. However, by 2368 the power plant of the Sovereign class had grown large enough to support Type XII arrays in place of the planned Type X models; technical improvements had also allowed for considerable shrinkage in the size of the equipment. These are the most powerful phaser weapons currently in use by the Federation. On the largest of ships the Maximum number of segments is 250 due to hull dimensions.The type XII phaser has a total Output of 85,000 TeraWatts per bank.
  • Location
    14 on the saucer section (6 strips ventral and 8 strips dorsal.Can fire from 50 - 130 degrees to the fore of the ship ventral and 0 - 180 degreesdorsal and from 5 to 50 degrees up or down from the saucer)
    • 2 Dorsal, midship (1 on either side of the flight bay.Can fire from 40 degrees to -20 degrees each side, then from 10 degrees to 80 degrees up from the hull)
    • 1 strip, center of the engineering hull (able to fire from 60 - 120 degrees)
    • 2 strips, one per aft dorsal nacelle pylon (able to fire from 0 - plus or minus 70 degrees)
    • 2 aft between ventral pylons(0 --45 degree firing ark)
  • Torpedoes:
    • Quantum Torpedoes: 1,100
  • Torpedo Launchers: 6
    • 6 Type 4 Burst fire Quantum Torpedo Tubes (10 torpedo spread 3 second reload)
      • Maximum Torpedo Spread AFT: 15 Quantum Torpedoes
      • Maximum Torpedo Spread FORE: 26 Quantum Torpedoes

Defensive Systems

  • Shields: Multi Spatial Tri Axilated Regenerative Shield Matrix
    • Multi Spatial:
      Over the last decade most major space faring races have come to incorporate a new dimension to energy based weaponry. The Phased Variance, or multi spatial variance. This in essence means that energy weapons now extend beyond the normal phase variance of our space time continuum to effect matter on various levels of the phase spectrum. In order to negate this effect an adaptation of Multi Spatial Shielding, first used on Voyager, has been created and incorporated into the existing shield matrix. The effect of this upgrade creates a "Layered" effect of different phase variances. So, for example, if a phaser with a phase variance of 3 is fired on the shield it will go past (not interact with) layers 1 and 2, impact 3 and if not stopped continue to pass through 4, 5, 6, 7, 8, 9, and so on. The number of layers is based upon the Tac officers discression but usually it is set to all the major and most commonly used variances. Of course, as with all things there is a trade off. The more layers you pile on the less powerful each one is.
    • Tri Axilated:
      The Tri Axilated aspect to this shield is, in effect, three separate emitters sitting side by side on the hull emitting 3 different shield grids that overlap and intertwine into a mesh build of three separate grids, each capable of operating independently. This is vastly different from just having one powerful shield grid as opposed to 3 slightly less powerful (but have the same net effect) as each emitter is able to handle more of a load than one massive one would be able to.
    • Regenerative:
      Since the beginning of shielding technology there was always the question of "What to do with all the 'surplus' energy the system had to deal with from incoming energy weapons. It didn't take very long to realize that this energy could go towards the ships own benefit (meaning the more it was fired upon the more energy there would be available to its systems) Unfortunately this simple problem proved to be anything but simple. Early field tests ended in disaster as many ships were quickly overwhelmed with systems that couldn't bare the pure raw energy makeup of the EM weaponry. The idea was abandoned until further technology allowed processing of such intense energy, leaving the systems to simply disperse the energy in the form of heat and radiation.

      Recently tremendous breakthroughs with hypersensitive materials and advances in Metaphysics have allowed the rebirth of this avenue with successful absorbsion and consequent redistribution to major subsystems allowing for 40-60% increases in power availability during combat. A great deal of this new power has been committed back into the shield system minimizing the "cost" of dispersing a 1GW hit from 700MW to only 400MW. This allows the shield grid to clear it's absorbsion cells in a much more efficient manner (up to 89% faster) and thus "regenerating" faster allowing for a much longer sustainable time period.

  • Capacity: 7,000 MW/Second
  • Hull: Heavy Duranium/Tritanium Double Hull
  • Armor: Polarizing reactive armor (4.0 centimeters)
    • The armor is one of the strangest pieces of technology on the vessel. A derivative of Dominion technology, they are essentially a magnum upgrade of an archaic technology. Called polarizing reactive hull armor, the armor channels an electrical pulse through it, polarizing the electrical charge in it to deflect energy and concussion damage. The last time this technology was used was on the Daedalus-class, before the deployment of the first practical energy-based deflector shields. The cause of its fall out of favor was the limit of how much charge the hull plating could handle. The Dominion used a quitanium alloy in their polarizing armor, which could handle thousands of times more charge over the old style plating. Confederation Fleet R&D had only recently discovered the alloy mix when the Dominion War began. When the Dominion turned over all their ships in the Alpha Quadrant to the Alliance after surrendering, they acquired the forges on board the ships used in forging replacement armor. However, Voyager returned with its deployable ablative armor, rendering the new polarizing armor instantly obsolete before it was even implemented. Confederation Fleet R&D still saw promise in the technology, and continued to research it. Today, the quitanium alloy has been refined to the point where it can more than equal the tensile and insolative strength of deployable armor.

      The advantage that polarizing hull armor has over deployable ablative armor is the mass involved. The material is very lightweight, but can handle a massive polarizing charge. The simulated density of a quitanium armor plate 4 centimeters thick when fully energized is roughly equal to 25 centimeters of old-style ablative armor used during the Dominion War. The one small price paid is that the vessel loses the full-body coverage that deployable armor provides. This, however, is counteracted by the fact the reduced mass, and inversely, increased combat maneuverability, that the ship has. Having the armor charged all the time during a combat situation is a large burden on a ship's power supply. Therefore, the armor is covered in a network of small ionization and nadion particle detection sensors, which commands the armor to flash-charge when a damaging force comes close. The reactive sensor grid was the final piece of technology that made the reactive armor feasible for use once again. Even with this enhancement to the armor, however, while shields are up it still must be kept running at 35% of normal power due to consumption. While this seems low, if the shields over a section, or even total failure, causes the energy being used for the failed shield segment to be channeled to the polarized plating taking it to 100% in the exposed area.

  • Personnel Weapon Cache:
    • Federation Type I handheld Phaser: 692
    • Federation Type II handheld Phaser: 670
    • Federation Type III Phaser Rifle: 50
    • Federation Type III Phaser Rifle (Heavy): 35

Sensor Systems:

High resolution mode range: 7
Low resolution mode range: 21
Primary instruments:
Wide-angle active EM scanner
Narrow-angle active EM scanner
Pinpoint active EM scanner
2.5 meter diameter gamma ray telescope
Variable frequency EM flux sensor
Lifeform analysis instrument cluster
Parametric subspace field stress sensor
Gravimetric distortion scanner
Passive neutrino imaging scanner
Thermal imaging array
Proximity sensor array type 11-

Computer, Personnel, and Propulsion Systems

Computer System: PN Core Mk 1

  • The PN core stands for PhotoNanotech computer core. Derived from the original isolinear technology, the PN core represents the next leap forward in computer technology. Basically, it is a solid-state computing-optimized substrate that utilizes advanced light manipulation technology to operate much faster and in more advanced ways than previous computer models. The PN core itself is a 5 x 5 x 4 cylinder resembling dull grey metal; it is featureless save for data entry nodes and a PTC. The 'metal' is in actuality composed of trillions of nanotech optical computing nodes, organized in a way to take advantage of the wave particle nature of light. It is therefore naturally parallel processing on a huge scale, utilizing quantum computing. The capacity of this core is truly staggering; the core onboard the <insert name of ship here> has the computing capacity of 2 Sovereign class starships circa 2380. So powerful and efficient is the PN core that the resident AI inside of it could easily attain sentience, although the software is limited to prevent this. As if all this computing ability weren't enough, it also utilizes the standard symmetrical FTL field to increase its processing speed even further.

Warp Propulsion

Warp Reactor - Cryogenic Matrix Warp Core

  • A Cryogenic Matrix Warp Core is in essence a series of smaller cores linked in a Matrix to ultimately create one big core.

    An example of why a matrix is better than one Big core is:

    Consider your Home PC with a CPU of say P4 4ghz. Impressive. And for arguments sake it can prosses 4 billion operations a second (obviously it can do more but for arguments sake). Now imagine that instead of One P4 4ghz you have 4 P4 1ghz.

    Now I know what you`re saying, that still adds up to the same amount of computations per second but this is not the case at all. The multiprocessor unit is doing -4- simultaneous computations at any given moment while the single CPU machine can only do -1- and so things would get done Faster and more efficiently on the MultiCore System.

    And Now back to the Subject at hand. Matrix Warp Cores take up about the same physical room in a ship + / - but are 50%-60% more efficient than Non Matrix engines.

    This does Not however mean that Ships utilizing Matrix technology would be able to travel Faster than ships with Non Matrix Cores as FTL speeds are dependant on a number of variables such as astro dynamics nacelle configuration and so on.

  • Normal Cruise - Warp 7
  • Maximum Speed - Warp 9.2
  • Emergency Speed: Warp 9.999(for 12 hours)
  • Nacelles: 2 Armored

Transporter Systems

  • Personnel Transporters (6 person): 6
  • Emergency (22 person): 12
  • Cargo Transporters: 4

Impulse Propulsion System

Cruise: .75 c
Emergency: .85 c
Impulse Drive: Twin Tandum Impulse Units
Fuel Replenishment: Bussard Scoop
Maneuvering Thrusters: Standard Federation RCS

Communications Systems

Intraship Transmissions: Voice & Data
Personal Communicator Range: 900km
Ship to Ground Range: 42,000 - 100,000km
Communications Speed: 18.5 kilo quads/second

Auxiliary Craft

1 Captain's Yacht
4 Arizona Class Runabouts
15 (12 active 3 reserve) Reaper Class Fighters
15 (12 active 3 reserve) Wolf Class Fighters
15 (12 active 3 reserve) Valkyrie Class Fighters

Launch Systems

The fighters are held in the aft ventral of the ship in nose down with a mini airlock hatch and tube connecting the cockpit to the locker room. The fighters were specially designed for this type of launch bay. The fighters are held in the bay by 2 extensions that come off the aft section and lock the fight into 2 clamps. The fighters are launch via hatches in the belly of the ship. To get maximum speed on launch each "birth" is equipped with a tractorbeam that hits the aft section after the clamps disengage and repel the fighter out. This combined with the engines cuts launch time in half by allowing more then 2 fighters to launch at a time.

Fighters are retrieved by the fighter fly strait into its "birth" and is turned to launch position via 3 tractor beams off the dorsal and top that lock onto the fighter and rotate it back into place.
Also in place is the older tube launch system.This system is on the aft section, ventral between the nacelle pylons.The tubes are set 3 across and tw vertical to launce 6 fighters at a time.

Deck Layout


Primary Hull


Engineering Hull


Bridge, Ready Room, Briefing Room, escape pod access



Bridge support facilities, emergency batteries



Junior Officers' quarters, subspace transceiver array



Junior Officers' quarters, primary computer core, escape pod access



Mission Operations (upper level), primary computer core, Main Shuttlebay



Crew Lounge, Crew quarters, Science Labs, Mission Operations (upper level), primary computer core, Main Shuttlebay



Crew quarters, primary computer core, Holodecks 1-2, shuttlecraft support, Cargo Bays 1-2 (upper level), Main Armory, Security Chief's office


Cargo Bay 3 (upper level)


Sickbay, CMO's office, crew quarters, primary computer core, forward torpedo tubes, Astrometrics Lab, Cargo Bays 1-2 (lower level)


Consumables resupply connectors, Cargo Bay 3 (lower level), escape pod access


Crew quarters, Stellar Cartography, main impulse engines, escape pod access


Secondary computer core, deuterium fuel storage, escape pod access


Crew quarters, Stellar Cartography, Transporter rooms 1-4, primary sensor arrays, main impulse engines, docking ports, escape pod access


Secondary computer core, deuterium fuel storage, escape pod access


Stellar Cartography, Brig, environmental systems, escape pod access


Secondary computer core, deuterium fuel storage


Missile launch bay, maintenance, environmental systems, escape pod access


Deuterium fuel storage


Forward torpedo turret


Warp plasma transfer conduits, Engineering support, Flight Repair Bay



Main Engineering (upper level), deflector array, Wing Commanders Office, escape pod access



Main Engineering (lower level), deflector array, Cargo Bay 4 (upper level)



Deflector array, secondary sensor arrays, crew quarters, Cargo Bay 4 (lower level)



Deflector array, secondary sensor arrays, crew quarters, aft torpedo tubes



Deflector array, Eningeering support



Engineering support, maintenance



Antimatter fuel storage, escape pod access



Quantum Induction Core ejection system, tractor beam emitter



Fighter Bay(Upper Level), Squadron Commanders Office, Fighter Pilots Locker Room, Fighter Pilots Briefing Room



Fighter Bay(Lower Level)



Bomber Bay, Pilots Locker room, Pilots Briefing room, Squadron Commanders Office



Fighter/Bomber parts storage



Fighter/Bomber ammunition storage



Fighter Births, Fighter Pilots Locker Room, Fighter Pilots Briefing Room

Specs and Deck Layout by Rear Admiral Jason Roberts
Ship Picture Design by Chris Edmunds & Dan Carleson (Star Trek Rennasance)
3D Render by Bob Crosswell (Star Trek Rennasance)