AC-801 Barracuda

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Starship Class Data
Name TC-214 Barracuda
Type Heavy Bomber
Role Bomber
Produced 2405-Present
Affiliation Starfleet
TechStatus UCIP Canon
Contributor Wolf

The Barracuda Bomber is one of two craft developed by Colonel John Stadi and the crew of the USS Thunderchild. The craft were constructed to answer the threat of new, more powerful enemies and captial ships.


The Barracuda is a flying tank with it’s thick armor and heavy weapons. All the weapons and engines are shielded and armored so this bomber can take a beating. It’s 3 pulse cannons are housed inside the fuselage and are able to raise and retract as needed. The pulse cannons are faced one to each side and one facing forward. In addition to these there are 2 phaser turrets that are heavily armored and able to spin 360 degrees to provide maximum defense.

The torpedo launchers are located at the top front and bottom front of each wing and able to fire forward only. This bomber was developed in conjunction with the Wolf Class Fighter as a better defense against the Phor and most other capital ships.

Technical Summary

Length 620.26m
Mass 18 metric Tons
Crew capacity (Standard) 2 - 1 Pilot, 1 RIO(Rear Instrament Officer)
Propulsion Systems
FTL System M/AM Warp Core
FTL Standard Cruise Warp 5
FTL Maximum Cruise Warp 6.5 (for 12 hour)
Impulse System Twin Tandem Impulse System
Standard Impulse Velocity (Full Impulse) 0.71 C
Combat Velocity 970 Km/s
Emergency Maximum Impulse Velocity 0.80c
Defensive Systems
  • 3 x Type V Pulse Fire Phaser Cannons (forward fireing arc)
  • 4 x Type IV Phaser Turret (F, A, P and S fireing arc)
Projectile Weapons
  • 4 x Micro Torpedo Launchers (Forward fireing arc)
  • 300 13cm Quantum Micro torpedoes
Deflector Shields
  • 410 Isoton/s Shields
  • Type XII Deflector
Cloaking Device Holo-Stealth Mk. I
Other Defensive Systems 13.5cm Type III Ablative Hull Armor
Computer Systems
Computer Cores 2
Core Type
  • Type C Bio-Neural Geldisk FTL Core
  • Nano Sub-processor Auxiliary Core
Operating System Not in specs
Underlying Technology Solid state FTL processing
Sensor Systems
  • Advanced Tactical High Resolution Sensor Range: 17,400,000 Km
  • Advanced Tactical Low Resolution Sensor Range: 38,200,000 Km
  • Standard Navigational High Resolution Sensor Range: 6.3 Ly
  • Standard Navigational Low Resolution Sensor Range: 21.8 Ly
  • Basic Scientific High Resolution Sensor Range: 5.4 Ly
  • Basic Scientific Low Resolution Sensor Range: 19.8 Ly
External Hardpoint Options

6 External Hard points under wing (3 each wing – any combination of the following)

  • ECM Pod
  • Fuel Cell
  • Drop Pod
  • Cloaking Module
  • Afterburner Module
  • Advanced Sensor Module
  • Tractor Module
  • Afterburner Module
  • Mine Laying Rack
  • Sonic Resonator Device (For atmospheric use only)
  • Quantum/Photon Torpedo

Detailed Technical Information


Propulsion Systems

Impulse Drive

To be added

Warp Drive

In the simplest of explanations, Matter and Anti-matter are both stored on opposing sides of each other (because of the explosive power they produce when collided) and are brought together in a central chanmber for annihilation. Anti-matter is most unstable, and as such it stored at the bottom with only a deck plate's distance in between for easy dumping.

For more indepth information please see Matter / Antimatter Warp Core

Defensive Systems


To be added



Projectile Weapons

To be added

Hull Armor

Type 3 Ablative Armor: Widely available

Quad layered ablation materials for dissipation, control, and survivability

Standard subsystem system energy cost

Approximately 1 meter

For further information please see Starship Armor Types

Cloaking Device

The Holocloak takes a completely different approach to disguising a ship from the known Romulan/Klingon Cloaking Device. Instead of trying to make a whole ship disappear the technology is based around the idea of masking a ship as something that is non threatening an uninteresting to others.

This cloak is often called chameleon cloak due to the fact that it effectively creates a holographic illusion around the ship, using strategically placed holographic emitters on the hull, to make it look and feel like virtually any other object in the computer's database. Coupled with this is an additional system that masks the warp and energy signatures of the ship to match that item.

Due to the fact that all that is required to power this system is energy for holographic emitters and masking systems a ship that has activated this system may continue to use shields and weapons (which are masked to reflect the chosen form) at will.

It is important to note that while this system can change the appearance and even apparent size of the ship, it is limited to a range of simulating an object no larger than 1.5 times the size of the ship it is masking. Beyond that the holographic projectors on the hull cannot support the illusion and the image appears to flicker and fade. Similarly it is physically impossible to create the illusion that a 300 meter ship is really only 170 meters.

For further information please see Holographic Cloak

Computer Systems

To be added

See Also

Class Variants


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