|
|
CLASS NAME: Alamo |
|
|
|
|
![]() |
|
Narrow view |
Wide |
Top |
BRAD'S COMMENTS: The
one Federation space station featured in the STSTCS that does not appear
on screen and therefore does not seem to have any basis in canon, the Alamo is
like all defense outposts in that it is the Maginot Line of Star Trek weaponry:
huge, bristling, capable of swatting away even the largest of battleships in a
single blow, yet unwieldy in combat and quickly overcome by numerous and/or
maneuverable opponents. Unlike the Spacedock
station, the Alamo is actually capable of movement, but only after a limited
fashion. At 10 to 1 the Alamo cannot sustain movement across the map sheet
without seriously cutting into its power allocation for weaponry and
shields. Conversely, with shields and weapons fully energized the Alamo is
one tough sumbitch of a fighting machine--a fighting machine rooted in place and
as liable to outmaneuver enemy starships as an 18-wheeler is liable to
outmaneuver a horde of Cooper Minis. So while it is mighty tempting to
employ the Alamo in any game scenario (at least if you're the Federation
player!), in practice the Alamo is a troublesome playing piece and unless your
scenario involves a Romulan or Klingon assault on a Federation colony world, the
Alamo doesn't have much practical purpose.
Moreover, consider the Alamo in the
real world. Space is vast and distances are impossibly large. Any
defensive line that covers an interstellar border is going to have to be made up
of units swift enough to patrol the area to the point of sensor saturation, and
able to respond en masse once a border breach has been detected.
The Alamo would make a rotten deep
space monitor in that, once contact with the enemy was made, it could not give
chase. Any enemy fleet wishing to breach the Federation border might as
well stay at high warp and fly right around the Alamo's outer weapons radius,
knowing that the Alamo cannot pick up and chase after the intruders. Also,
since the Alamo is so big and expensive, it is unlikely the Federation could
build enough of them to sensor saturate even a tiny portion of its territory.
Even if the Alamo remains in
planetary or solar orbit, as seems to be the case according to the FASA writers,
the Alamo cannot cover all areas of planetary or interplanetary space at all
times. If an enemy assault force wishes to take a planet, it need do
nothing more than insert itself into a matching orbit on the opposite
side of the planet as the Alamo, landing troops and attacking ground based
installations while the planet itself acts as a shield against the Alamo's
sensors and weapons. A cloaked Klingon or Romulan fleet could easily slip
into a given star system, assume a matching orbit opposite an Alamo, then
de-cloak and start beaming down the troops. By the time the Alamo got word
from the ground that an attack was underway, it would probably be too late, and
the Alamo itself would suddenly be cut off as a defense outpost with nothing
left to defend.
The Alamo's best real world function
would probably be that of an armed and armored traditional space station, able
to act as a secure waypoint between groundside and ships docked in orbit.
This makes sense for colony worlds and starbases in contested or hostile areas
of the Federation frontier, where space stations would be vital parts of
colonial development, therefore making them prime targets for raiders bent on
disrupting colonial efforts. Ideally a space station like the Alamo would
serve as home base for a small flotilla of cutters, corvettes, monitors, or even
light destroyers, all of which would patrol the colony system and act as mobile
interceptors while the Alamo itself served as the final, strongest link between
the relatively helpless colony on the ground and their orbital supply chain.
See more of my comments on space
stations and defense outposts at the page for the
Klingon
Z-4 Deathgame.
I also infer that such sizeable
constructions as the Alamo enjoy lengthy operational lifespans. So, I have
added an additional set of stats that bring the Alamo up to date with technology
available in the interim between the era of Kirk and the Era of Picard, which
will allow it to better stand up to the more advanced weaponry available to
aggressor governments in that same time period.

From
the FASA Star Trek FEDERATION SHIP RECOGNITION MANUAL, circa 1985
Alamo Defense Outpost
Notes: The Alamo Class defense outpost was first placed on location on Stardate 2/0811.
Since that time, 287 of these units have been positioned, usually in orbits around
whatever planets are vital, serving as a defensive ring or wall. Alamo Class outposts, capable of withstanding a tremendous amount of punishment while delivering powerful offensive blows, are the best deterrent to Klingon aggression.
Alamo Class defense outposts are built on location. They can be moved by several specially-designed
Samson Class
tugs.
| Construction Data: Model Numbers- Ship Class- Date Entering Service- Number Constructed |
MK III off the scale! 2/0811 161 |
MK IV off the scale! 2/1212 126 |
MK V * off the scale! 2316 A.D. (classified) |
MK VI * off the scale! 2341 A.D. (classified) |
|
| Hull Data: Superstructure Points- Damage Chart- Size Length- Width- Height- Weight- Cargo Storage Units- Storage Capacity- Landing Capability- |
64 C 560 meters 195 meters 510 meters 2,200,000 tons 2,800 units 140,000 tons none |
72 C 560 meters 195 meters 510 meters 2,500,000 tons 3,000 units 150,000 tons none |
90 C 560 meters 195 meters 510 meters 2,750,000 tons 3,000 units 150,000 tons none |
115 C 572 meters 201 meters 514 meters 2,920,000 tons 3,000 units 150,000 tons none |
|
| Equipment Data: Control Computer Type- Transporters- Standard 6-person- Combat 20-person- Emergency 22-person- cargo small- cargo large- |
M-7 8 none 4 4 2 |
M-7 8 none 4 4 2 |
MBT-09 8 none 4 4 2 |
MBT-11 8 none 4 4 2 |
|
| Other Data: Crew- Residents- Shuttlecraft- |
410 280 30 |
460 300 30 |
350 400 35 |
280 450 35 |
|
| Engines and Power Data: Total Power Units Available- Movement Point Ratio- Antimatter Generator Type- Number- Power Units Available- Impulse Engine Type- Power Units Available- |
179 10/1 FMAPG-2 1 155 FIPG-2 24 |
204 10/1 FMAPG-3 1 180 FIPG-2 24 |
270 10/1 FMAPG-5 1 230 FNIS-330 40 |
300 10/1 FMAPG-6 1 260 FNIS-330 40 |
|
| Weapons and Firing Data: Beam Weapon Type- Number- Firing Arcs- Firing Chart- Maximum Power- Damage Modifiers +3 +2 +1 Missile Weapon Type- Number- Firing Arcs- Firing Chart- Power To Arm- Damage- |
FH-3 12 4 per arc W 5 (1 - 10) (11 - 17) (18 - 20) FP-1 6 2 per arc L 1 10 |
FH-9 18 6 per arc X 6 (1 - 12) (13 - 22) FP-4 6 2 per arc S 1 20 |
FAHW-23 21 7 per arc U 15 (1 - 6) (7 - 14) (15 - 18) FP-15 9 3 per arc W 3 25 |
FAHW-23 27 9 per arc U 15 (1 - 6) (7 - 14) (15 - 18) FP-15 12 4 per arc W 3 25 |
![]() |
| Shields Data: Deflector Shield Type- Shield Point Ratio- Maximum Shield Power- |
FDS-X 1/2 16 |
FDS-X 1/2 16 |
NGSS-G 1/3 24 |
NGSS-J 1/3 33 |
|
| Defense Factor- Weapon Damage Factor- |
151.3 111 |
210 198 |
unknown unknown |
unknown unknown |
* Denotes completely hypothetical model number and stats, devised by Brad R. Torgersen.