Klingon Starships
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Klingon Starships
In the ''Star Trek'' franchise, the Klingon Empire makes use of several classes of starships. As the Klingons are portrayed as a warrior culture, driven by the pursuit of honor and glory, the Empire is shown to use warships almost exclusively and even their support ships, such as troop transports and colony ships, are armed for battle. This contrasts with the exploration and research vessels used by Starfleet, the protagonists of the franchise. The first Klingon ship design used in ''The Original Series'', the D7-class battlecruiser, was designed by Matt Jefferies to evoke a shape akin to that of a manta ray, providing a threatening and instantly recognizable form for viewers. The configuration of Jefferies's design featured a bulbous forward hull connected by a long boom to a wing-like main hull with the engine nacelles mounted on each wingtip. Though a variety of Klingon ships have appeared in ''Star Trek'', their design generally conforms to this style. Most Klingon vessels wer ...
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Star Trek
''Star Trek'' is an American science fiction media franchise created by Gene Roddenberry, which began with the eponymous 1960s television series and quickly became a worldwide pop-culture phenomenon. The franchise has expanded into various films, television series, video games, novels, and comic books. With an estimated $10.6 billion in revenue, it is one of the most recognizable and highest-grossing media franchises of all time. The franchise began with ''Star Trek: The Original Series'', which debuted in the US on September 8, 1966 and aired for three seasons on NBC. It was first broadcast on September 6, 1966 on Canada's CTV network. It followed the voyages of the crew of the starship USS ''Enterprise'', a space exploration vessel built by the United Federation of Planets in the 23rd century, on a mission "to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no man has gone before". In creating ''Star Trek'', Roddenberry w ...
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Faster-than-light
Faster-than-light (also FTL, superluminal or supercausal) travel and communication are the conjectural propagation of matter or information faster than the speed of light (). The special theory of relativity implies that only particles with zero rest mass (i.e., photons) may travel ''at'' the speed of light, and that nothing may travel faster. Particles whose speed exceeds that of light (tachyons) have been hypothesized, but their existence would violate causality and would imply time travel. The scientific consensus is that they do not exist. "Apparent" or "effective" FTL, on the other hand, depends on the hypothesis that unusually distorted regions of spacetime might permit matter to reach distant locations in less time than light could in normal ("undistorted") spacetime. As of the 21st century, according to current scientific theories, matter is required to travel at slower-than-light (also STL or subluminal) speed with respect to the locally distorted spacetime region. Appar ...
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Klingon D-7 Class
The Klingons ( ; Klingon language, Klingon: ''tlhIngan'' ) are a fictional species in the science fiction franchise ''Star Trek''. Developed by screenwriter Gene L. Coon in 1967 for the Star Trek: The Original Series, original ''Star Trek'' (''TOS'') series, Klingons were swarthy humanoids characterized by prideful ruthlessness and brutality. Klingons practiced feudalism and authoritarianism, with a Warrior, warrior caste relying on slave labor. With a greatly expanded budget for makeup and effects, the Klingons were completely redesigned for ''Star Trek: The Motion Picture'' (1979), acquiring ridged foreheads. In subsequent television series and in later films, the militaristic traits of the Klingons were bolstered by an increased sense of honor and strict warrior code similar to those of bushido. Klingons are recurring antagonists in the 1960s television series ''Star Trek: The Original Series, Star Trek'', and have appeared in all subsequent series, along with ten of the Sta ...
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Ship Prefix
A ship prefix is a combination of letters, usually abbreviations, used in front of the name of a civilian or naval ship that has historically served numerous purposes, such as identifying the vessel's mode of propulsion, purpose, or ownership/nationality. In the modern environment, prefixes are cited inconsistently in civilian service, whereas in government service a vessel's prefix is seldom omitted due to government regulations dictating that a certain prefix be used. Today the common practice is to use a single prefix for all warships of a nation's navy, and other prefixes for auxiliaries and ships of allied services, such as coast guards. For example, the modern navy of Japan adopts the prefix "JS" – Japanese Ship. However, not all navies use prefixes. Among the Blue-water navy, blue-water navies, those of France, Brazil, China, Russia, Germany, and Spain do not use ship prefixes. NATO designations such as FS (French Ship), FGS (Federal German Ship), and SPS (Spanish Ship) ...
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Submarine
A submarine (or sub) is a watercraft capable of independent operation underwater. It differs from a submersible, which has more limited underwater capability. The term is also sometimes used historically or colloquially to refer to remotely operated vehicles and Autonomous underwater vehicle, robots, as well as medium-sized or smaller vessels, such as the midget submarine and the wet sub. Submarines are referred to as ''boats'' rather than ''ships'' irrespective of their size. Although experimental submarines had been built earlier, submarine design took off during the 19th century, and they were adopted by several navies. They were first widely used during World War I (1914–1918), and are now used in many navy, navies, large and small. Military uses include attacking enemy surface ships (merchant and military) or other submarines, and for aircraft carrier protection, Blockade runner, blockade running, Ballistic missile submarine, nuclear deterrence, reconnaissance, conventio ...
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Enterprise
Enterprise (or the archaic spelling Enterprize) may refer to: Business and economics Brands and enterprises * Enterprise GP Holdings, an energy holding company * Enterprise plc, a UK civil engineering and maintenance company * Enterprise Products, a natural gas and crude oil pipeline company * Enterprise Records, a record label * Enterprise Rent-A-Car, a car rental Provider **Enterprise Holdings, the parent company General * Business, economic activity done by a businessperson * Big business, larger corporation commonly called "enterprise" in business jargon (excluding small and medium sized businesses) * Company, a legal entity practicing a business activity * Enterprises in the Soviet Union, the equivalent of "company" in the former socialist state * Enterprise architecture, a strategic management discipline within an organization * Enterprise Capital Fund, a type of venture capital in the UK * Entrepreneurship, the practice of starting new organizations, particularl ...
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Prequel
A prequel is a literary, dramatic or cinematic work whose story precedes that of a previous work, by focusing on events that occur before the original narrative. A prequel is a work that forms part of a backstory to the preceding work. The term "prequel" is a 20th-century neologism from the prefix "pre-" (from Latin ''prae'', "before") and "sequel". Like sequels, prequels may or may not concern the same plot as the work from which they are derived. More often they explain the background that led to the events in the original, but sometimes the connections are not completely explicit. Sometimes prequels play on the audience's knowledge of what will happen next, using deliberate references to create dramatic irony. History Though the word "prequel" is of recent origin, works fitting this concept existed long before. The ''Cypria'', presupposing hearers' acquaintance with the events of the Homeric epic, confined itself to what preceded the ''Iliad'', and thus formed a kind of introd ...
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Rick Sternbach
Richard Michael Sternbach (born 1951 in Bridgeport, Connecticut) is an illustrator who is best known for his space illustrations and his work on the ''Star Trek'' television series. Early years Born in Bridgeport, Connecticut, in 1969 Sternbach enrolled at the University of Connecticut with an art major, but after a couple of years switched to marine biology. After leaving University, he became an illustrator for books and magazines, with his first cover illustration published on the October 1973 issue of ''Analog'' magazine. During 1974 to 1976 he produced several original works of art for the Gengras Planetarium, part of the Children's Museum of West Hartford, in Connecticut. The works included airbrush paintings of the Earth as a primeval planet. It is unknown if these works are still in possession of CMWH, the original owner and client of Sternbach. In 1976 he helped found the Association of Science Fiction and Fantasy Artists (ASFA), to give legal advice to science fict ...
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Deep Space Nine
''Star Trek: Deep Space Nine'' (abbreviated as ''DS9'') is an American science fiction television series created by Rick Berman and Michael Piller. The fourth series in the ''Star Trek'' media franchise, it originally aired in syndication from January 3, 1993, to June 2, 1999, spanning 176 episodes over seven seasons. Set in the 24th century, when Earth is part of a United Federation of Planets, its narrative is centered on the eponymous space station Deep Space Nine, located adjacent to a wormhole connecting Federation territory to the Gamma Quadrant on the far side of the Milky Way galaxy. Following the success of '' Star Trek: The Next Generation'', Paramount Pictures commissioned a new series set in the ''Star Trek'' fictional universe. In creating ''Deep Space Nine'', Berman and Piller drew upon plot elements introduced in ''The Next Generation'', namely the conflict between two alien species, the Cardassians and the Bajorans. ''Deep Space Nine'' was the first ''Star Trek' ...
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The Next Generation
Next Generation or Next-Generation may refer to: Publications and literature * ''Next Generation'' (magazine), video game magazine that was made by the now defunct Imagine Media publishing company * Next Generation poets (2004), list of young and middle-aged figures from British poetry Technology Next generation often means a new state of the art: * AMD Next Generation Microarchitecture (other), AMD products * Next Generation Air Transportation System, the Federal Aviation Administration's massive overhaul of the national airspace system * Next Generation Internet (other), various projects intended to drastically increase the speed of the Internet * Next Generation Networking, emerging computer network architectures and technologies * Next-generation lithography, lithography technology slated to replace photolithography beyond the 32 nm node * Next-Generation Secure Computing Base, software architecture designed by Microsoft * NextGen Healthcare Inform ...
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Cloaking Device
A cloaking device is a hypothetical or fictional stealth technology that can cause objects, such as spaceships or individuals, to be partially or wholly invisible to parts of the electromagnetic (EM) spectrum. Fictional cloaking devices have been used as plot devices in various media for many years. Developments in scientific research show that real-world cloaking devices can obscure objects from at least one wavelength of EM emissions. Scientists already use artificial materials called metamaterials to bend light around an object. However, over the entire spectrum, a cloaked object scatters more than an uncloaked object. Conceptual origins ''Star Trek'' screenwriter Paul Schneider, inspired in part by the 1958 film ''Run Silent, Run Deep,'' and in part by ''The Enemy Below,'' which had been released in 1957, imagined cloaking as a space-travel analog of a submarine submerging, and employed it in the 1966 ''Star Trek'' episode " Balance of Terror", in which he introduced the ...
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Antimatter Weapon
An antimatter weapon is a theoretically possible device using antimatter as a power source, a propellant, or an explosive for a weapon. Antimatter weapons are currently too costly and unreliable to be viable in warfare, as producing antimatter is enormously expensive (estimated at $6 billion for every 100 nanograms), the quantities of antimatter generated are very small, and current technology has great difficulty containing antimatter, which annihilates upon touching ordinary matter. The paramount advantage of such a theoretical weapon is that antimatter and matter collisions result in the entire sum of their mass energy equivalent being released as energy, which is at least two orders of magnitude greater than the energy release of the most efficient fusion weapons (100% vs 0.4-1%). Annihilation requires and converts exactly equal masses of antimatter and matter by the collision which releases the entire mass-energy of both, which for 1 gram is ~9×1013 joules. Using the conv ...
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