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Star Trek: The Next Generation - Inaugural Edition

Star Trek TNG Inaugural Edition
 

This was the first card series dedicated solely to Star Trek: The Next Generation. The 120 card set covers the show up to season five and offers information on characters, ships, technology, trivia questions, equipment and behind the scenes. Card #1 features the opening monologue from TNG in English. One subset in the common set consisted of five foreign language cards numbered 01A-01E which showed the same text but in five different languages and were seeded as frequently the other common cards. There were four hologram cards for this set, numbered 01H-04H. These were initially printed with the numbers of 031, 033, 034 and 036 (their equivalent base set counterparts). This error was later corrected and both numbering schemes are readily available on the secondary market. The four holograms from this set form a montage of a planet with the ships in orbit around it. A 5th hologram was available through a wrapper offer. This gold 05H Enterprise-D hologram sold direct from SkyBox for $2. The official binder was also offered on the wrapper. The binder for this set is a "box binder" and is unique for a Star Trek product. A limited edition circular tin set (10,000) was released which included a numbered certificate, one full set, 5 holograms, the language set and one bonus card. Dealers were given an promotional card called a Shelf Talker to promote the holograms. This card is 4" x 5" and includes another half inch to be folded over and advertises the mail-in gold hologram. The wrapper also included an offer for a mail-away paper checklist which came in five variations. Two types of promo packs were offered for this set, a 3-card promo pack and a 4-card promo pack. The 4-card pack had a title card whereas the 3-card pack did not.
Manufacturer Date of release Production run Packs per box Cards per pack Card size
Impel 1992 Not known 36 10 2½" x 3½"
yellow   yellow yellow   yellow yellow   yellow

Base Set

Commemorative

1 001 "Space... the final frontier.
These are the voyages of
the Starship Enterprise.
Its continuing mission:
to explore strange new worlds,
to seek out new life and new
civilizations, to boldly go where
no one has gone before"
2 002 Star Trek: The Next Generation
Fifth Season Commemorative
1991/1992 Season

The successor to the popular Star Trek television series of the 60's, Star Trek: The Next Generation premiered to critical and popular acclaim as a syndicated weekly series in September, 1987. Since its debut, the show has continually garnered high ratings and has received many major awards and nominations. Now, after well over 100 episodes and five years on the air, it seems likely that the U.S.S. Enterprse will continue its missions for many, many years to come.
3 003 Gene Roddenberry
Creator of Star Trek and
Star Trek: The Next Generation

1921-1991

Primary Crew

4 004
Captain Jean-Luc Picard
Once describes by a crew member as having "the heart of an explorer and the soul of a poet," Jean-Luc Picard is one of the most respected and experienced captains in Starfleet. A native of LaBarre, France (Earth), Picard distinguished himself at Starfleet Academy as an excellent shuttle pilot. Picard served for many years as captain of the U.S.S. Stargazer, where he first became famous as an explorer. He now commands the Galaxy class U.S.S. Enterprise, the flagship of the Starfleet. Picard is so well respected throughout Federation space that he was actually asked to arbitrate the Klingon Empire's Rite of Ascension. Picard has an artificial replacement heart, a reminder of an incident in his more reckless youth.
5 005 Commander William Riker
A reputation as an innovative officer willing to take risks was why William T. Riker was chosen by Captain Jean-Luc Picard to be his "Number One" officer. As the First Officer of the U.S.S. Enterprise, Riker is responsible for presenting the captain with a fully operational starship in top condition. Born in Valdez, Alaska (on Earth), Riker is the son of Federation Envoy Kyle Riker. Unlike Captain Picard's somewhat cool demeanor, Riker can often be found in the Ten-Forward lounge socializing with the crew. Riker delights in taking on a challenge, as evidenced by his volunteering for temporary assignment as first officer on a Klingon Bird-of-Prey.
6 006 Lieutenant Commander Data
Affectionately called "Pinocchio" by Commander Riker, the android Data's deepest desire is to become human. Data was created over 25 years ago by Dr. Noonian Soong, who also made Data's "evil twin" Lore. Data represents Dr. Soong's dream of making the 20th century writer Isaac Asimov's vision of a positronic brain come true. Data carries the collective memories and knowledge of the Omicron Theta colonists, who were annihilated by a crystalline entity. In his efforts to become more human, Data has studied many facets of the "human equation"— including humor, literature and even a romantic relationship!
DUTIES: Ship's Captain
TRAITS: Analytical, dignified, trustworthy
HOBBIES: Fencing, Horseback Riding, Shakespeare, Mysteries
DUTIES: Executive Officer
TRAITS: Extroverted, loyal, unorthodox
HOBBIES: Jazz and blues,
Cooking, Poker
DUTIES: Operations Manager
TRAITS: Curious, analytical, childlike naivete
HOBBIES: Classical chamber music, Sherlock Holmes,
Painting
7 007 Lieutenant Worf
Worf is the first Klingon to serve aboard a Starfleet vessel. He was orphaned after Romulans attacked the Klingon outpost at Khitomer. Adopted by human parents Sergey and Helena Rozhenko, Worf was raised with a foster brother on the farming colony Gault. Assigned as a Lieutenant junior grade to the Enterprise, he became Chief of Security after the death of Lt. Natasha Yar. The Klingon family Duras framed and ostracized Worf's father in an attempt to seize control of the Klingon High Council, but Worf cleared his family name with the help of Captain Picard and the U.S.S. Enterprise.
8 008 Lt. Commander Geordi LaForge
Blind since birth, Geordi LaForge has turned his disability into a unique asset. He wears a VISOR — Visual Instrument and Sensory Organ Replacement — which allows him to see the entire electromagnetic spectrum. LaForge joined the U.S.S. Enterprise with the rank of Lieutenant Junior Grade and was assigned to helm the conn. He was promoted to full Lieutenant, and became Chief of Engineering and now holds the rank of Lieutenant Commander. Geordi has built a close relationship with Lieutenant Data and often helps the android understand the "human equation."
9 009 Counselor Deanna Troi
Deanna Troi is a native of the planet Betazed. She has a Betazoid's empathic powers, but as the child of a human Starfleet officer and Betazoid royalty, they are not as strong as those of a full Betazoid. As Ship's Counselor, Troi plays a unique role on the U.S.S. Enterprise. An expert on human behavior, she advises Captain Picard on the emotional state of his crew and counsels him about the impressions she perceives from other species they contact. Troi holds the rank of Lieutenant Commander, although she is not a line officer.
DUTIES: Chief of Security
TRAITS: Honorable, passionate, stubborn
HOBBIES: Parisi Squares, Holodeck Exercise, Poetry Reading
DUTIES: Chief of Engineering
TRAITS: Diligent, friendly
HOBBIES: Ship building.
DUTIES: Psychological wellbeing of the crew
TRAITS: Intelligent, extroverted
HOBBIES: Linguistics, Three-Dimensional Chess, Chocolate
10 010 Chief Medical Officer Dr. Beverly Crusher
Dr. Beverly Crusher is the chief medical officer of the U.S.S. Enterprise. She was married to Jack Crusher, who died while serving under the command of Jean-Luc Picard years ago on the U.S.S. Stargazer. Beverly was the first CMO of the U.S.S. Enterprise under Picard's command, but left the ship for a year to serve as head of Starfleet Medical. She has a special interest in combining cybernetics with regeneration and has studied Lt. Commander Data's android anatomy quite meticulously. One of her many activities is teaching an amateur acting class. Beverly's talent at dancing and dance instruction have earned her the nickname "The Dancing Doctor."
11 011 Guinan
The enigmatic Guinan is the popular host of the Ten-Forward lounge. Her origins are unknown, except perhaps to Captain Jean-Luc Picard, who is the only person on the U.S.S. Enterprise who knew her before she joined the crew. Guinan has described her relationship with Picard as "beyond friendship and beyond family." Guinan comes from a race of "listeners," a trait that enhances the inviting atmosphere of Ten-Forward. She's at least several hundred years old and has had dealings in her past with the Q. Guinan's people were all but exterminated by the Borg.
12 012 Ensign Wesley Crusher
Wesley Crusher cam aboard the U.S.S. Enterprise with his mother, Doctor Beverly Crusher. Wesley quickly displayed a remarkable intelligence that earned him a place on the bridge as an acting Ensign, sitting at the conn position. Due to the training and experience gained on the U.S.S. Enterprise Captain Picard promoted Wesley to the rank of full Ensign. Wesley Crusher transferred off the U.S.S. Enterprise when he was accepted into Starfleet Academy, where he will finish his training and receive his first assignment as a Starfleet Officer.
DUTIES: Plysical well-being of the ship's crew
TRAITS: Devoted, maternal
HOBBIES: Amateur theater,
Dancing

Support Crew

13 013 Lieutenant Miles O'Brien
A native of Ireland (Earth). "Chief" Miles Edward O'Brien is the person in charge of maintenance and operation of the transporter system of the U.S.S. Enterprise. O'Brien was previously assigned as the tactical officer on the U.S.S. Rutledge under the command of Captain Benjamin Maxwell. His first assignment on the U.S.S. Enterprise was conn operator on the Battle Bridge. He was married to Keiko Ishikawa by Captain Picard, and they now have a daughter, Molly.
14 014 Keiko O'Brien
A botanist, Keiko Ishikawa O'Brien is the civilian wife of Transporter Chief Miles O'Brien. While on board the U.S.S. Enterprise Keiko married Chief Miles O'Brien and gave birth to their daughter Molly — with the "midwife" assistance of Lieutenant Worf! Keiko showed her adventurous nature when she allowed a Tarmin to probe her memories to recall a forgotten moment from her past.
15 015 Lieutenant Reginald Barclay
Serving as engineer under Lieutenant Commander LaForge, Lieutenant Junior Grade Reginald Barclay made a bad name for himself with his tardiness and lack of enthusiasm for his work. Barclay's self-esteem got so low, he began to escape from reality using the holodeck to create environments where he was in command. With the help of Counselor Troi, Barclay was able to build his esteem and shake his nickname "Broccoli." He joined an amateur theater group run by Doctor Crusher and slowly began to fit in with the crew. During an investigation of a probe, Barclay's mind was modified by an alien race known as the Cytherians, giving him incredible (albeit temporary) mental skills.
16 016 Ensign Ro Laren
Ensign Ro Laren was transferred to the U.S.S. Enterprise under orders to assist with a mission involving her people, the Bajora. Ro was court-martialled following an incident on Garon Il where she disobeyed orders, which caused the deaths of several crew members aboard the U.S.S. Wellington. Although Ro was originally brought on board the Enterprise against his wishes, Captain Picard has found redeeming qualities in her that he feels would be an asset to the ship. Ensign Ro is distinguished amongst the crew by the earring-like ornament she wears on her left ear, in honor of her people.
17 017 Ambassador Lwaxana Troi
The mother of Counselor Deanna Troi, Lwaxana is a full Betazed, and a widow since the death of her husband lan Andrew Troi, a human Starfleet officer. Lwaxana is the "Daughter of the Fifth House," "Holder of the Sacred Chalice of [Rixx)" and "Heir to the Holy Rings of Betazed." An Ambassador representing the planet Betazed's interests in Federation proceedings, Lwaxana is granted full diplomatic status and is frequently a guest on the U.S.S. Enterprise. When relaxing, Lwaxana enjoys the mud baths at the Free Spirit Colony on Shiralea VI.
18 018 Lieutenant Tasha Yar
Lieutenant Natasha Yar was the First Security Offier on board the U.S.S. Enterprise, recruited by Captain Jean-Luc Picard after he saw her negotiate a Konellian mine field to rescue some wounded colonists. Tasha grew up on Turkana IV, a failed colony where she avoided rape gangs and drug addiction until the age of 15, when she escaped to join the Federation. On the planet Vagra II, Tasha was killed without provocation as a demonstration of a malevolent creature's power. However, in a freak incident involving an alternate time line, Tasha went back in time to help the crew of the Enterprise 1701-C, where she was captured by the Romulans and gave birth to her half-Romulan daughter, Sela.
19 019 Sergey and Helena Rozhenko
Sergey and Helena Rozhenko, of Earth descent, took on the daunting task of raising a Klingon foster child, Worf. After Worf was found as a survivor of the Khitomer massacre, the Rozhenkos decided to raise the child with their own son on the farming colony of Gault. The two boys entered Starfleet Academy together, but the Rozhenko's human son quickly returned to the farmer's life. Sergey was Chief petty officer aboard a starship but never attained the rank of an officer. The Rozhenkos agreed to care for and raise Worf's own son, Alexander, until this proved to be too onerous a task and they were forced to return him to Worf on the U.S.S. Enterprise.
20 020 Alexander Rozhenko
Alexander is the young son of Lieutenant Worf and K' Ehleyr. After losing his mother to a vicious attack by the Klingon Duras, Alexander was sent to live with his father's adoptive parents, Sergey and Helena Rozhenko. When he proved too much for the aging couple to deal with on a daily basis, Helena Rozhenko brought Alexander to live with his father, Worf. In a display of the fearlessness of Klingon children, Alexander went into Worf's holodeck workout program and battled a ferocious monster. Alexander faces a tremendous challenge in trying to adapt to shipboard life, as the only Klingon child on board the U.S.S. Enterprise and also as the child of a single parent.
21 021 K'Ehleyr
A special Klingon Emissary to Starfleet, K'Ehleyr first encountered the U.S.S. Enterprise when she was sent to rendezvous with some Klingons who emerged out of suspended animation from a time before the Klingon/Federation Alliance. K'Ehleyr is half-Human, half-Klingon, the product of a human mother, a Klingon father and "a fair amount of help." She had a recurring relationship with Lieutenant Worf and although she refused to marry him, she did bear his child Alexander. K'Ehleyr was killed by Duras when she discovered his involvement in Worf's discommendation, and his possible alliance with the Romulans.
22 022 Dr. Kate Pulaski
Doctor Katherine Pulaski transferred to the U.S.S. Enterprise for one year as Chief Medical Officer during Doctor Crusher's assignment at Starfleet Command. With her direct, no-nonsense attitude, Doctor Pulaski earned the crew's respect as a medical officer before earning their friendship. Doctor Pulaski, intrigued by Klingon rituals and customs, participated in a toxic tea ceremony with Lieutenant Worf (using her medical knowledge to treat herself to an antidote first). Doctor Pulaski transferred off the U.S.S. Enterprise When Doctor Crusher's duty at Starfleet Command Headquarters was over.
23 023 Ambassador Sarek
Ambassador Sarek of Vulcan was one of the most respected ambassadors in the Federation. He was active in the Babel conference, as well as the early Camp Khitomer negotiations between the Federation and the Klingon Empire. Sarek contracted Bendii's syndrome, a rare Vulcan disease which leaves the victim unable to control his overwhelming emotions — a condition devastating to a Vulcan. Sarek died shortly after the news that his son, Ambassador Spock, had gone on an unauthorized mission to Romulus. Sarek was married to at least two human women, Amanda (Spock's mother) and Perrin.
24 024 The Traveler
The Traveler is a humanoid from the planet of Tau Alpha C whose abilities include transcending normal space and traveling vast distances in little relative time. When the U.S.S. Enterprise encountered the Traveler, he took the ship and its crew to a place where thought and reality were one. Weakened and dying, the Traveler was able to channel the empathic feelings of the crew in order to return the ship to normal space. The Traveler's race has only recently found the Federation worthy of study. Benevolent in nature, the Traveler came to Wesley Crusher's aid when a warp experiment failed and nearly killed his mother.
25 025 Lore
The first positronic android created by Doctor Noonian Soong, Lore is physically identical to Data, although he possesses feelings and emotions that his "brother" does not. Lore was disassembled by Doctor Soong when he became troublesome. in favor of Soong's newer version, Data. When the U.S.S. Enterprise returned to Omicron Theta, Data's home planet, the remains of Lore were found and reassembled by Doctor Crusher and Chief Engineer Argyle. When last encountered by the U.S.S. Enterprise, Lore stole a chip Dr. Soong developed to give Data human emotions and fled on a Pakled vessel.
26 026 The Q
The being known as the "Q* to the U.S.S. Enterprise crew is part of a seemingly all-powerful race known as the "Q Continuum." Q has appeared many times to study humans by watching the crew of the U.S.S. Enterprise, usually appearing in a human shape himself. The Q tried to tempt Commander Riker with the lure of enormous power, but was unsuccessful. On another occasion, Q sought refuge with the crew after losing his abilities and being kicked out of the Continuum! According to Guinan, who met Q about 200 years earlier, not all of the Q Continuum are like Q in temperament — in fact, some are "quite respectable."
27 027 Borg
The most powerful threat the Federation has ever faced, the Borg are a species of cybernetic organisms that seek to assimilate any and all lifeforms in order to become more powerful. The Borg seem to have little or no regard for humanoid life and will take whatever means necessary in pursuit of their relentless goal. The Borg are a hive community, with each individual unit in constant contact with the collective whole. However dangerous humans find them, the Borg do not consider themselves to be evil — they believe their goal is to "improve" the state of life in the galaxy.
28 028 Sela
When Lieutenant Natasha Yar went back in time with the U.S.S Enterprise 1701-C to correct a disruption of history, she was captured by the Romulans and became the consort of a Romulan General in exchange for the other prisoners' lives. Sela was born of this union a year later. When Sela was four years old, Tasha attempted to escape Romulus with her, but was discovered when Sela cried out. Tasha Yar was executed by the Romulans following this escape attempt. Sela apparently holds a high rank amongst the Romulan military command, but her activities remain a mystery to Federation intelligence.
29 029 Livingston
Since one of Captain Jean-Luc Picard's many hobbies is fish-keeping, it is no surprise that he would choose a magnificent fish such as the Pterois Volitans (Lion Fish) to remind him of the oceans of his home planet, Earth. Livingston lives in a carefully balanced aquatic habitat, a crystal sphere which is prominently displayed in Captain Picard's Ready Room.
30 030 Locutus
After the first contact between the powerful Borg and the U.S.S. Enterprise halfway across the galaxy, the Borg came into Federation space looking for Captain Jean-Luc Picard. Their goal: to "absorb" the Captain into the collective Borg intelligence and use his knowledge to destroy Starfleet and enslave the human race. After capturing the Captain, the Borg implanted cybernetic devices to control his mental capacities and turn him into a Borg drone named "Locutus." Locutus led the Borg to defeat the Federation at Wolf 359, but he was recaptured and returned to the U.S.S. Enterprise where the Captain's consciousness was revived by Lt. Cmdr. Data and used to destroy the Borg ship. Captain Picard's physical wounds have healed, but he still carries emotional scars from his brief possession by the Borg.

Starships

31 031 Klingon Bird-of-Prey
The Klingon Bird-of-Prey is a very versatile, small space-faring craft, with a crew of about twelve. The Bird-of-Prey is equipped with Klingon cloaking technology, making it ideal for intelligence gathering and espionage. The ship's relatively small size makes it well suited to scouting and transportation of couriers, as well as missions where it is necessary to embark upon a planet's surface and transporter systems are inappropriate. A cloaked Klingon Bird-of-Prey is an ideal tool for espionage and infiltration, and these ships have been known to turn up in the most unlikely of places.
32 032 Klingon K't'inga Class Battle Cruiser
A staple of the Klingon Defense Force for over a hundred years, the K't'inga class cruiser is approximately equivalent to the Constitution class vessels of the Federation (the original U.S.S. Enterprise was a Constitution class vessel). The most commonly recognized form of Klingon ship, the K't'inga class is armed with disruptors and torpedoes and is capable of rendering itself "cloaked" (invisible to sensor scans) in all flight modes, from sublight to warp speed.
33 033 Klingon Yor'cha Class Attack Cruiser
The largest and most advanced vessel in the Klingon Empire's fleet, the Vor'cha class cruiser is about three-fourths the length of the Galaxy class U.S.S. Enterprise. This is the flagship class for the Klingon Empire, and is often used for transporting Klingons of high rank. The forward section of a Vor'cha class cruiser is, in its normal configuration, a massive disruptor cannon which can be ejected in situations where speed is more important than firepower. In some attack cruisers, this forward disruptor cannon can be replaced with other mission-specific weaponry or hardware.
34 034 Romulan Warbird
Believed to be slightly slower but probably more powerful than the Galaxy class starships of the United Federation of Planets, the Romulan Warbird represents a great potential threat to Federation security. Exemplifying the ultimate in Romulan technology to date with the ability to "cloak" (render itself invisible to known types of sensor scans), the Warbird is the most formidable starship in the Romulan fleet. The Warbird is used for all types of missions, including scientific exploration, reconnaissance and battle.
35 035 Romulan Scout Ship
The Romulan Scout ship is used for personnel transport and reconnaissance just as the Shuttlecraft and Shuttlepods are in the Federation. The small size of the scout ship makes it more practical when a team must be sent to a planet's surface and a larger craft is not available. Due to its relatively limited range, the scout is usually launched from a larger ship, such as a Romulan Warbird. No Romulan vessel (scout or other) has yet been retrieved intact by Federation science, so detailed information is not available.
36 036 Ferengi Marauder
The crescent-shaped Ferengi Marauder is the most common vessel of the Ferengi fleet. This highly advanced starship is an amalgam of the many different technologies which the Ferengi have bartered for in their many dealings with other cultures. Although detailed files remain classified, encounters have shown that the Ferengi Marauder is generally comparable in mass and defensive capability to the Federation's Ambassador class vessels. As the Ferengi are traders by nature, it is not known how much of this technology was actually researched and developed by the Ferengi.
37 037 Borg Ship
The seemingly invincible Borg ship dwarfs even the massive Galaxy class U.S.S. Enterprise. Its ominous cube-shaped design belies its advanced technology, capable of speeds beyond that of Federation technology. When damaged, the ship is capable of quickly regenerating itself. It is unknown if the ship itself is a living organism, however observation has shown that the Borg themselves interface directly with the vessel. Federation scans have determined that the ship has a decentralized design with no detined command or engineering sections.
38 038 Cardassian Galor Warship
The Cardassian Galor warship is the mainstay vessel of the Cardassian fleet. Ships of the Galor class are roughly half the length of Galaxy class starships. The main armament of Galor class vessels is believed to be a "compressor beam", which can be fired from a forward or aft "weapons grid." The Cardassians have been enemies of the United Federation of Planets for many years; although they have recently agreed to end hostilities, evidence has shown their commitment to peace is less than sincere.
39 039 Federation Ambassador Class
The class immediatley preceding the Galaxy class, the Ambassador Class is still in wide use in the Federation. Built as a replacement for the long-used Excelsior class, the Ambassador class reflects many improvements. With a crew capacity of approximately 700, the Ambassador class is capable of extended deep-space exploratory missions. As the Ambassador class vessel was being developed, it was discovered that due to its increased mass over previous ship designs, a compact spacetime driver coil would be needed for the impulse engines in addition to the one used for the warp engines. The Ambassador class is still widely used throughout the Federation.
40 040 Federation Excelsior Class
The Excelsior class vessel has remained in use longer than almost any other vessel in Starfleet. Built nearly 75 years before the current Galaxy class, the Excelsior class has proven its usefulness in serving the Starfleet as an outstanding exploratory vessel well beyond its designed parameters. Although the Excelsior class was originally built for a Transwarp drive prototype propulsion system, the failure of Transwarp did not preclude the use of this design-worthy spaceframe, and more efficient warp drive engines were retro-fitted to Excelsior class ships.
41 041 Federation Miranda Class
This useful vessel has been in service within the Federation for many years, proving its superior design. While not capable of carrying the larger crews of the constitution class vessels of its time, the Miranda class vessel was still a viable alternative for scientific exploratory missions. Striking in their design, Miranda class vessels consist of a primary hull (similar in design to that of the Constitution and Constellation class vessels) mounted atop two warp nacelles, without the bulk of a secondary hull. This reduced mass makes Miranda class vessels more apt scouting and research ships than many of their larger contemporaries.
42 042 Federation Constellation Class
The Constellation class vessels were built primarily for exploration purposes. Most conspicuous about the design of this craft is the four warp nacelles located behind the saucer section. The U.S.S. Stargazer under the command of Captain Jean-Luc Picard was one such vessel. While a useful vessel in its time, there are few Constellation class vessels still on assigned duty.

The U.S.S. Enterprise

43 043 U.S.S. Enterprise NCC-1701-D
The pride and Flagship of the Federation, the U.S.S. Enterprise is a Galaxy class starship. Commissioned by Starfleet at the Utopia Planitia Fleet Yards (in orbit around the planet Mars) on October 4, 2363, this is the fifth starship to bear the name. The U.S.S. Enterprise is approximately 2108 feet long, weighs over five million metric tons, and boasts a complement of around 1,012 people — including crew, mission specialists, their families and children. The primary mission of the U.S.S. Enterprise is research and diplomacy, but when a show of strength is unavoidable the ship is capable of enormous defensive power. Captain Jean-Luc Picard commands the ship, which continues the mission set out by the original starship U.S.S. Enterprise: to "boldly go where no one has gone before!"
44 044 Enterprise History
NCC-1701-D - Launched: 2363 A.D.
- GALAXY class starship
LENGTH: 641 METERS

NCC-1701-C- Launched: (Classified)
- AMBASSADOR class starship
LENGTH: 526 METERS

NCC-1701-B - Launched: (Classified)
- EXCELSIOR class starship
LENGTH: 487 METERS

NCC-1781-A - Launched: 2286 A.D.
LENGTH: 305 METERS
- CONSTITUTION class starship

NCC-1701 - Launched: 2245 A.D.
LENGTH: 289 METERS
- CONSTITUTION class starship
45 045 Ship Schematic Dorsal Plan View
46 046 Ship Schematic Starboard Elevation 47 047 Galaxy Class Development Project
None of the ships built by Starfleet over the years can match the power and technological advancement of Galaxt class vessels. Officially approved in 2343 A.D., the Galaxy Class Project lasted over twenty years before reaching the final construction of the U.S.S. Enterprise. Galaxy class starships are multi-mission vehicles that are able to carry out any and all of Starfleet's objectives. They are categorized as Explorers, the largest ships in a classification system that includes cruisers, cargo carriers, tankers, surveyors and scouts.
48 048 Commissioning Plaque
A tradition in Starfleet, the dedication or commissioning plaque is placed on board a vessel when it begins its maiden voyage. Frequently, the dedication plaque will bear an axiom that is representative of the primary beliefs and mission of the crew of that vessel. This will also show the people generally responsible for the launch of the vessel. The commissioning plaque is usually found on the ship's bridge.
49 049 Warp Engines
Based on the theories of Zefram Cochrane, the warp engines of the U.S.S. Enterprise are used to propel the starship through space at speeds greater than the speed of light. The warp engines harness the enormous power generated by matter/anti-matter reactions by focusing the particle stream through a dilithium crystal chamber. Warp speeds are expressed in terms of "factors." Warp Factor One equals the speed of light, while Warp Factor Ten is infinitely fast. On the U.S.S. Enterprise, the warp engines are housed in two large nacelles on struts attached to the stardrive section, behind the primary hull.
50 050 Impulse Engines
When the warp drive system on the U.S.S. Enterprise is not operating or simply not called for, the ship will use its impulse drive for propulsion. The impulse engines are capable of driving the ship at sublight speeds. They are designed for docking maneuvers, and interplanetary or sublight interstellar flight. The fusion-powered impulse drive system on a Galaxy class starship actually consists of two sets of impulse engines — the main engine located on Deck 23, and the saucer module engines located on Deck 10. The saucer module of the U.S.S. Enterprise is equipped with impulse drive only, for propulsion in the event of an emergency separation sequence.
51 051 Main Bridge
The nerve center of the U.S.S. Enterprise is the Main Bridge. From this location, the command crew of the ship directly supervise all primary mission objectives and coordinate all departmental activities. Access to the Main Bridge is provided by two turbolifts, with an additional direct (emergency) turbolift connecting the Main Bridge with the Battle Bridge. The front of the bridge is dominated by the main view screen, while the aft section holds science and engineering stations. The center of the Main Bridge contains command and tactical stations. The Main Bridge of the U.S.S. Enterprise is actually a modular unit and can be detached from the ship (in spacedock) and completely replaced depending on the ship's long-term mission objectives.
52 052 Battle Bridge
Wwhen the U.S.S. Enterprise is separated, command of the stardrive section transfers to the Battle Bridge. The Battle Bridge is so named because the ship only separates in times of crisis, usually for battle, when the bulk of the crew is left in the saucer section for protection. Functionally similar to the Main Bridge, the Battle Bridge has stations for all the Main Bridge personnel or their counterparts — command chair, Conn and Ops, as well as tactical and support stations. In the event of damage to the Main Bridge, the ship may be run by the Battle Bridge as a sort of auxiliary control.
53 053 Sickbay
The medical department on board the U.S.S. Enterprise is responsible for the health and well-being of the entire crew, as well as being called upon to aid or research alien lifeforms as missions require. The primary medical facility, known as the Sickbay, makes the medical staff's herculean duties possible through advanced 24th century technology. The key element of the sickbay is the biobed sensor and support unit, which incorporates an array of sensors that can be tied directly to remote medical instruments to [ensure] that a patient's condition is constantly monitored. The sickbays include intensive-care wards, laboratories, surgical suites, physical therapy facilities nurseries, and even a null-gravity therapy ward.
54 054 Main Engineerin
The heart of the U.S.S. Enterprise is the Main Engineering control center. This point deep within the ship's secondary hull serves as a master control for the ship's warp propulsion system, impulse propulsion system and power generation for the entire ship. Main Engineering can also function as a backup control center in the event of damage or loss of the Main Bridge and the Battle Bridge. At the center of this area is the matter/antimatter reaction assembly (M/ARA) — the main engine core of the ship that initiates and controls the violent forces resulting from the collision of positive and negative matter. Main Engineering also provides facilities for important science operations and research that often require power drawn directly from the engine core.
55 055 Tractor Beams
When the U.S.S. Enterprise is called upon to manage objects in space, it will employ its tractor beam remote manipulators. The tractor beams of the ship may be used to tow other vehicles, change the course of naturally occuring phenomena (such as small asteroids) or manipulate remote instrumentation outside the ship. The tractor beam is also used for the docking of shuttlecraft, as well as maneuvers within spacedock. The tractor beam emitters are located on the surface of the vessel at key locations to permit objects of virtually any bearing (relative to the ship) to be manipulated.
56 056 Ship's Phasers
The primary defensive weapon system on board the U.S.S. Enterprise is the Phaser (PHASed Energy Rectification). Used primarily to clear space-debris out of the flight path of a vehicle, the phaser may also be used as a formidable weapon. Phasers are powered by the warp reaction chamber, but phaser energy is limited by the speed of light and is rarely useful at warp speeds. Galaxy class vessels, such as the U.S.S. Enterprise, have fourteen separate phaser arrays.
57 057 Photon Torpedoes
Due to the tactical ineffectiveness of phasers at warp speeds, photon torpedoes were developed as an alternate defensive weapon. Photon torpedoes are typically elongated elliptical tubes carrying thousands of minute packets of matter and antimatter separated by magnetic fields. On detonation, the magnetic fields are collapsed, forcing the materials together and resulting in an explosive release of energy. There are two photon torpedo launchers on the U.S.S. Enterprise. located at the fore and aft of the Secondary Hull.
58 058 Shuttlepods
An alternative to the transporters on the U.S.S. Enterprise is the small fleet of shuttlecraft and shuttlepods. When the transporter is not functioning, or the ship is not going to be within transportation range, crew members can disembark using these smaller craft. Sometimes the scanning of a particular space phenomenon by ship's sensors is insufficient and a closer study must be made. In this instance, the crew can use a shuttlepod to get into closer proximity with the particular element. Generally smaller than shuttlecraft, the shuttlepod is capable of seating only two persons comfortably. Shuttlepods are not usually armed and are capable of speeds up to full impulse.
59 059 Transporter
Extravehicular transport to and from the U.S.S. Enterprise is accomplished by an advanced molecular transporter system, capable of moving personnel or cargo at ranges of up to 40,000 kilometers. Basically, the transporter beam converts matter into energy, "beams" that energy to a fixed point, then restores the energy back into its matter form. Since the U.S.S. Enterprise cannot normally enter the atmosphere of a planet, the transporter is an essential tool for the crew's planetary missions. Personnel transporters incorporate a bio-scanner and filter to detect most viruses, bacteria and alien matter that might accidentally be picked up by crew members on an Away Mission.
60 060 Food Replicators
Since storage of the various foodstocks required by the diverse crew of the U.S.S. Enterprise would be prohibitive, starships carry bulk matter which can be converted into the necessary ingredients for a vast assortment of dishes. The food replication system relies upon the technology of the transporter system to combine the complex molecular chains of the stored food bulk into many thousands of combinations. Although a molecular level replication is used inaccuracies may exist, and while not significantly reducing the quality of the replicated object, individuals have reported a difference in the taste.
61 061 Three-Dimensional Chess
A traditional favorite among starship crew members for over a hundred years, Three-Dimensional chess is an extrapolation of the ancient Earth strategy game. Consisting of three main boards, with smaller adjacent boards affixed to the corners, the rules are highly complex and the game's intricacies can take years to master. Although a mathematical strategy could, in theory, predict all possible moves, studies have shown that unorthodox methods seem to yield the best results.
62 062 Ten-Forward
The spacious Ten-Forward lounge is a favorite gathering place among off-duty crew members or anyone who just needs a place to relax. It is named for its location in the U.S.S. Enterprise," the forward section of Deck 10 in the saucer module. Ten-Forward's inviting and casual atmosphere is enhanced by the presence of its enigmatic host, Guinan. Perhaps Ten-Forward's most striking feature is its stunning view of space, as seen through its large, curved transparent aluminum windows. Crew members visiting Ten-Forward often enjoy a drink of synthehol (a non-alcohol liquor substitute), a variety of exotic food creations, or a game of skill like Three-Dimensional Chess.
63 063 Holodecks
The holographic environment simluator systems, or "holodecks" as they are called on the U.S.S. Enterprise, can create virtually any setting for the recreational use of the crew. Using the technology of the transporter (the limited ability to create matter from energy) the holodecks can create solid objects, such as chairs and tables, and supplement them with projected visual information to give the illusion of a real environment much larger than the true area of the holodeck. Also used for educational re-enactments and model simulations for design studies, the holodecks are an incredible productive aid to the crew, as well as a necessary recreational outlet for the crew as they travel through deep space.
64 064 Ship Access Corridors & Turbolifts
The habitable volume of the U.S.S. Enterprise is accessed by the ship's crew via a network of corridors and turboelevator transport systems, or "turbolifts." Corridors are designed to allow free and easy access to all duty areas within the ship. Utility corridor paths run alongside the personnel corridors and are accessed (for maintenance or repair) by removing modular wall panels. Additional storage areas in corridors provide emergency support packages, power supply modules and manual firefighting equipment. Turbolifts provide deck-to-deck access, traveling vertically as well as horizontally. All turbolifts are computer-controlled, so a simple spoken command will send the turbolift car along an optimum route to bring the user as close to their destination as possible.
 

Equipment & Tools

65 065 Communicator
The communicator is a device worn by all members of the crew of the U.S.S. Enterprise as a means of communication, identification and tracking. Diminutive in size, the communicator is capable of audio transmission at a range of up to 500 kilometers, while communication with an orbiting ship is facilitated through the ship's increased transmission/reception capabilities. Activated by a slight touch, the communicator is able to identify a particular crew member through a small dermal sensor. It may be programmed for activation solely by its intended wearer, if security situations make this necessary. The communicator is in the shape of the Starfleet insignia, and is worn on the duty uniform over the left breast.
66 066 Phaser (Type I)
The small Type I personal phaser is the smallest of the defensive arms carried by ship's crew when attending Away Team Missions. The diminutive size of the Type I phaser allows it to be easily concealed for occasions when it is inappropriate to visibly bear arms. Despite its size, the Type I phaser is capable of a full range of power settings from levels One through Eight. The lowest three settings on the phaser are "stun" settings, relative to base-type humanoids. The latter five settings are capable of producing thermal and disruptive effects. As with other Starfleet-issue devices, a Type I phaser may be rendered inoperative by a ship's computers if within a certain proximity.
67 067 Phaser (Type II)
The Type II phaser is the largest standard issue phaser for use on Away Team Missions. The larger size of the Type Il phaser allows it to contain a larger sarium krellide power cell and four pre-fire chambers (compared with one in the Type I unit) which enable it to achieve an additional eight power settings over the Type I. The settings available include: three for varying levels of "stun," the thermal and disruption settings similar to those in a Type I phaser as well as two additional disruption ranges and five more increasingly powerful explosive settings. Like the Type I phaser, the Type II phaser can also be deactivated by the use of ship's computers if within range and when security conditions dictate.
68 068 Phaser Rifle (Type III)
For use in specialized missions only, the Type IlI phaser rifle is the most powerful phaser available. The Type III phaser has a range of settings equal to that of the Type II, but with a power reserve nearly 50% greater. The Type IlI phaser can usually produce a greater degree of precision than Types I & Il due to the stability afforded by it's two-handed grip and the pop-up sight. The Type Ill phaser is rarely called for, and in fact is not included in a starship's standard inventory. The specialized training necessary for the Type Ill phaser rifle is only available at a starbase facility.
69 069 Tricorder
The tricorder is a hand-held computer capable of scanning, computing and recording information. Carried on Away Team missions, the tricorder functions as a miniature version of the ship's sensors. The standard tricorder can be augmented with peripheral devices to enhance its effectiveness in user-specific tasks, or linked directly to the ship's computer as an access terminal. The units are activated by touch sensitive buttons or vocal commands. In emergency situations, a tricorder can dump its entire memory into the ship's main computer (if within range). Tricorders are standard equipment on all Away Team missions.
70 070 Medical Tricorder
The medical tricorderis a highly specialized version of the standard field tricorder. The special programming and added medical peripheral module make the medical tricorder capable of highly detailed, focused medical readings. The medical peripheral module also accommodates a detachable remote hand sensor to scan focused and localized injuries. Stored within the medical tricorder is a vast data base of known medical conditions, as well as standard procedures for treatment.
71 071 Hypospray
The hypospray is used to administer medication subcutaneously into the bloodstream of a patient. A microscopic stream of air is used to inject precise measured amounts of a substance into a patient. Based on a 20th century Earth medical injector, the hypospray removes chances of infection from hypodermic needles. The hypospray is loaded with medication through a small interchangeable vial located at its base and is capable of mixing different compounds using its internal concentrated emergency medication ampules.
72 072 Personal Access Display Device
The PADD — Personal Access Display Device — is a hand-held control and display terminal carried by crew members who need up to the moment data access for inputting information or convenient retrieval. Under normal conditions, the PADD will operate from its internal sarium power loop and will maintain a link to the ship's computers. While maintaining this link, the PADD can function as a replacement for any control panel on board a ship (if it is configured properly). The PADD is capable of dumping its total memory into the ship's computer in less than one second if necessary.
73 073 Isolinear Optical Chip
The storage device most used on the on the U.S.S. Enterprise is the Isolinear Optical Chip. Capable of great amounts of storage, isolinear chips are easily transported and durable. When formatted properly, the isolinear chip is able to be read from and written to by a wide variety of standard Starfleet devices, such as the tricorder and the PADD, as well as many of the ship's internal storage bays.

Regalia & Graphics

74 074 U.S.S. Enterprise Ship Signage
The signs on the U.S.S. Enterprise represent a standard of visual aid which is maintained throughout the Federation to assist persons in expediently fulfilling whatever task may be at hand. The doors throughout the ship are usually coded with a six-digit identification number ("12-3456", for example), indicating the deck number and the sector and compartment number. Descriptive text is also used to aid in the identification of a particular room's use. A condensed typeface is used to allow a great deal of information to fit easily into a limited space. Ship exterior markings are generally set in a bold, extended typeface for easy identification at greater distances.
75 075 Starfleet Uniforms
The uniforms of Starfleet can convey useful information about the wearer at a glance. The small round "pips" worn on the right side of the collar designate a person's rank, while the color denotes a crew member's duty station. The "maroon" is worn by those in the command hierarchy directly, such as the Captain and First Officer. The "mustard" colored uniform is worn by personnel in security, engineering, or operations. The "teal" colored uniform is standard for crew members in the sciences and medical positions.
76 076 Starfleet Rank Insignia
The Rank Insignia, or rank "pips" as they are called by the crew, give a visual indication of a crew member's Starfleet rank status at any given time. The ranking is as follows:

No Pip — Midshipman
Blk — Ensign
Blk + Gold — Lieutenant J.G.
2x Gold — Lieutenant
Blk + 2x Gold — Lieutenant Cmdr.
3x Gold — Commander
4x Gold — Captain
77 077 Seal of the United Federation of Planets
The Great Seal of the United Federation of Planets is reminiscent of Earth's United Nations logo, with two olive branches flanking a field of stars. Representing a great number of planets joined into a peaceful co-existence, the United Federation of Planets logo is a symbol of unity and prosperity and is one of the most recognizable symbols in this section of the galaxy.
78 078 Starfleet Emblem
In keeping with Starfleet's tradition of honor, peace and integrity, the symbol of Starfleet is seen on the duty uniforms of all its personnel. The current Starfleet logo design actually evolved from the command insignia of the original U.S.S. Enterprise NCC-1701, which was eventually adopted as a symbol for the entire fleet. Starfleet Command is the branch of the United Federation of Planets which deals directly with the management, maintenance, and commissioning of the various starships and scientific vessels which comprise the Starfleet.
79 079 The Symbol of the Klingon Empire
The bold Klingon three-pointed star symbol has been traditionally emblazoned on every Klingon spacecraft ever recorded in Federation library banks. Its stark, concise design depicts three sharp blades protracting out of a planet, as a sign of the growth of a burgeoning empire needing constant expansion for its aggressive appetite. It is generally believed that the symbol for the Klingon Empire is actually representative of an ancient Klingon hand-weapon, although no artifacts have been produced to substantiate this claim.
80 080 Symbol of the Romulan Star Empire
Aggressive and intimidating, the well-known symbol of the Romulan Empire seems to depict some kind of giant alien bird with its outstretched claws grasping two planets. It is not known if this depicts the struggle of the Romulan Empire to seize and contain an ever-increasing number of planets in its growth, or the twin home worlds of the Romulans, Romulus and Remus. Whatever its meaning, the tradition of displaying a powerful-looking type of avian reaches far back in the history of the Romulan's spacefaring vessels. The first sighting of a Romulan spaceship had a similar type of depiction on its hull, and even now the Romulans' flagship vessels are called warbirds.
81 081 Symbol of the Ferengi Alliance
The behavior of the Ferengi Alliance and its race can often seem sinister or underhanded. Actually, the Ferengi follow their own very strict code of ethics. They seem so aggressive because they are the galaxy's most extreme capitalists — they seek to acquire as much property and profit as they can in life. Conquest in trade or business is as important to the Ferengi as victory in combat (if not more so). The Symbol of the Ferengi Alliance is a graphic representation of their narrow view of life: a "dog-eat-dog" world is represented by a small circle being engulfed by a larger symbol, which itself is being "eaten" by another!
82 082 Symbol of the Borg
Resembling a giant red claw over a background of circuitry, the symbol of the Borg is as mysterious as the race it represents. The Borg symbol may possibly define an amalgam of living tissue with computer circuits, as the Borg are believed to be a race of cybernetic organisms. It is not known if the Borg logo actually represents anything in particular, but it is known to strike terror and fear into those who have lived through a previous encounter with this relentless, focused race.

Behind the Scenes

83 083 Make-Up
Since Star Trek: The Next Generation depicts a ship in the future that meets many different races and cultures, the make-up used for these effects must be done very carefully. To handle the daunting challenges of SStar Trek: The Next Generation a small team of make-up experts is always on staff, with other make-up artists brought in on an as-needed basis. The day-to-day routine for the show involves all of the principal actors' make-up including that of Data (a golden-hued Android and Worf (a Klingon), whose make-up can take over three hours!
84 084 Wardrobe
All of the clothing seen on Star Trek: The Next Generation has to be designed, cut, dyed, sewn and fitted usually within the time of a week or two (from design concept to filming). After the sketches of potential wardrobe are approved by the producers, fabric must be chosen and the piece must be built. After a costume is assembled and fitted, it is sent over to the sets, where set supervisors will make sure it is correctly worn and maintained.
85 085 Art & Design
One of the departments integral to maintaining the look of Star Trek: The Next Generation is the art department. The Production Designer is responsible for the art department as a whole and the overall look of the sets, set dressings, and graphics used. Under the Production Designer's watchful eye, talented artists and draftsmen conceive of and design all of the props, buildings, ships, alien languages and computer displays that will represent life in the 24th century to Star Trek: The Next Generation's vast television audience A defiinite love of the show is apparent in some of the incredible detail that goes into pieces designed by the art department — amazing when you consider the time constraints imposed by television production!
86 086 Prosthetics / Creature Shop
The vast majority of aliens seen on Star Trek: The Next Generation are actually actors wearing prosthetic devices of some type. Whether an episode calls for Klingons, Romulans, Vulcans, Anticans, Ferengi, [Bynars] — or some of each — they must all be created here on Earth. The standard process consists of sculpting the alien prosthetic out of clay on a mannequin head to achieve the desired look. The next step involves making a casting of the actor who will wear the prosthetic, and then resculpting the clay pieces to fit the casting of the actor. Next, a mold is taken off of the clay pieces, and new pieces are cast in silicone rubber. These pieces are then applied to the actor with an adhesive and blended with make-up to achieve the desired effect.
87 087 Set Construction
The high-quality stage sets for Star Trek: The Next Generation give the show a tangible backdrop against which the show's weekly stories are told. The Production Designer is responsible for ensuring that these sets are both visually exciting and practical, given the time and budget constraints of the show. Considering the depth and realism of the sets you see on Star Trek: The Next Generation, it is amazing that they must be created and built in just a few days for each episode. Many sets are constructed for a specific episode and filmed only once; however, most interior sets (like the Ten-Forward Lounge or the Main Bridge) are created as "standing sets," which are left standing on one of the stages at Paramount Studios in Hollywood and are used repeatedly in episodes throughout the season.
88 088 Special Effects: Lighting and Props
The special effects team is responsible for all of the effects that take place on stage. For a show like Star Trek: The Next Generation, these duties will include: explosions, blinking lights (on the panels and consoles), smoke, opening and closing of the doors (on the ship), ensuring the graphics are installed into the set pieces correctly, any set lighting effects (such as yellow and red alerts), and any other "gags" (such as polar motion wheels which might be behind a graphic to create a motion effect).
89 089 Special Effects: Digital Composition
The visual effects for Star Trek: The Next Generation are handled by two separate teams, each consisting of a Visual Effects Supervisor and a Coordinator. The two teams alternate throughout the season with one team handling even-numbered shows, the other team working on the odd-numbered shows. Each visual effects team does all of the visuals for an entire show, including the transporter "sparkle" effect, phasers (both on the ship and personnel), photon torpedoes, tractor beams, ships' shields, any model shots, crystal entities, soliton waves, or whatever is needed for the story. The two teams will work with a post-production facility such as Digital Magic, Image G, or The Post Group to create these various effects on a digital paintbox, or with actual models, whenever necessary.
90 090 Principal Photography
The pincipal photography for Star Trek: The Next Generation is done primarily in soundstages on the Paramount Pictures lot in Hollywood, California. The show is shot on a 35 millimeter film negative, to retain the rich color quality desired, then transferred to video for editing and visual effects. The director of a particular episode will determine how the sets are filmed on stage, within parameters set by the cinematographer as to what can physically be accomplished in the time allowed. The director of photography or cinematographer will work with his camera crew as well as the gaffer (the head of the lighting department) to control the overall look of the lighting and the types of moves the camera makes to create an aesthetically pleasing view of the sets.
91 091 Filming & Post-Production
After pricipal photography is completed on the soundstages (usually about seven shooting days per episode), the episode moves into what is called post-production. It is in post-production that the episode will get edited, a musical score, visual effects, and any "looping" (vocal track overdubbing) required. The post-production process usually takes about six weeks to complete, and such incredible things are done it has prompted a saying around the sets — (whenever something goes wrong) "Don't worry, they'lI fix it in post!"

Technical Data

92 092 Inertial Damping System (IDS)
The Inertial Damping Field system (IDF) generates a controlled series of variable-symmetry forcefields that serve to absorb the inertial forces of high-speed spaceflight that would otherwise cause fatal injury to the crew. The IDF works parallel to the ship's structural integrity field (SIF, which augments the mechanical integrity of the ship's spaceframe). Acceleration effects are anticipated by computers, and the IDF is distorted along a vector diametrically opposed to the velocity change, thereby nullifying the force. There is a characteristic lag time for the shifting of IDF direction and intensity, and although most vector corrections can be anticipated, the crew will sometimes feel sudden speed changes and impacts.
93 093 Saucer Module Separation Systems
The U.S.S. Enterprise consists of two spacecraft svstems, the Saucer Module (primary hull) and the Battle Section (engineering hull), that are integrated to form a single operational vessel. Under emergency conditions, the two vehicle elements may perform a separation maneuver and operate independently. For normal operations, the two sections are held together by a series of structural docking latches, umbilicals, and turbolift pass-throughs. Following separation, the saucer module can maneuver using its impulse engines; the Battle Section retains warp flight capability and is controlled from the Battle Bridge. While saucer separation is generally performed only in emergency situations, it has occasionally been used to gain a tactical combat advantage.
94 094 Emergency Landing of Saucer Module
In the event the saucer module is disabled near a planetary body and cannot maintain a stable orbit, landing the saucer on the planet's surface is a final emergency option. Impulse engines fire to bring the saucer out of orbit, while the deflector field is used to perform airflow and steering changes while descending into the atmosphere. SIF and IDF fields are set to maximum to absorb the brunt of the saucer's ground impact. It is assumed that the space operational service of the saucer would be totally lost due to deep, unrecoverable alloy stress damage. While extensive computer simulations have been performed, this procedure has never actually been attempted in a Galaxy class vessel.
95 095 External & Internal Coordinate Systems
The external coordinate system of the U.S.S. Enterprise utilizes a three-dimensional vertex and vector measuring scheme, with centimeters as the operative value. The three axes are labelled x, y, and z, with each ship configuration (docked, saucer module, and battle section) having its own specific origin. Structures and objects within the U.S.S. Enterprise are identified by an internal coordinate system following the form *12-3456-000/000/000." The first two digits refer to the deck number; the second group of four digits specifies the sector and compartment number (see diagrams at left). These first two groups of numbers are generally used as room designation numbers within the spacecraft. The final group of three-digit numbers refer to an XYZ coordinate within a compartment.
96 096 Standard Flight Information Input
There are five standard input modes available for specification of spacecraft flight paths, which may be entered by keyboard or spoken voice command. Flight control software automatically calculates optimal flight paths, which can be executed or modified by the conn officer. The modes are:
Destination planet or system: Any celestial object or known facility within the navigational database is acceptable.
Destination sector: By sector ID number or common name.
Spacecraft intercept: Of any craft located by sensor lock.
Relative bearing: Flight vector specified as an azimuth/elevation relative to the ship's orientation ("000-mark-0" = straight ahead).
Absolute heading: Flight vector specified as an azimuth/elevation relative to the galaxy ("000-mark-0" = galactic center).
97 097 Flight Control (CONN)
The responsibilty for actual piloting and navigation of the U.S.S. Enterprise lies with the Flight Control Officer, or "Conn." Receiving instructions directly from the commanding officer, the conn's duties include: navigational references and course plotting, supervision of automatic flight operations, manual flight operations, position verification, and acting as Bridge liason to the Engineering department. While these functions (like most operations on the U.S.S. Enterprise) are heavily automated, their importance to the safety of the ship and the missions at hand demands that an officer be assigned to oversee the conn at all times.
98 098 Operations Management (OPS)
The Operations Management Officer, normally referred to as "Ops," is responsible for the coordination and scheduling of resources and hardware to the various missions being performed aboard the U.S.S. Enterprise. The ops panel on the bridge displays a continually updated list of all current major shipboard activities. This information is used to evaluate the current state of the ship's activities, so priority decisions can be made. For example, if a science department is using a sensor array and an alert situation arises, the Ops will have to divert the science scan from the main sensor array to another available system.
99 099 Tactical Systems
Defensive systems control and starship internal security are the duties of the Tactical Station ("Tactical" for short), located directly behind and above the commanding officer's chair on the Main Bridge. This position gives the Senior Tactical Officer an unobstructed view of the main viewer and the command stations below. Tactical security coverage ranges from low-level crew safety to full counter-intelligence measures against sabotage or terrorism. External security systems (defensive shields, phasers, photon torpedoes) are generally controlled from the Tactical station, as well as sensor arrays, probes, buoys, and tractor beam systems.
100 100 Main Bridge Aft Stations
The aft section of the Main Bridge contains auxiliary ship and mission control stations. These stations do not require constant attention and are only manned when necessary. Two science stations provide realtime data to the command personnel and are used by mission specialists who have to coordinate activities with the bridge. The Mission Ops station provides support to the ops officer and coordinates secondary objectives. The Environmental Systems station allows monitoring and control of the support systems aboard the U.S.S. Enterprise and can serve as a deputy operations management station in crisis situations. The Engineering systems' monitor duplicates the Chief Engineer's primary status displays from the Main Engineering section.
101 101 Ship's Computer
Probably the single most important operational element of the U.S.S. Enterprise is its main computer system, being responsible in some way for most every aspect of the ship's operation. The heart of the system is a set of three main processing cores, which incorporate a series of miniature subspace field generators to allow the processing of optical data at rates faster than the speed of light. The computer cores are redundant, so any one can handle the computing load of the entire ship should the need arise. An intricate optical data network (ODN) connects the cores with virtually every component on board the ship, and a subspace link is maintained with hand-held or remote devices needing computer access.
102 102 Warp Propulsion System
The Galaxy class Warp Propulsion System (WPS) consists of three major assemblies. First, the matter/antimatter reaction assembly (M/ARA) generates power from a controlled annihilation of matter and antimatter. Second, the power transfer conduits carry the energy plasma from the reaction chamber to the warp engine nacelles; at this point, power to run the bulk of the ship's non-propulsive systems is accessed by electro plasma system (EPS) taps. Finally, the plasma is directed to the warp engine nacelles, where it is used to create the subspace mechanics necessary for faster-than-light travel. While the U.S.S. Enterprise carries "traditional" fusion reactor fuel as well, the bulk of the ship's systems depends upon the WPS for their operation.
103 103 Dilithium Crystals
As the key element in all Federation warp engine designs, the dilithium crystal mediates the reaction between the matter and antimatter in the U.S.S. Enterprise's main engine core. Dilithium is the only material known to be non-reactive with antimatter when subjected to a high-frequency electromagnetic (EM) field, rendering it "porous" to antihydrogen. Dilithium permits antimatter to pass directly through its crystalline structure without actually coming into contact with it, due to a field dynamo effect. Once found only in nature, the technology of 24th Century antieutectics enables the formation of pure, synthesized dilithium and dilithium matrix re-crystallization through the use of high-energy photon injection.
104 104 Warp Drive Nacelles
The subspace field necessary to propel the U.S.S. Enterprise across vast interstellar distances is created by a combination of the specific configuration of the starship hull and the warp field coils located in the two warp drive nacelles. These coils generate an intense, multilayered field surrounding the ship, and it is the manipulation of this field that produces a propulsive effect. Each nacelle contains 18 warp field coils; when energized, the coils cause an energy shift that actually changes the geometry of space around the starship. When the coils are fired sequentially, they create warp field layers that press upon each other and cumulatively reduce the apparent mass of the vehicle, allowing the ship to move faster than the speed of light.
105 105 Bussard Ramscoop
Named for the 20th Century physicist and mathematician Robert W. Bussard, the Bussard ramscoop is capable of collecting low-grade interstellar matter through a series of high-energy magnetic coils. A Bussard collector is found at the forward end of each of the warp drive nacelles. The assembly consists of three main elements: an ionizing beam emitter (IBE, which charges neutral particles in space), a magnetic field generator/collector (MFG/C, a set of coils that cast a magnetic "net" ahead of the ship and pull in the charged particles), and the continuous cycle fractionator (CCF, which separates the incoming gases). The interstellar matter collected can be used as fuel in the event a deuterium tanker cannot reach the ship for normal refueling.
106 106 Navigational Deflector Systems
A ship traveling at warp velocity faces a significant threat of damage caused by collisions with interstellar particles or debris. Even the tiniest particle can cause considerable damage if the ship's hull strikes it at warp speed. The Navigational Deflector system of the U.S.S. Enterprise effectively blocks such particles from hitting the ship by using three redundant high-power graviton polarity source generators, which feed subspace field distortion amplifiers, Powerful subspace field coils direct and focus this energy into a series of parabolic "shields" that deflect small particles and debris and can also direct an accurate and powerful beam to push aside larger objects (such as asteroids).
107 107 Transporter Systems Theory & Operation
Transporter operations consist of four major stages: target scan and coordinate lock: Programming of destination coordinates, range and relative motion scanning, confirmation of suitable environmental conditions, and diagnostic procedures. Energize and dematerialize: Molecular imaging scanners derive a realtime quantum-resolution pattern image, while energizing and phase transition coils convert the subject into a debonded matter stream. Pattern buffer doppler compensation: The matter stream is held in a pattern buffer, compensating for Doppler shift. Matter stream transmission: Point of departure from ship through one of seventeen emitter pad arrays to transport destination.
108 108 Holodeck Environment Simulation Theory
The basic mechanism behind the Holodeck is the omni-directional holo diode (OHD), a microminiature device that can project full-color stereoscopic images and forcefields in three dimensions. The walls of a Holodeck are covered with millions of OHDs, under dedicated high-speed computer control. OHDs manipulate tiny and subtle forcefields, allowing an individual to "feel" projected objects that are not really there. Other (inanimate) objects can be physically created by replicator matter conversion. Shaped forcefields and background imagery allow a visitor to experience volumes and distances apparently larger than the Holodeck room could physically accommodate. Forcefields create a "treadmill" effect, so a user could walk or run over seemingly great distances while the projected scenery scrolls by.
109 109 Artificial Gravity Generation
The crew of the U.S.S. Enterprise is free to move about the ship without the problems of weightlessness because of a network of small gravity generators working together to provide the proper sense of "down." The gravity field itself is created by a controlled stream of gravitons, using the same physics principles as the ship's tractor beams. Power is channeled into a hollow cylinder of anicium titanide 454, where a superconducting rotor of thoronium arkenide is suspended in a pressurized chrylon gas. Once set into motion, the rotor generates a graviton field gentle enough to simulate the gravitational pull of a standard Class M planet. Requiring only occasional energy, the rotor can continue to provide an attraction field for up to 4 hours after a power loss.
110 110 Shuttlecraft Classifications

Shuttlepod type 15A
Type: Light short-range sublight shuttle. Accommodation: Two: pilot and systems manager. Mass: 0.97 metric tonnes. Armament: Two Type IV phaser emitters.

Shuttlepod type 16
Type: Medium short-range sublight shuttle. Accommodation: Two: pilot and systems manager. Mass: 1.25 metric tonnes. Armament: Two Type IV phaser emitters.

Personnel Shuttle type 6
Type: Light short-range warp shuttle. Accommodation: Two flight crew. Passenger configurations: six (Std); two (diplomatic). Mass: 3.38 metric tonnes. Armament: None (standard): two Type IV phaser emitters (special).

Personnel Shuttle type 7
Type: Medium short-range warp shuttle. Accommodation: Two flight crew. Passenger configurations: six (Std); two (diplomatic). Mass: 3.96 metric tonnes. Armament: None (Std): two Type V phaser emitters (special).

Cargo Shuttle type 9A
Type: Heavy long-range warp shuttle. Accommodation: Two flight crew, one cargo specialist. Mass: 4.5 metric tonnes (empty). Armament: None (standard); two Type V phaser emitters (special).
111 111 Captain's Yacht
One of the specialized auxiliary spacecraft carried by the U.S.S. Enterprise is the captain's yacht, a multipurpose vehicle normally used for diplomatic missions. It is located (when docked) at the very bottom of the ship's primary (saucer) hull. The yacht's flattened elliptical design allows it to travel both in space (approaching speeds of 0.65 times the speed of light) and in a planetary atmosphere (at a cruising velocity of Mach 6). Its small size belies its ample interior accommodations, consisting of the flight deck, two staterooms, crew bunks, galley and an engineering section, along with the ship's impulse engine, cryogenic reactants and atmospheric flight motors. The yacht is normally piloted by a crew of two, with other crew or support staff as missions dictate.
 

Trivia Cards

112 112 Trivia: Data

A: Lieutenant Commander Data is definitely not human and in some ways is quite superior. What type of being is Data?
B: Data was discovered by Starfleet on the ruins of the planet where he was built. Where was Data created?
C: Data was the culmination of the life's work of one of history's greatest geniuses. Who created Data?
D: As an advanced form of android, Data is one-of-a-kind.
What kind of brain does Data have?
E: Data has many hobbies and interests which make him seem more "human." What is the name of Data's pet cat?

A: An Android. B: On Omicron Theta. C: Doctor Noonian Soong.
D: A Positronic Brain. E: "Spot."
113 113 Trivia: "Q"

A: No one is quite certain of who, or what, the mischevious "Q" is. Where did the U.S.S. Enterprise first encounter the "Q"?
B: Although the U.S.S. Enterprise was the first Federation vessel to contact "Q", he has been around quite some time. Which crew member of the U.S.S. Enterprise had previously encountered "Q"?
C: The "Q" is generally found by himself. Is the "Q" a lone entity?

A: On the way to investigate the mystery of Farpoint Station.
B: Guinan, who claims to have "met" the "Q" over 200 years ago.
C: No. The "Q" is part of the "Q Continuum."
114 114 Trivia: Jean-Luc Picard

A: Captain Jean-Luc Picard has traveled through space most of his life, but had much more terrestrial origins. Where was he born?
B: Captain Picard distinguished himself while at the Starfleet Academy. What distinguished Picard at Starfleet?
C: During a colorful incident in his Academy days, Captain Picard nearly lost his life. What artificial organ does Picard have?
D: The U.S.S. Enterprise is not Captain Picard's first starship. What was one of Picard's previous commands?
E: What are some of Captain Picard's hobbies?

A: LaBarre, France (Earth). B: He was a first-rate shuttle pilot. C: An artificial heart. D: The U.S.S. Stargazer. E: Fencing, horseback riding, fish keeping, Shakespeare, mysteries.
115 115 Trivia: U.S.S. Enterprise

A: What is the main propulsion system on the U.S.S. Enterprise?
B: Every ship in the Starfleet has its own unique registry number. What is the registry number of the current U.S.S. Enterprise?
C: The U.S.S. Enterprise follows in a great tradition of ships to bear the same name. How many starships have shared this name?
D: What class of starship is the current U.S.S. Enterprise?
E: What part of the U.S.S. Enterprise is capable of channeling the most power?

A: The Warp Propulsion System (WPS). B: "NCC-1701-D."
C: Five. D: A Galaxy class vessel, the most powerful built to date.
E: The Navigational Deflector Array.
116 116 Trivia: The Klingons

A: What are the major classes of Klingon Starships?
B: Are Klingon vessels capable of "cloaking"?
C: Which crew member of the U.S.S. Enterprise became the first human ever to arbitrate the Klingon Rite of Ascension?
D: How many Klingons are currently serving duty aboard the UU.S.S. Enterprise?
E: What is the name of the Klingon home world?

A: Bird-of-Prey, K't'inga, and Vor'cha. B: Yes. They acquired cloaking technology through a previous alliance with the Romulan Star Empire. C: Captain Jean-Luc Picard. D: One (Lt. Worf). E: Kronos ("Qo'noS").
117 117 Trivia: Aliens

A: What color is the blood of a Vulcan?
B: Tasha Yar, through a fluke of time displacement, ended up becoming the consort of a Romulan Senator. What is the name of Tasha's half-Romulan daughter?
C: Which of the following are currently allies of the Federation: Klingons, Romulans, or Vulcans?
D: Ship's Counselor Deanna Troi is only half-human. Of what race is Deanna's non-human mother?
E: Of what race is the young Alexander Rozhenko?

A: Green. B: Sela. C: Klingons & Vulcans. D: Deanna's mother, Lwaxana Troi, is a Betazed. Her father was a human Starfleet officer. E: Klingon. (Technically, he is also 25% human on his mother's side.)
118 118 Trivia: Benind-the-Scenes

A: Is Star Trek: The Next Generation Shot on video tape or film?
B: What is "looping," and when does it occur?
C: Who is responsible for the explosions and effects that you would see on the shooting stage?
D: Where does principal photography on Star Trek: The Next Generation primarily take place?

A: 35mm film. B: "Looping" is the process of re-recording dialog from a previous shoot. It occurs during post-production. C: The Special Effects Department. D: At the Paramount Pictures film studio in Hollywood, California (Earth).
 

Checklists

119 119 Checklist 1

Commemorative 1-3
Primary Crew 4-12
Support Crew 13-30
Starships 31-42
The USS Enterprise 43-64
120 120 Checklist 2

Equipment & Tools 65-73
Regalia & Graphics 74-82
Behind the Scenes 83-91
Technical Data 92-111
Trivia Cards 112-118
Checklist cards 119-120
Holograms 01H-04H
Bonus Cards 01A-01E
 

Chase Cards

Language Cards (1:5 packs)

01A 01A JAPANESE - KANJI

『宇宙......それは最後のフロンティア。
そして、これはスターシップ・エンター
プライズの宇宙の旅。その永遠の使命は、
新しい生命や文明を求めて新しい世界を
開拓し、人類未踏の地に勇敢に進んで行
くことなのです。」

01B 01B SPANISH - ESPANOL

"El espacio… la última frontera inexplorada.
Estos son los viajes de la espacial Starship Enterprise.
Su misión continua: explorar nuevos mundos extraños buscar
nuevos seres vivlentes y nuevas civilizaciones,
ir con valentia donde nadle ha Jamás."
01C 01C GERMAN - DEUTCHEN

"Das All, die endgültige Grenze.
Dies sind die Reisen vom Starship Enterprise.
Sein stetiger Auftrag Is fremde,
neue Welten zu erforschen,
nach neuem Leben und neuen Zivilisationen
zu suchen und es zu wagen dorthin
zu gehen wo noch kein Mensch zuvor gewesen ist."
01D 01D FRENCH - FRANCIAS [sic]

"L'Espace… La dernière frontière.
Les voyages du vaisseau spatial "Enterprise" sont évoqués ici.
L'objet de sa mission permanente:
L'exploration d'étranges mondes nouveaux
pour y rechercher de nouvelles formes de vie
et de nouvelles civilisations
et d'aller hardiment la ou personne n'est encore Jamais allé."
01E 01E RUSSIAN - CYRILLIC

"Космос… последний рубеж.
Это путешествия звездного корабля Знтерпрайз.
Его не кончающаяся миссия:
исследовать неизведанные миры,
искать новые формы жизни и новые цивилизации,
смело идти туда,
куда еще не ступала нога человека."
 

Holograms (1:18 packs)

01H Hologram 01H Klingon Bird-of-Prey 02H Hologram 02H Klingon Vor'cha Cruiser Set Hologram Montage
03H Hologram 03H Romulan Warbird 04H Hologram 04H Ferengi Marauder

Mail-order Hologram

05H Hologram 05H Galaxy Class Starship 05H Hologram 05H Back Back of card      

Hologram Error Cards

031 Hologram 01H Klingon Bird-of-Prey 033 Hologram 02H Klingon Vor'cha Cruiser 034 Hologram 03H Romulan Warbird
036 Hologram 04H Ferengi Marauder  

Bonus Card Found in the Tin

- Bonus Card from Tin Bonus Card - Bonus Card from Tin Bonus Card Back      

Card Binder

- TNG Inaugural Binder Box-binder with nine-pocket pages        

Packaging

- Star Trek The Next Generation Inaugural Edition Box Standard Box Star Trek The Next Generation Inaugural Edition Case and Box Case and Box
  Star Trek The Next Generation Inaugural Edition Tin Collector Card Tin

Numbered edtion of 10,000
Star Trek The Next Generation Inaugural Edition Tin Base Base of Collector Card Tin
  Star Trek The Next Generation Inaugural Edition Pack Sealed Pack
   

Checklist (8-1/2" x 11", available through mail-in offer)

-   Slick paper, sharp colours, ©1992
-   Blue and black colour, ©1992
-   Blue and black colour, no copyright
-   ??? ©1993
-   ???

Bonus Card (Only found in limited edition tin set - 10,000 produced)

-   Captain Jean-Luc Picard

Promotional Items

Promo Cards
00A Promo 00A U.S.S. Enterprise NCC-1701-D 00B Promo 00B Lieutenant Commander Data 00C Promo 00C Dilithium Crystals
- Promo Cover Card Promo Pack Title Card (unnumbered)
- Promo Shelf Card Promo Shelf Card
Continue the Mission …
(unnumbered, slightly oversized)
-   3 card promo pack 00A, 00B, 00C
-   4 card promo pack 00A, 00B, 00C, title card
-   Coming June 15, 1992 (Unnumbered)
-   Dilithium Crystals ???
- Checklist A Impel Logo Checklist A

Impel logo with light blue banner and pink headings
- Checklist A Skybox Logo Checklist B

SkyBox logo with dark blue banner and black headings
- Checklist A Skybox Logo Checklist C

Smaller SkyBox logo with dark blue banner and black headings
- Checklist A Skybox Logo Checklist D

Smaller SkyBox logo with light blue banner and pink headings
- TNG Inaugural Press Release Press Release
- TNG Inaugural Hologram News Hologram News to Retailers
 
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