I am trying to make the USS Voyager. I am a science officer using the retrofit variant... what equipment, weapons, and bridge officer abilities are suggested. Keep in mind, I like being Canon with my ship builds.
At the start of the series, it would be armed with a Tricobalt launcher. At the end of the series, it would be armed with Transphasic torpedos. The ship has evolved quite a lot during its travels.
The ingame Intrepid cannot support everything that Voyager was capable of, so you'll have to pick 'when' you want to try to recreate it.
At the start of the series, it would be armed with a Tricobalt launcher. At the end of the series, it would be armed with Transphasic torpedos. The ship has evolved quite a lot during its travels.
The ingame Intrepid cannot support everything that Voyager was capable of, so you'll have to pick 'when' you want to try to recreate it.
Voyager is a 'hero ship', basically.
Was re-watching Scorpion and was amused when she ordered 'Evasive maneuvers Omega III'.
For a "canon build" Voyager weapons should be limited to standard phaser beam arrays. By "standard" I mean nothing like Bio-molecular phasers from 8472 Counter Command; just plain 'ol red/orange phasers. I do not recall Voyager having proton torpedoes, then again it's been a while since I've seen Voyager and I have not watched all the episodes. So... that means quantum or transphasic torpedoes. Tricobalt torpedoes is also a valid choice, but they are not considered standard Starfleet issued weapons according to ST lore, and they are not very popular weapon of choice in STO. Voyager does not have any phaser banks, it just uses arrays so something like DBB would not be canon.
As far as Boff abilities for canon purposes, I think you will need to exclude Tyken's Rift and Gravity Well abilities. Tyken's Rift refers to a phenomenon from a TNG episode where a character named Tyken was trapped in. It was not a rift that was generated by anyone onboard the Enterprise. I do not recall an episode in Voyager where the ship generated a gravity well. Perhaps someone can reference an episode in which that occurred. Those are two popular science abilities in STO.
Abilities like engineering team, emergency power to ..., and science team are generic enough where selecting them does not break canon since during combat repairs and power transfers are constantly occurring in the background. I believe tactical team is basic enough as well that any canon ship will have Boffs with this ability especially when being boarded by the enemy. I could be wrong, but I think there have been instances when torpedo high yield and spread have been used. However, I do not specifically recall an instance where beam overload or fire at will was used.
Yeah, I couldn't remember myself if it had photon or quantum... but the wide-angle I suggested is a quantum so that would work.
As for the other abilities, I did say (in my earlier) that I was suggesting the others for game purposes; the only one suggested for canon purposes was Tractor Beam. I personally think Tractor Beam should be built into every ship in the game (based on canon usages), but it's not. You have a good point about Torpedo Spread; I do distinctly recall that one more than once.
Voyager didn't have quantum torpedoes, only the Ent-E was shown to have quantum torpedoes and that's most likely because they wanted the blue effect for the movies [EDIT: I have to correct my statement, the Defiant also used blue quantum torpedoes. The Excelsior-refit of the USS Lakota had quantum torpedoes in dialogue but they didn't use it and according to MA Federation Attack Fighters were armed with quantums, though the visuals didn't match with the dialogue as they were shown using regular photon torpedoes.] Starfleet ships had always used photon torpedoes, Voyager is no exception. Though photon torpedoes in VOY looked like transphasic torpedoes do in STO and at the end of the show they had magic one-hit uber-torpedoes but those aren't in the game (yet ). They also had two (2) transphasic devices which they used up in the first episode, but since the show did not have any consistensy (intentionally, as Mr. Braga stated, because he thought people are idiots) that doesn't matter.
Disable visuals on on the Assimilated Set. Enjoy the mediocrity!
Swap the quantums with photons. Voyager did not have quantums.
^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
"No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
"A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
"That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
Like many Federation starships of its time, Voyager was armed with phasers and photon torpedoes and protected by a deflector shield system. The vessel's torpedo launchers were compatible with quantum torpedoes as well, with some modification. Additionally, Voyager carried spatial charges and tricobalt devices, the latter of which were not normally carried on Starfleet vessels at the time. (VOY: "Caretaker", "Dreadnought", "Relativity", "The Voyager Conspiracy")
I was watching Scorpion pt 2 the other day and Borg Seven was going over the inventory of Voyager and she mentions that they had 32 photon torpedoes. In Caretaker they also beamed over a tricobolt device to the array so it would make sense if they had TCB launchers. In game i would say that comes out to a photon launcher up front and a TCB launcher maybe even a TCB mine launcher in back
As far as the rest of the gear goes to keep it canon do standard positron deflector, engines and shields. BUT i think a compromise can be made here and the OP can go with MACO or the Omega set. Assimilated Set wouldnt make sense unless you are living out the Scorpion Episodes where Voyager had the enhancements. Since Voyager is supposed to be advanced using the MACO set would make sense because it is slightly more advanced then standard gear. Even if the MACO organization wasnt even around in Voyagers time period. Working on that Omega rep would give the OP some goals in game to work towards.
As far as canon boff abilities i would say torp high yield and beam fire at will but if they are willing to make an exception they can take tac team. Emergency power to shields and Aux to SiF for eng skills or engineering team in place of aux sif and call that Miracle Worker B'Elanna or something hehe. For science abilities, HE, ST, TSS, PH, tachyon beam, feedback pulse, tractor beam, photonic officer, viral matrix, charged particle burst, jam sensors are a few they could use. To stay canon i would say dont use Tykens Rift, Grav Well and Energy Siphon.
He/she is asking for a Canon build (as in the series) yet the title is a request for a Cannon build.
Best to avoid future confusion.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
I tried this myself a while ago. For equipment the shield/engine/core/deflector doesn't matter, though I suggest the MACO just for gameplay purpose.
I use four fleet phaser banks, a torp in the front and tricobalt in the back. For abilities having all three teams (tac, Sci, Eng) is a good idea as well as FAW and HY maybe? I use spread for personal taste. Tractor beam is also very canon, might want to stay away from the TR or GW. PH, HE also work and I'd suggest aux2sf for addition heals.
Voyager fired ALL of its tricobalt warheads in the first episode, it had bio-molecular photon torpedoes in one episode and transphasic torpedoes in one episode. That said, do you go with a once-off build or a standard canon Intrepid-class build?
If you're going standard Intrepid then you'd put two beam arrays and a photon torpedo in the front with the same in the back. Simple as that.
Consoles would be a mix of things but if sticking with canon I'd say consoles to boost shields, power levels, power transfer rates, and phasers/photons. That's just what I'd use.
(...)
reality is that voyager was a picket cruiser or destroyer, not a sci anything.
to match on screen canon it would need
com tac
ltc eng
tl sci
lt uni
ens uni
then 3/3/4 consoles
the number of weapons seemed ok. though a 4/3 no dc setup would have been more accurate.
Voyager/Intrepid was/is an explorer. Primary mission was research, not a tactical anything.
Page 7: The USS Voyager is the newes Federation starship. It is an Intrepid class vessel, one of the fastest and most powerful in the Starfleet. It continues the tradition of exploration and discovery established by Captain James Kirk on the USS Enterprise nearly a century ago. (...) The original mission of Voyager was primarily exploration and research, and it was superbly equipped for both. For those occasions when a show of military force is unavoidable, the ship is equipped with an impressive array of defensive and offensive weapons. (sic)
Page 20: The mission of Voyager is exploration, science and diplomacy. It is not a warship, nor is Starfleet a military organization in the 20th century sense. Nevertheless, the galaxy is a big place, full of unknown - and occasionally hostile - life forms. For those times when Voyager must protect itself during the jounrey back to the Federation, the ship is fully equipped with both defensive and offensive weaponry. When provoked, Voyager is a formidable adversary. Additionally, Janeway's staff is fully trained in cultural sociology, strategy and crisis analysis, and they have at their disposal a powerful array of information-gathering sensors and computers. They know that their skills in these areas are often more important in the succesful resolution of a crisis than are advanced weaponry. (sic)
Heavily armed and powerful? Yes, but I would rather apply the default Starfleet STO BOFF setup to that profile which all the ships should share as in Commander Eng/Science, LTC Eng/Sceince (depends on the CMDR), LTC Tac, Lt Uni (alternatively two Lt uni's and a eng/sci/tac ENS).
^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
"No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
"A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
"That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
Swap the quantums with photons. Voyager did not have quantums.
while im not arguing this fact i think the Op could still have Quantums and be a cannon ship.
After all its possible that Voyager its self has been refitted to use them and since quantums are a cannon weapon he could still use them and get away with it.
"It appears we have lost our sex appeal, captain."- Tuvok
Yes, but both of you are missing the point of the thread. We weren't asked to redesign the Intrepid from the ground up... just to come up with a 'canon' build for the existing Intrepid....
That said, I agree with the person who advocated the two-single-beams, one-torp fore and aft setup. Standard phasers and (apparently; I misremembered the ship) photons would be most appropriate.
I'm not so sure you can assume from 'Caretaker' that the ship ever had tricobalt torpedoes/mines/warheads. If memory serves, the tricobalt explosive in that episode was delivered by transporter - which would indicate they did not have an appropriate launching system.
I did see someone mention spatial charges - that's a console weapon, and might be useful....
voyager didn't BEAM tricobalt devices anywhere; she FIRED them
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"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch." "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Passion and Serenity are one.
I gain power by understanding both.
In the chaos of their battle, I bring order.
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The Force is united within me.
Voyager fired ALL of its tricobalt warheads in the first episode, it had bio-molecular photon torpedoes in one episode and transphasic torpedoes in one episode. That said, do you go with a once-off build or a standard canon Intrepid-class build?
If you're going standard Intrepid then you'd put two beam arrays and a photon torpedo in the front with the same in the back. Simple as that.
Consoles would be a mix of things but if sticking with canon I'd say consoles to boost shields, power levels, power transfer rates, and phasers/photons. That's just what I'd use.
Two of any weapon type doesn't work well for canon, I'm afraid. Turrets or cannons, maybe, but beam-based weapons, not by a long shot.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
Wow! You know anything can happen on TV so Voyager might have had limited weapons available but as you can see it was unlimited through-out the series. But didn't they make their own gathering parts from other wreck star ships they had encountered? Could have made up for the extra weapon inventory.
Look at us! Our ships have unlimited weapons fire, just like they did in Voyager TV Series. Although to make the ship powerful you can add all sorts of weapons in the 6 slots you got to work with. I say weapons that fire more than one projectile at a time. There only really two plasma torpedo's that do that.
New Romulan Rep System
Task Force Omega Rep System
The only issue with these two they're kinda weak but random. Even with high yield they can be shot down. If you daze and confuse the target, then they don't know what hit them. But that too is random, with 50/50 chance that deployment reaches them.
If you stick on two omni-directional beam array: 1 AP (Sphere of Influence) and 1 KD (Omega Rep System)
Add Breen Invasion - Breen Transphasic Cluster Torpedo put it the fore slot
with Romulan Rep System Tier II Romulan Hyper-Plasma Torpedo Launcher Mark 12 VR
Add Tricobalt Torpedeo Launcher Mark 12 (this get off exchange very rare purple) very cheap! put in aft slot
Task Force Omega Rep System
Add Task Force Omega - Tier 4 Omega Torpedo - Launcher March 12 VR put in aft slot
Now to make these really add some punch get the matching consoles for the two Rep systems they're in same project area where you get the torpedo's from.
There is a difference between canon, minor head canon, and throw everything out the window and make up whatever we want using whatever minor reason we can come up with-head canon. There isnt one ST: Voyager episode where they shot a continous stream of plasma torpedoes at a target. Or where they made a ship disappear with a V'Ger torpedo. Or where they shot a torpedo that broke up into several cluster mines.
It's one thing to go with deflectors, engines and shields from Omega or New Romulus rep but weapons that have visual effects are a different story. At least with a full Reman set you can use it for the stats and disable visuals and ignore the set name. But its kinda hard to ignore a stream of 20 hyper plasma torpedoes heading to a target. Especially when you never see that happening in the shows or movies.
I think the spirit of this thread really calls for a build that LOOKS LIKE Voyager did in space combat in a typical episode, not one which mirrors every capability (particularly one off capabilities).
So if you're going for the canon Voyager "typical episode" look to combat, you want transphasics (I'd just do one for looks because they aren't a great weapon but Voyager's photons generally looked like transphasics; two -- fore only -- would create more of the right look though and you're going to be using torpedo abilities in a canon looking build).
Then you want the other 4-5 slots as phasers. I'd suggest an omni-phaser array for utility.
In terms of tech, it is true that Voyager didn't have banks. But ignoring names of items and trying to recreate the look, Voyager tended to do damage in a narrow frontal arc more often than not and the banks don't have a unique visual.
So for roughly the right look, ignoring what STO calls the gear, I'm going with:
1 fore transphasics, 2 phaser DBB, 1 omni phaser in rear, 2 phaser arrays. A heavily suboptimal build for STO but your ship in combat will look like Voyager looked on the show.
Your Tac BO slot is going to need to be Torpedo: Spread I, Beam: Fire at Will II.
Engineering BO: Emergency Power to Weapons I, Reverse Shield Polarity II.
No anomalies in your science abilities.
You're going to want to bulk up on speed and turnrate boosters. I would suggest the fleet dilithium mine resist consoles that have a turn bonus for eng slots. There are sci and universal consoles with turn boosters. It's not that 12 is too low to play but if you want your movement to look like Voyager's, you'll need to max turnrate.
Your ship will look like Voyager did in an episode in a fight. It will not be a great STO ship but if you manage stats and play well, you can be semi-viable.
Yeah, I couldn't remember myself if it had photon or quantum... but the wide-angle I suggested is a quantum so that would work.
As for the other abilities, I did say (in my earlier) that I was suggesting the others for game purposes; the only one suggested for canon purposes was Tractor Beam. I personally think Tractor Beam should be built into every ship in the game (based on canon usages), but it's not. You have a good point about Torpedo Spread; I do distinctly recall that one more than once.
watching scorpion right now 7of9 says at that point they have 32 photons, so yeah photons at that point I would think 1 fore and 1 aft launcher wise but not sure
Comments
At the start of the series, it would be armed with a Tricobalt launcher. At the end of the series, it would be armed with Transphasic torpedos. The ship has evolved quite a lot during its travels.
The ingame Intrepid cannot support everything that Voyager was capable of, so you'll have to pick 'when' you want to try to recreate it.
Voyager is a 'hero ship', basically.
Was re-watching Scorpion and was amused when she ordered 'Evasive maneuvers Omega III'.
Sarah Knightly - Co-leader; Frontier Explorers - U.S.S. Witchblade
Rias Gremory - Leader; Frontier Marauders - I.K.S. B'ullwinkle
As far as Boff abilities for canon purposes, I think you will need to exclude Tyken's Rift and Gravity Well abilities. Tyken's Rift refers to a phenomenon from a TNG episode where a character named Tyken was trapped in. It was not a rift that was generated by anyone onboard the Enterprise. I do not recall an episode in Voyager where the ship generated a gravity well. Perhaps someone can reference an episode in which that occurred. Those are two popular science abilities in STO.
Abilities like engineering team, emergency power to ..., and science team are generic enough where selecting them does not break canon since during combat repairs and power transfers are constantly occurring in the background. I believe tactical team is basic enough as well that any canon ship will have Boffs with this ability especially when being boarded by the enemy. I could be wrong, but I think there have been instances when torpedo high yield and spread have been used. However, I do not specifically recall an instance where beam overload or fire at will was used.
Well... that's my 2 ECs anyway...
*** EDITED *** due to word left out.
Transphasic Torpedoes?
They have been nerfed.
Cotton balls do more kinetic damage.
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http://skillplanner.stoacademy.com/?build=voyageriteration_0
Disable visuals on on the Assimilated Set. Enjoy the mediocrity!
Voyager didn't have quantum torpedoes, only the Ent-E was shown to have quantum torpedoes and that's most likely because they wanted the blue effect for the movies [EDIT: I have to correct my statement, the Defiant also used blue quantum torpedoes. The Excelsior-refit of the USS Lakota had quantum torpedoes in dialogue but they didn't use it and according to MA Federation Attack Fighters were armed with quantums, though the visuals didn't match with the dialogue as they were shown using regular photon torpedoes.] Starfleet ships had always used photon torpedoes, Voyager is no exception. Though photon torpedoes in VOY looked like transphasic torpedoes do in STO and at the end of the show they had magic one-hit uber-torpedoes but those aren't in the game (yet ). They also had two (2) transphasic devices which they used up in the first episode, but since the show did not have any consistensy (intentionally, as Mr. Braga stated, because he thought people are idiots) that doesn't matter.
Swap the quantums with photons. Voyager did not have quantums.
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You may also use up to 4 bio-molecular torpedoes and one gavimetric torpedo total in to replace up to 5 of your 38 photon allotment.
If this sounds too restrictive don't worry you can still fire an additional 85 magical non-existent photon torpedoes.
https://www.youtube.com/watch?v=PIGxMENwq1k
Beat me to it lol !
http://en.memory-alpha.org/wiki/USS_Voyager
I was watching Scorpion pt 2 the other day and Borg Seven was going over the inventory of Voyager and she mentions that they had 32 photon torpedoes. In Caretaker they also beamed over a tricobolt device to the array so it would make sense if they had TCB launchers. In game i would say that comes out to a photon launcher up front and a TCB launcher maybe even a TCB mine launcher in back
As far as the rest of the gear goes to keep it canon do standard positron deflector, engines and shields. BUT i think a compromise can be made here and the OP can go with MACO or the Omega set. Assimilated Set wouldnt make sense unless you are living out the Scorpion Episodes where Voyager had the enhancements. Since Voyager is supposed to be advanced using the MACO set would make sense because it is slightly more advanced then standard gear. Even if the MACO organization wasnt even around in Voyagers time period. Working on that Omega rep would give the OP some goals in game to work towards.
As far as canon boff abilities i would say torp high yield and beam fire at will but if they are willing to make an exception they can take tac team. Emergency power to shields and Aux to SiF for eng skills or engineering team in place of aux sif and call that Miracle Worker B'Elanna or something hehe. For science abilities, HE, ST, TSS, PH, tachyon beam, feedback pulse, tractor beam, photonic officer, viral matrix, charged particle burst, jam sensors are a few they could use. To stay canon i would say dont use Tykens Rift, Grav Well and Energy Siphon.
He/she is asking for a Canon build (as in the series) yet the title is a request for a Cannon build.
Best to avoid future confusion.
I use four fleet phaser banks, a torp in the front and tricobalt in the back. For abilities having all three teams (tac, Sci, Eng) is a good idea as well as FAW and HY maybe? I use spread for personal taste. Tractor beam is also very canon, might want to stay away from the TR or GW. PH, HE also work and I'd suggest aux2sf for addition heals.
If you're going standard Intrepid then you'd put two beam arrays and a photon torpedo in the front with the same in the back. Simple as that.
Consoles would be a mix of things but if sticking with canon I'd say consoles to boost shields, power levels, power transfer rates, and phasers/photons. That's just what I'd use.
Voyager/Intrepid was/is an explorer. Primary mission was research, not a tactical anything.
See:
Heavily armed and powerful? Yes, but I would rather apply the default Starfleet STO BOFF setup to that profile which all the ships should share as in Commander Eng/Science, LTC Eng/Sceince (depends on the CMDR), LTC Tac, Lt Uni (alternatively two Lt uni's and a eng/sci/tac ENS).
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while im not arguing this fact i think the Op could still have Quantums and be a cannon ship.
After all its possible that Voyager its self has been refitted to use them and since quantums are a cannon weapon he could still use them and get away with it.
"It appears we have lost our sex appeal, captain."- Tuvok
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Two of any weapon type doesn't work well for canon, I'm afraid. Turrets or cannons, maybe, but beam-based weapons, not by a long shot.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
Look at us! Our ships have unlimited weapons fire, just like they did in Voyager TV Series. Although to make the ship powerful you can add all sorts of weapons in the 6 slots you got to work with. I say weapons that fire more than one projectile at a time. There only really two plasma torpedo's that do that.
New Romulan Rep System
Task Force Omega Rep System
The only issue with these two they're kinda weak but random. Even with high yield they can be shot down. If you daze and confuse the target, then they don't know what hit them. But that too is random, with 50/50 chance that deployment reaches them.
If you stick on two omni-directional beam array: 1 AP (Sphere of Influence) and 1 KD (Omega Rep System)
Add Breen Invasion - Breen Transphasic Cluster Torpedo put it the fore slot
with Romulan Rep System Tier II Romulan Hyper-Plasma Torpedo Launcher Mark 12 VR
Add Tricobalt Torpedeo Launcher Mark 12 (this get off exchange very rare purple) very cheap! put in aft slot
Task Force Omega Rep System
Add Task Force Omega - Tier 4 Omega Torpedo - Launcher March 12 VR put in aft slot
Now to make these really add some punch get the matching consoles for the two Rep systems they're in same project area where you get the torpedo's from.
Time will only tell!
There is a difference between canon, minor head canon, and throw everything out the window and make up whatever we want using whatever minor reason we can come up with-head canon. There isnt one ST: Voyager episode where they shot a continous stream of plasma torpedoes at a target. Or where they made a ship disappear with a V'Ger torpedo. Or where they shot a torpedo that broke up into several cluster mines.
It's one thing to go with deflectors, engines and shields from Omega or New Romulus rep but weapons that have visual effects are a different story. At least with a full Reman set you can use it for the stats and disable visuals and ignore the set name. But its kinda hard to ignore a stream of 20 hyper plasma torpedoes heading to a target. Especially when you never see that happening in the shows or movies.
EDIT: ohh and also...Omega Launcher sucks
So if you're going for the canon Voyager "typical episode" look to combat, you want transphasics (I'd just do one for looks because they aren't a great weapon but Voyager's photons generally looked like transphasics; two -- fore only -- would create more of the right look though and you're going to be using torpedo abilities in a canon looking build).
Then you want the other 4-5 slots as phasers. I'd suggest an omni-phaser array for utility.
In terms of tech, it is true that Voyager didn't have banks. But ignoring names of items and trying to recreate the look, Voyager tended to do damage in a narrow frontal arc more often than not and the banks don't have a unique visual.
So for roughly the right look, ignoring what STO calls the gear, I'm going with:
1 fore transphasics, 2 phaser DBB, 1 omni phaser in rear, 2 phaser arrays. A heavily suboptimal build for STO but your ship in combat will look like Voyager looked on the show.
Your Tac BO slot is going to need to be Torpedo: Spread I, Beam: Fire at Will II.
Engineering BO: Emergency Power to Weapons I, Reverse Shield Polarity II.
No anomalies in your science abilities.
You're going to want to bulk up on speed and turnrate boosters. I would suggest the fleet dilithium mine resist consoles that have a turn bonus for eng slots. There are sci and universal consoles with turn boosters. It's not that 12 is too low to play but if you want your movement to look like Voyager's, you'll need to max turnrate.
Your ship will look like Voyager did in an episode in a fight. It will not be a great STO ship but if you manage stats and play well, you can be semi-viable.
watching scorpion right now 7of9 says at that point they have 32 photons, so yeah photons at that point I would think 1 fore and 1 aft launcher wise but not sure
2 phaser arrays fore and aft and photons fore and aft. that's canon for the majority of the series, minus the one offs in single episodes
That can be a special console for a possible Voyager bundle pack. Endless count of torpedo use.