Object graph
Object

U.S.S. Hathaway

A venerable, battle-scarred Starfleet vessel refitted for tactical war games and subsequently used as an expendable decoy in combat. Designated the exercise objective for Riker's command assessment, the Hathaway is an aging starcruiser with damaged hull, degraded systems—including strained impulse engines—and a jury-rigged bridge computer that forces risky improvisation. Its Starfleet crew—under Riker, then Picard—exploits a desperate, two-second warp capability as a decisive deception tactic against a Ferengi attack. The ship's battered condition becomes the centerpiece of a high-stakes deception: Geordi restores impulse power, Wesley reconfigures the deflector, and the bridge officers execute a mock surrender, making the Hathaway a crucible for leadership, sacrifice, and tactical ingenuity. Characters physically transfer command over the ship (Picard to Riker), rail against its potential sacrifice, and use its decrepit state as the linchpin of the operation.
11 appearances

Purpose

Serve as the designated objective/target vessel for a controlled war‑game simulation and as the temporary command assignment used to test a captain's tactical and leadership readiness.

Significance

Functions as the narrative fulcrum that converts philosophical dispute into operational stakes: the Hathaway's designation forces Riker into command, frames Kolrami's contempt, and creates a 48‑hour crucible that drives character conflict, tactical decisions, and questions about Starfleet's exploratory ethos versus martial preparedness.

Appearances in the Narrative

When this object appears and how it's used

11 moments