Negh'Var Class: Difference between revisions
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Below the primary hull were two weapons pods. A triangular superstructure was located on the dorsal section of the ship contained the ship's daughter craft. The ship was also outfitted with several spikes, located on the aft of the triangular superstructure and warp nacelles. (DS9: "The Way of the Warrior", etc.) | Below the primary hull were two weapons pods. A triangular superstructure was located on the dorsal section of the ship contained the ship's daughter craft. The ship was also outfitted with several spikes, located on the aft of the triangular superstructure and warp nacelles. (DS9: "The Way of the Warrior", etc.) | ||
According to the '''Star Trek Fact Files'' the Negh'Var's weapon pods could also be used as auxiliary nacelles. | According to the '''<font color= goldenrod>Star Trek Fact Files</font>''' the Negh'Var's weapon pods could also be used as auxiliary nacelles. | ||
At least two design variations were conceived for this class found in alternate timelines. | At least two design variations were conceived for this class found in alternate timelines. | ||
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In the [[Mirror Universe]], this design was described by Intendant Kira Nerys as being "quick and powerful", however, were not without their weaknesses; specifically, their targeting systems could be easily fooled. Additionally, the ship proved to be unable to lock onto an enemy vessel attacking from close proximity. (DS9: "Shattered Mirror", "The Emperor's New Cloak") This class was not initially equipped with a cloaking device, but briefly acquired one in 2375 after one was stolen by Quark and Rom from the IKS Rotarran, a prime universe [[Klingon]] [[Bird-of-Prey]]. Rom was successful in installing the cloak, but in doing so performed an act of sabotage, which resulted in the loss of all primary systems on the ship coinciding with the disengaging of the cloak. (DS9: "The Emperor's New Cloak") | In the [[Mirror Universe]], this design was described by Intendant Kira Nerys as being "quick and powerful", however, were not without their weaknesses; specifically, their targeting systems could be easily fooled. Additionally, the ship proved to be unable to lock onto an enemy vessel attacking from close proximity. (DS9: "Shattered Mirror", "The Emperor's New Cloak") This class was not initially equipped with a cloaking device, but briefly acquired one in 2375 after one was stolen by Quark and Rom from the IKS Rotarran, a prime universe [[Klingon]] [[Bird-of-Prey]]. Rom was successful in installing the cloak, but in doing so performed an act of sabotage, which resulted in the loss of all primary systems on the ship coinciding with the disengaging of the cloak. (DS9: "The Emperor's New Cloak") | ||
[[Category: Klingon Empire]] | ==Type:== | ||
*Class: IKS (or IKV) Negh'Var | |||
*Designation: Warship, Model Number N5 | |||
*Types: Battleship Dreadnought Heavy Carrier Strategic Command Vessel. Tactical Fleet Flagship | |||
*Ships in Class: 20 (Mostly N4 and N5 variants.) | |||
Commissioned: 2300's | |||
==Dimensions:== | |||
*Length: 2,238.58 feet (682.32 meters), though reports vary from 640 – 750 m. | |||
*Height: 448.33 feet (136.65 meters). This has been reported as only 120m in one report. | |||
*Width: 1,542.29 feet (470.09 meters). This has been reported as only 350m in one report. | |||
*Mass: 4,310,000 metric tons (Deep Space Nine: Technical Manual), though one report states 8,800,000 mt. | |||
*Decks : 34 with full life-support, 39 total | |||
[edit]Crew: | |||
*Accommodation: staffing varies wildly aboard Negh'var vessels, but 2,500 plus flight crew and troops seems to be standard. An absolute minimum would seem to be 1340 (40 Officers and 1300 Crew). The absolute maximum is rated at 14,500. | |||
==Computer Systems== | |||
Primary Computer Systems: M-15 Isolinear III Processor (or equivalent) | |||
==Warp Propulsion Systems== | |||
Power Plant: Two M/A warp system STN-9 | |||
*Warp Speeds (TNG Scale) | |||
*Normal Cruise: seems to vary between Warp Factor 5 and WF8, depending on source material. | |||
*Maximum Cruise: seems to vary between Warp Factor 9.2 and WF 9.4, depending on source material. | |||
*Maximum Rated: seems to vary between Warp Factor 9.4 and WF9.6 for 12 hours, depending on source material. | |||
**Warp Nacelles (4): | |||
*Stardrive: Uses a warp engine to travel faster that the speed of light. | |||
*Without the Weapons Pod, The ship can travel at Warp Factor 7.0 on cruise (0.075 light years per hour), Warp Factor 9 Flank (0.17 Light Years per hour), and Warp Factor 9.6 Emergency (0.22 Light Years per Hour). | |||
*With the Weapons Pod, the ship can travel at Warp Factor 6.5 on cruise (0.058 light years per hour), Warp Factor 8.5 Flank (0.141 Light Years per hour), and Warp Factor 9.1 Emergency (0.018 Light Years per Hour). | |||
*Maximum Range: Effectively Unlimited by either Drive system. The ship carries about five years worth of supplies on board and a small hydroponic section. | |||
*Power System: Anti Matter with 15 year life span. Ship normally only goes 5 years between the ship being refueling. | |||
*Drive Type : Negh'var-Class Variant Grade 9. | |||
Main Reactor : Negh'var-Class Twin-core Dilithium M/AM Reactor, Grade 19. | |||
==Impulse Propulsion Systems== | |||
Impulse: 1-2×FIG-7 Subatomic Unified Energy Impulse Units (or equivalent) | |||
==Impulse Drive=== | |||
four impulse systems K-HEU-6 (.9c), HoSHugh-Class Throttle Type, Grade 3. | |||
*Impulse Engine (2): 20,000 each | |||
*Sublight: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 0.6 percent of light per melee round. | |||
*As an alternative, the starship can reach .99 of the speed of light but is normally restricted to slower speeds so that starship is not affected severely by time attenuation that occurs at the higher sublight speeds. | |||
Cargo | |||
*Cargo: Cargo holds are scattered about the ship that allows for carrying up to 200,000 tons of Cargo in addition to the standard compliment of supplies and ammunition. | |||
*Cargo Bays: 2, multiple dorsal and ventral access ports. | |||
==Transporters== | |||
*6-person, small cargo: 8 | |||
*25-person, Troop movement: 10 | |||
*Cargo, recovery: 6 | |||
==Remote Sensing Systems== | |||
Long Range Sensors: 25 Light Year Max Range. | |||
Takes 1 minute/per light year for intensive scan | |||
Takes 1 second/per light year for standard scan | |||
General scan is almost instant up to maximum range. | |||
==Tactical Systems== | |||
===Disruptor Cannon=== | |||
Twenty ship-mounted disruptors connons; one large forward disruptor; four torpedo launchers | |||
*Disruptors 4 Turrets, 2 fore, 2 aft-4 emitters | |||
*Disruptor Bolts/Pulses 4 Turrets, 2 fore, 2 aft | |||
*Disruptors K-GDM-3 (x10) | |||
*2 × Mark 18 pulse disruptor cannons, total output 200,000 TeraWatts | |||
*18 × Mark 12 disruptor cannons, total output 720,000 TeraWatts | |||
**Mega Disruptor Mounts (2): These are mounted out on the wings of the ship and are in the same place as the pulse disruptors on the smaller bird of prey are located at. They are upgraded when compared to the phasers used on the K'T'Inga class battlecruiser. Used as anti-capital ship weapons and can take out frigates in one shot or do large amounts of damage to bases or larger ships and have a far longer range than the pulse disruptors. The Disruptor cannons can be combined or used separately. They cannot be used faster than the speed of light. Weapon has standard penalties to hit fighters and small targets. The barrels can be fired forward only but can be rotated 30 degrees horizontally or vertically. | |||
*Range: 93,300 miles (150,000 km) in space and 93.3 miles (150 km) in an atmosphere. | |||
*Rate of fire: Maximum of Three (3) times per minute per cannon. | |||
*Payload: Effectively Unlimited. | |||
**Twelve (12) banks of 2 Siege Disruptor Cannons: The ship primary beam weaponry not including special weapons that are mounted in the ships weapons pod. Four disruptor banks are located in the front of the ship, two disruptor banks are located on each side, and four disruptor banks are located aft. The weapon's damage is about equal to laser cannons used by the CAF but the Disruptors have a greater rate of fire. The disruptors are also slightly shorter ranged but only slightly. Both Disruptor Cannons in each bank can be linked or can be fired separately. They cannot be used faster than the speed of light. Weapon systems have half penalties to hit fighters and small targets. | |||
*Range: 12,437 miles (20,000 km) in space and 12.4 miles (20 km) in an atmosphere. | |||
*Rate of fire: Maximum of Three (3) times per minute each cannon. | |||
*Payload: Effectively Unlimited. | |||
Armament: Twenty ship-mounted disruptor cannons; one large forward disruptor; four torpedo launchers. | |||
*Siege Disruptor Cannons (12 banks of 2 each): 1,000 each bank | |||
===Torpedoes=== | |||
*16 Triple Fire Photon torpedo tubes + 2,592 torpedoes, 5,184 casings (max. 160 reloads); or 8 x Triple Fire photon torpedo tube with 2,200 rounds | |||
*Four (4) Photon Torpedo Launching Systems: The ship has four launchers mounted in the main hull of the ship. Two of the mounts are on the forward of the ship and the other two are on the aft of the ship. | |||
*Effectively very similar to cruise missile launchers but instead of having groups of multiple launchers, the Klingon Empire has concentrated on launchers that can launch more than one torpedo at the same time. Once spread of torpedoes has been launched, the launchers must reload and rearm before launching another spread of torpedoes. | |||
*Torpedoes have a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship). When drive goes dead, the torpedo will still cruise unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and torpedoes when dead are -25% to detect.) See Modified starship rules for more details, Torpedoes have minuses to hit small targets but are all considered smart missiles. Launchers can launch on multiple targets each. | |||
*Range: Powered torpedo range is 8000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space | |||
*Rate of fire: One at a time or in volleys of 2, or 4 per launcher, per melee round, for a maximum of 16 torpedoes. | |||
*Payload: 200 Photon torpedoes each launcher (800 total) | |||
==Photon Torpedo Tube== | |||
===Magazine Capacity:=== | |||
Weapons Pods: The ship can carry a variety of different weapons pods. One pod has all torpedo launchers, another pod has just disruptor pods, and one pod has a mixture of both pod type. The type of pod carried or if one is carried depends on ships mission and the captains requests. | |||
*Type 1 (Photon Torpedo Pod): The pod has four photon torpedo launchers in it. The payload for each launcher is less than the payload carried for the two internal launchers. Two launchers fire forward and two launchers fire aft. Effectively very similar to cruise missile launchers but instead of having groups of multiple launchers, the Klingon Empire has concentrated on launchers that can launch more than one torpedo at the same time. Once spread of torpedoes has been launched, the launchers must reload and rearm before launching another spread of torpedoes. Torpedoes has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship). When drive goes dead, the torpedo will still cruise unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and torpedoes when dead at -25% to detect.) Launchers can launch on multiple targets each. | |||
*Range: Powered torpedo range is 8000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space | |||
*Rate of fire: One at a time or in volleys of 2 or 4 per launcher, per melee round, for a maximum of 16 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next. | |||
*Payload: 800 torpedoes (because the launchers are right next to each other they all use the same magazine). | |||
**Type 2 (Mega Disruptor Pod): The pod has two mega-disruptors in it. Used as anti-capital ship weapons and can take out frigates in one shot or do large amounts of damage to bases or larger ships. The Disruptor cannons can be combined or used separately. They cannot be used faster than the speed of light. Weapon has standard penalties to hit fighters and small targets. The barrels can be fired either forward or behind and can be rotated 30 degrees horizontally or vertically. | |||
*Range: 93,300 miles (150,000 km) in space and 93.3 miles (150 km) in an atmosphere. | |||
**Rate of fire: Maximum of Three (3) times per melee per cannon. | |||
*Payload: Effectively Unlimited. | |||
**C. Type 3 (General Weapons Pod): | |||
**Five (6) banks of 2 Siege Disruptor Cannons: The weapons damage is about equal to laser cannons used by the CAF but the Disruptors have a greater rate of fire. The disruptors are also slightly shorter ranged but only slightly. Both Disruptor Cannons in each bank can be linked or can be fired separately. They cannot be used faster than the speed of light. | |||
*Range: 12,437 miles (20,000 km) in space and 12.4 miles (20 km) in an atmosphere. | |||
*Rate of fire: Maximum of Three (3) times per melee each cannon. | |||
*Payload: Effectively Unlimited. | |||
**Two (2) Photon Torpedo Launching Systems: The payload for each launcher is less than the payload carried for the two internal launchers. One of the mounts is on the forward of the ship and the other is on the aft of the ship. Effectively very similar to cruise missile launchers but instead of having groups of multiple launchers, the Klingon Empire has concentrated on launchers that can launch more than one torpedo at the same time. Once spread of torpedoes has been launched, the launchers must reload and rearm before launching another spread of torpedoes. Torpedoes has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship). When drive goes dead, the torpedo will still cruise unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and torpedoes when dead at -25% to detect.) | |||
*Range: Powered torpedo range is 8000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space | |||
*Rate of fire: One at a time or in volleys of 2, or 4 per launcher, per melee round, for a maximum of 8 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next. | |||
*Payload: 400 torpedoes (because the launchers are right next to each other they all use the same magazine). | |||
**QUANTUM TORPEDOES | |||
**MICROTORPEDOES | |||
**TORPEDO OPERATIONS | |||
==Deflectors== | |||
Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% | |||
===Primary Force Field==== | |||
Automodulated high capacity shield system total capacity 2,894,989.76 TeraJoules | |||
High level structural support field | |||
===DEFLECTOR SYSTEMS/DEFLECTOR SHIELDS/Deflectors=== | |||
Deflector System : SurghwI'-Class Conformal Multiphasic type, Grade 18. | |||
Regenerative Shield System (Refit Option) | |||
Ablative Armor Generators (Refit Options; Critical hull sections only) | |||
Heavy Duranium/Tritanium double hull plus 25.0 cm High Density armor | |||
===INTERPHASE CLOAKING DEVICE=== | |||
Mark 3.2b Klingon, ghomSo'wI'-Class Plasma Matrix Strategic type Cloaking Device | |||
The Klingon Negh'Var class Attack Cruiser has a cloaking device that allows the ship to be undetectable by most sensors. The Klingon Empire originally got their cloaking technology from the Romulans but has since been able to both copy and improve on their cloaking technology. In phase world this system has the problem that it does not hide the ships signature on gravitic sensors (This is even more of a weakness on Romulan ships because they use a black hole in their power systems). The starship cannot raise shields or fire any weapons while cloaked, for one attack previous to cloaking, or just after decloaking. | |||
===Auxiliary Spacecraft Systems=== | |||
*Fighter Compliment: 120 Ku'Rist Warp Fighters. | |||
*Shuttles: 40 Assault Shuttles | |||
*12 Standard Shuttles | |||
*Fighters: 100 Squadrons of 10 (1,000 two-man fighters) | |||
*Breaching Pods: 100 (two-man pods) | |||
*Assault Shuttles: 50 (one-man shuttles) | |||
*Ground Assault Vehicles: 100 (ten-man units) | |||
*Embarked Craft (Typical tactical configuration.) | |||
[[Category: Klingon Empire]][[Category: Klingon Starship Classes]] |
Latest revision as of 16:21, 21 April 2010
The Negh'Var Class warship was the largest class starship known to operate in the Klingon Empire during the late 24th century.
- In 2372, the IKS Negh'Var, which was a vessel of this type, was the flagship of the Klingon Imperial Fleet. While under the command of General Martok, she led the Klingon Empire's invasion of the Cardassian Union around stardate 49011. She thereafter fought an action at Deep Space 9, where she was able to breach the station's shields long enough to transport several troops aboard. (DS9: "The Way of the Warrior")
- In the Mirror Universe, the Klingon-Cardassian Alliance utilized the same design, referred to simply as a cruiser, in the construction of the Regent's flagship. (DS9: "Shattered Mirror", "The Emperor's New Cloak")
- In Q's anti-time future, the USS Pasteur was attacked by two of these attack cruisers while in the Devron system. The crew of the Pasteur was saved by the USS Enterprise-D, after destroying one of the Klingon vessels. (TNG: "All Good Things...")
- In alternate timeline, Korath had multiple vessels of this general type at his disposal. (VOY: "Endgame")
- In 2407, several dozen Negh'Var Class ships aided the 52nd Fleet during the battle for Sector 001. The ships were used to destroy key strategic components of the Mars Defense Perimeter utilizing their long-range weapons.
Technical data[edit]
The Negh'Var warship was one of the largest and most formidable ships in the Empire. (DS9: "The Way of the Warrior", etc.)
- According to Visual Effects Supervisor David Stipes, an overall length of 2250 feet (686 meters) was generally used for onscreen scaling of the ship.Unlike the contemporary design that this ship mimics, the scale of the mirror universe's version of this vessel was depicted as being several times the scale of the original.
- The mirror universe design of this vessel was capable of attaining speeds up to warp 9 and was equipped with escape shuttles. (DS9: "Shattered Mirror", "The Emperor's New Cloak")
Physical Arrangement[edit]
- The outboard plan of the Negh'Var warship design incorporated the same basic shape and classic lineage dating back over two hundred years; indeed, sharing a strong resemblance to the era's Vor'cha Class attack cruiser.
The bridge module was separated from the main body by a thick neck that flared towards the aft of the ship into the forward-swept wings, which were reinforced by raised supports and contained the ship's embedded warp nacelles. Contained within these wings were the ship's impulse engines.
Below the primary hull were two weapons pods. A triangular superstructure was located on the dorsal section of the ship contained the ship's daughter craft. The ship was also outfitted with several spikes, located on the aft of the triangular superstructure and warp nacelles. (DS9: "The Way of the Warrior", etc.)
According to the Star Trek Fact Files the Negh'Var's weapon pods could also be used as auxiliary nacelles.
At least two design variations were conceived for this class found in alternate timelines.
In the first variant, seen in Q's anti-time future, occurring during the late 24th century, the Negh'Var design did not incorporate the ventral weapon pods. Additional "spike"- or "antennae"-like structures were placed on the bow of the ship and on the forward part of the nacelle tips, and two "fin" or "fang"-like structures protruded from the ventral section of the bow on the lower bridge module. (TNG: "All Good Things...")
The second variant, seen in an alternate 2404 timeline, shared components of both the original and first variant designs, possessing the former's weapons pod and the latter's "spikes" and "fins". (VOY: "Endgame")
Tactical Systems[edit]
Heavily armed, the Negh'Var warship were equipped with several disruptor emplacements. The original design had an emplacement located at the tips of the pods located on the underside of the ship’s belly. This class was also equipped with a Cloaking device. (DS9: "The Way of the Warrior", "By Inferno's Light")
In one possible future timeline variant, this class could easily outgun an Olympic Class hospital ship, yet were heavily outgunned themselves by the Galaxy Class counterpart of the era. This design had disruptor placements aft tips of the primary hull, two outboard disruptors at the front of both wing tips (fore of nacelles), a forward emitter located below the main bridge and several emitters located along the forward baseline of the ship and one on the ventral center of the ship. This variant was also equipped with a cloaking device. (TNG: "All Good Things...")
- The weapon placements shown on the ships appearing in "All Good Things" match the locations noted in Sternbach's original sketch of the design. Elements described in his sketch that were not stated on screen include the fact that the ship was armed with phaser emitters at these locations as well as the forward most position was the location of the ship‘s torpedo launcher.
In a second possible future timeline variant, disruptor fire from one of these vessels was essentially ineffective against Starfleet ablative generator-deployed hull armor. This class was also relatively inferior in firepower to the uprated Nova Class. (VOY: "Endgame")
In the Mirror Universe, this design was described by Intendant Kira Nerys as being "quick and powerful", however, were not without their weaknesses; specifically, their targeting systems could be easily fooled. Additionally, the ship proved to be unable to lock onto an enemy vessel attacking from close proximity. (DS9: "Shattered Mirror", "The Emperor's New Cloak") This class was not initially equipped with a cloaking device, but briefly acquired one in 2375 after one was stolen by Quark and Rom from the IKS Rotarran, a prime universe Klingon Bird-of-Prey. Rom was successful in installing the cloak, but in doing so performed an act of sabotage, which resulted in the loss of all primary systems on the ship coinciding with the disengaging of the cloak. (DS9: "The Emperor's New Cloak")
Type:[edit]
- Class: IKS (or IKV) Negh'Var
- Designation: Warship, Model Number N5
- Types: Battleship Dreadnought Heavy Carrier Strategic Command Vessel. Tactical Fleet Flagship
- Ships in Class: 20 (Mostly N4 and N5 variants.)
Commissioned: 2300's
Dimensions:[edit]
- Length: 2,238.58 feet (682.32 meters), though reports vary from 640 – 750 m.
- Height: 448.33 feet (136.65 meters). This has been reported as only 120m in one report.
- Width: 1,542.29 feet (470.09 meters). This has been reported as only 350m in one report.
- Mass: 4,310,000 metric tons (Deep Space Nine: Technical Manual), though one report states 8,800,000 mt.
- Decks : 34 with full life-support, 39 total
[edit]Crew:
- Accommodation: staffing varies wildly aboard Negh'var vessels, but 2,500 plus flight crew and troops seems to be standard. An absolute minimum would seem to be 1340 (40 Officers and 1300 Crew). The absolute maximum is rated at 14,500.
Computer Systems[edit]
Primary Computer Systems: M-15 Isolinear III Processor (or equivalent)
Warp Propulsion Systems[edit]
Power Plant: Two M/A warp system STN-9
- Warp Speeds (TNG Scale)
- Normal Cruise: seems to vary between Warp Factor 5 and WF8, depending on source material.
- Maximum Cruise: seems to vary between Warp Factor 9.2 and WF 9.4, depending on source material.
- Maximum Rated: seems to vary between Warp Factor 9.4 and WF9.6 for 12 hours, depending on source material.
- Warp Nacelles (4):
- Stardrive: Uses a warp engine to travel faster that the speed of light.
- Without the Weapons Pod, The ship can travel at Warp Factor 7.0 on cruise (0.075 light years per hour), Warp Factor 9 Flank (0.17 Light Years per hour), and Warp Factor 9.6 Emergency (0.22 Light Years per Hour).
- With the Weapons Pod, the ship can travel at Warp Factor 6.5 on cruise (0.058 light years per hour), Warp Factor 8.5 Flank (0.141 Light Years per hour), and Warp Factor 9.1 Emergency (0.018 Light Years per Hour).
- Maximum Range: Effectively Unlimited by either Drive system. The ship carries about five years worth of supplies on board and a small hydroponic section.
- Power System: Anti Matter with 15 year life span. Ship normally only goes 5 years between the ship being refueling.
- Drive Type : Negh'var-Class Variant Grade 9.
Main Reactor : Negh'var-Class Twin-core Dilithium M/AM Reactor, Grade 19.
Impulse Propulsion Systems[edit]
Impulse: 1-2×FIG-7 Subatomic Unified Energy Impulse Units (or equivalent)
Impulse Drive=[edit]
four impulse systems K-HEU-6 (.9c), HoSHugh-Class Throttle Type, Grade 3.
- Impulse Engine (2): 20,000 each
- Sublight: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 0.6 percent of light per melee round.
- As an alternative, the starship can reach .99 of the speed of light but is normally restricted to slower speeds so that starship is not affected severely by time attenuation that occurs at the higher sublight speeds.
Cargo
- Cargo: Cargo holds are scattered about the ship that allows for carrying up to 200,000 tons of Cargo in addition to the standard compliment of supplies and ammunition.
- Cargo Bays: 2, multiple dorsal and ventral access ports.
Transporters[edit]
- 6-person, small cargo: 8
- 25-person, Troop movement: 10
- Cargo, recovery: 6
Remote Sensing Systems[edit]
Long Range Sensors: 25 Light Year Max Range.
Takes 1 minute/per light year for intensive scan
Takes 1 second/per light year for standard scan
General scan is almost instant up to maximum range.
Tactical Systems[edit]
Disruptor Cannon[edit]
Twenty ship-mounted disruptors connons; one large forward disruptor; four torpedo launchers
- Disruptors 4 Turrets, 2 fore, 2 aft-4 emitters
- Disruptor Bolts/Pulses 4 Turrets, 2 fore, 2 aft
- Disruptors K-GDM-3 (x10)
- 2 × Mark 18 pulse disruptor cannons, total output 200,000 TeraWatts
- 18 × Mark 12 disruptor cannons, total output 720,000 TeraWatts
- Mega Disruptor Mounts (2): These are mounted out on the wings of the ship and are in the same place as the pulse disruptors on the smaller bird of prey are located at. They are upgraded when compared to the phasers used on the K'T'Inga class battlecruiser. Used as anti-capital ship weapons and can take out frigates in one shot or do large amounts of damage to bases or larger ships and have a far longer range than the pulse disruptors. The Disruptor cannons can be combined or used separately. They cannot be used faster than the speed of light. Weapon has standard penalties to hit fighters and small targets. The barrels can be fired forward only but can be rotated 30 degrees horizontally or vertically.
- Range: 93,300 miles (150,000 km) in space and 93.3 miles (150 km) in an atmosphere.
- Rate of fire: Maximum of Three (3) times per minute per cannon.
- Payload: Effectively Unlimited.
- Twelve (12) banks of 2 Siege Disruptor Cannons: The ship primary beam weaponry not including special weapons that are mounted in the ships weapons pod. Four disruptor banks are located in the front of the ship, two disruptor banks are located on each side, and four disruptor banks are located aft. The weapon's damage is about equal to laser cannons used by the CAF but the Disruptors have a greater rate of fire. The disruptors are also slightly shorter ranged but only slightly. Both Disruptor Cannons in each bank can be linked or can be fired separately. They cannot be used faster than the speed of light. Weapon systems have half penalties to hit fighters and small targets.
- Range: 12,437 miles (20,000 km) in space and 12.4 miles (20 km) in an atmosphere.
- Rate of fire: Maximum of Three (3) times per minute each cannon.
- Payload: Effectively Unlimited.
Armament: Twenty ship-mounted disruptor cannons; one large forward disruptor; four torpedo launchers.
- Siege Disruptor Cannons (12 banks of 2 each): 1,000 each bank
Torpedoes[edit]
- 16 Triple Fire Photon torpedo tubes + 2,592 torpedoes, 5,184 casings (max. 160 reloads); or 8 x Triple Fire photon torpedo tube with 2,200 rounds
- Four (4) Photon Torpedo Launching Systems: The ship has four launchers mounted in the main hull of the ship. Two of the mounts are on the forward of the ship and the other two are on the aft of the ship.
- Effectively very similar to cruise missile launchers but instead of having groups of multiple launchers, the Klingon Empire has concentrated on launchers that can launch more than one torpedo at the same time. Once spread of torpedoes has been launched, the launchers must reload and rearm before launching another spread of torpedoes.
- Torpedoes have a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship). When drive goes dead, the torpedo will still cruise unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and torpedoes when dead are -25% to detect.) See Modified starship rules for more details, Torpedoes have minuses to hit small targets but are all considered smart missiles. Launchers can launch on multiple targets each.
- Range: Powered torpedo range is 8000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space
- Rate of fire: One at a time or in volleys of 2, or 4 per launcher, per melee round, for a maximum of 16 torpedoes.
- Payload: 200 Photon torpedoes each launcher (800 total)
Photon Torpedo Tube[edit]
Magazine Capacity:[edit]
Weapons Pods: The ship can carry a variety of different weapons pods. One pod has all torpedo launchers, another pod has just disruptor pods, and one pod has a mixture of both pod type. The type of pod carried or if one is carried depends on ships mission and the captains requests.
- Type 1 (Photon Torpedo Pod): The pod has four photon torpedo launchers in it. The payload for each launcher is less than the payload carried for the two internal launchers. Two launchers fire forward and two launchers fire aft. Effectively very similar to cruise missile launchers but instead of having groups of multiple launchers, the Klingon Empire has concentrated on launchers that can launch more than one torpedo at the same time. Once spread of torpedoes has been launched, the launchers must reload and rearm before launching another spread of torpedoes. Torpedoes has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship). When drive goes dead, the torpedo will still cruise unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and torpedoes when dead at -25% to detect.) Launchers can launch on multiple targets each.
- Range: Powered torpedo range is 8000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space
- Rate of fire: One at a time or in volleys of 2 or 4 per launcher, per melee round, for a maximum of 16 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next.
- Payload: 800 torpedoes (because the launchers are right next to each other they all use the same magazine).
- Type 2 (Mega Disruptor Pod): The pod has two mega-disruptors in it. Used as anti-capital ship weapons and can take out frigates in one shot or do large amounts of damage to bases or larger ships. The Disruptor cannons can be combined or used separately. They cannot be used faster than the speed of light. Weapon has standard penalties to hit fighters and small targets. The barrels can be fired either forward or behind and can be rotated 30 degrees horizontally or vertically.
- Range: 93,300 miles (150,000 km) in space and 93.3 miles (150 km) in an atmosphere.
- Rate of fire: Maximum of Three (3) times per melee per cannon.
- Payload: Effectively Unlimited.
- C. Type 3 (General Weapons Pod):
- Five (6) banks of 2 Siege Disruptor Cannons: The weapons damage is about equal to laser cannons used by the CAF but the Disruptors have a greater rate of fire. The disruptors are also slightly shorter ranged but only slightly. Both Disruptor Cannons in each bank can be linked or can be fired separately. They cannot be used faster than the speed of light.
- Range: 12,437 miles (20,000 km) in space and 12.4 miles (20 km) in an atmosphere.
- Rate of fire: Maximum of Three (3) times per melee each cannon.
- Payload: Effectively Unlimited.
- Two (2) Photon Torpedo Launching Systems: The payload for each launcher is less than the payload carried for the two internal launchers. One of the mounts is on the forward of the ship and the other is on the aft of the ship. Effectively very similar to cruise missile launchers but instead of having groups of multiple launchers, the Klingon Empire has concentrated on launchers that can launch more than one torpedo at the same time. Once spread of torpedoes has been launched, the launchers must reload and rearm before launching another spread of torpedoes. Torpedoes has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship). When drive goes dead, the torpedo will still cruise unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and torpedoes when dead at -25% to detect.)
- Range: Powered torpedo range is 8000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space
- Rate of fire: One at a time or in volleys of 2, or 4 per launcher, per melee round, for a maximum of 8 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next.
- Payload: 400 torpedoes (because the launchers are right next to each other they all use the same magazine).
- QUANTUM TORPEDOES
- MICROTORPEDOES
- TORPEDO OPERATIONS
Deflectors[edit]
Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5%
Primary Force Field=[edit]
Automodulated high capacity shield system total capacity 2,894,989.76 TeraJoules
High level structural support field
DEFLECTOR SYSTEMS/DEFLECTOR SHIELDS/Deflectors[edit]
Deflector System : SurghwI'-Class Conformal Multiphasic type, Grade 18.
Regenerative Shield System (Refit Option)
Ablative Armor Generators (Refit Options; Critical hull sections only)
Heavy Duranium/Tritanium double hull plus 25.0 cm High Density armor
INTERPHASE CLOAKING DEVICE[edit]
Mark 3.2b Klingon, ghomSo'wI'-Class Plasma Matrix Strategic type Cloaking Device
The Klingon Negh'Var class Attack Cruiser has a cloaking device that allows the ship to be undetectable by most sensors. The Klingon Empire originally got their cloaking technology from the Romulans but has since been able to both copy and improve on their cloaking technology. In phase world this system has the problem that it does not hide the ships signature on gravitic sensors (This is even more of a weakness on Romulan ships because they use a black hole in their power systems). The starship cannot raise shields or fire any weapons while cloaked, for one attack previous to cloaking, or just after decloaking.
Auxiliary Spacecraft Systems[edit]
- Fighter Compliment: 120 Ku'Rist Warp Fighters.
- Shuttles: 40 Assault Shuttles
- 12 Standard Shuttles
- Fighters: 100 Squadrons of 10 (1,000 two-man fighters)
- Breaching Pods: 100 (two-man pods)
- Assault Shuttles: 50 (one-man shuttles)
- Ground Assault Vehicles: 100 (ten-man units)
- Embarked Craft (Typical tactical configuration.)