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==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 Γ Mark 18 pulse disruptor cannons, total output 200,000 TeraWatts 18 Γ Mark 12 disruptor cannons, total output 720,000 TeraWatts Phase Disruptors, Pulse Type, Class 10 Power Output. Number : 12 twin cannon hemispherical arc turrets. Range : 250,000 km Arcs : Dorsal/Ventral; Port/Starboard; Forward/Mid/Aft. Phase Disruptors, Heavy Assault Cannon Type, Class 14. Number : 4 cannons. Range : 220,000 km Arcs : 2 forward, 2 aft. Phase Disruptors, Omnidirectional Crystal Type, Class 10. Number : 14 banks. Range : 300,000 km Arcs : Ventral, 4 arrays, Dorsal 4 arrays Forward, upper and lower arrays Aft, upper and lower arrays Port and Starboard 'waistline' arrays A. 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. 1. Range: 93,300 miles (150,000 km) in space and 93.3 miles (150 km) in an atmosphere. 2. Mega Damage: 2D4x1000 MDC each and can be combined for a damage equal to 4D4x1000. 3. Rate of fire: Maximum of Three (3) times per melee per cannon. 4. Payload: Effectively Unlimited. B. 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. 1. Range: 12,437 miles (20,000 km) in space and 12.4 miles (20 km) in an atmosphere. 2. Mega Damage: 2D6x100 each or 4D6x100 for both cannons in a bank. 3. Rate of fire: Maximum of Three (3) times per melee each cannon. 4. 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 Photon Torpedo Launchers Number : 12 tubes (Number of torpedoes, unknown.) Range : Tactical to'peng-Class Photon-Type : 1,900,000 km (N5) Strategic Duppeng-Class Flux-Type : 3,200,000 km (N5) Arcs : 4 forward, 4 aft, 2 port, 2 starboard torpedoes KP-10 (x2) Torpedo Tubes (4, 2 Forward & 2 Aft): 1,000 each External Weapons Pod: 15,000 C. 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. 1. 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. 2. 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. 3. 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 4. Mega-Damage & Properties: Photon Torpedoes (Matter/Anti-Matter Warheads): Old Series inflict 2D6x100 each, Star Trek Movies One through Six inflict 3D6x100, and Next Generation inflicts 4D6x100 each. 5. 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. 6. Payload: 200 Photon torpedoes each launcher (800 total) Photon Torpedo Tubes 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. A. 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.) 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. 1. 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 2. Mega-Damage & Properties: Photon Torpedoes (Matter/Anti-Matter Warheads): Old Series inflict 2D6x100 each, Star Trek Movies One through Six inflict 3D6x100, and Next Generation inflicts 4D6x100 each. 3. 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. 4. Payload: 800 torpedoes (because the launchers are right next to each other they all use the same magazine). B. 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. 1. Range: 93,300 miles (150,000 km) in space and 93.3 miles (150 km) in an atmosphere. 2. Mega Damage: 2D4x1000 MDC each and can be combined for a damage equal to 4D4x1000. 3. Rate of fire: Maximum of Three (3) times per melee per cannon. 4. Payload: Effectively Unlimited. C. Type 3 (General Weapons Pod): C1. 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. Weapons system have half penalties to hit fighters and small targets. 1. Range: 12,437 miles (20,000 km) in space and 12.4 miles (20 km) in an atmosphere. 2. Mega Damage: 2D6x100 each or 4D6x100 for both cannons in a bank. 3. Rate of fire: Maximum of Three (3) times per melee each cannon. 4. Payload: Effectively Unlimited. C2. 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.) 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. 1. 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 2. Mega-Damage & Properties: Photon Torpedoes (Matter/Anti-Matter Warheads): Old Series inflict 2D6x100 each, Star Trek Movies I-VI inflict 3D6x100, and Next Generation inflicts 4D6x100 each. 3. 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. 4. Payload: 400 torpedoes (because the launchers are right next to each other they all use the same magazine). QUANTUM TORPEDOES MICROTORPEDOES TORPEDO OPERATIONS ===Deflectors=== [3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (4500 MDC) per melee round. Armor: [2] Main Body: 150,000 [3] Variable Force Field: 15,000 a side (90,000 Total) 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. When attacking and if ship is not detected, the ship has +8 initiative bonus against a target that is not alerted and +4 initiative bonus against targets that are alerted (at general quarters). If the cloaked ship get a higher initiative, the ship can both raise its combat shields and can fire its weapons previous to any opponents attacks. Each time the ship main body gets damaged, the is a percentage chance the cloaking device will be damaged. This is done by determining the total damage the ship has sustained and dividing that by the amount of damage the ship can take (150,000 in the Negh'Var Dreadnoughts case) and getting a percentage of the hull that the ship has taken for damage. A percentile roll is then made. If the percentile roll is less than the percentage of damage the cloaking device is damaged and will be non operational.
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