'''Notes''':<br />'''Cargo Capacity''': Star Trek ships don’t measure their cargo capacity by mass, but by volume.
*'''Game Notes''': For simplicity’s sake, a ship’s maximum cargo capacity is rated as one tenth (1/10) its mass. For example a Galaxy Class starship has a mass of 4.5 million metric tons and a cargo capacity of 333,000 cubic meters. Therefore the allowed cargo capacity in metric tons is 450,000 metric tons inside of a 333,000 cubic meter volume.
'''Warp drive''': Warp drive was a technology that allowed space travel at faster-than-light speeds. It worked by generating warp fields to form a subspace bubble that enveloped the starship, distorting the local space-time continuum and moving the starship at velocities that could greatly exceed the speed of light. These velocities were referred to as warp factors.<br />'''Game Notes:'''
*Star Trek Ships do not travel as fast as Star wars Ships do via hyper drive systems. For the sake of simplicity, the hyper drive equivalent has been listed in parenthesis.
*Should a warp powered ship’s warp core detonate, there is a powerful explosion. The explosion causes 10D/8D/6D/4D/2D damage with an explosion radius of 0-1/2/3/4/5.
'''Navigational Computer''': The advanced computing power of the Nav Computer, an astrogation skill bonus is applied whenever one uses it to plot a faster than light course.
'''Computer Cores''': Most Star Trek ships contain multiple computer cores. Each core contains a copy of all information on board. Due to the advanced processing power of these computers, any individual using them for the computer programming skill gains the listed bonus.
'''Navigational Deflector''': Colliding with space debris when traveling at warp speeds can prove catastrophic to a starship and its crew. To avoid such mishaps, all warp-capable ships carry one or more navigational deflectors. A navigational deflector emits a series of shield-like waves of energy which "push" small objects out of the ship's path. The deflector works in conjunction with the long range sensors and is mounted directly in front of them so it doesn't interfere with their functions. A ship's crew can also use the navigational deflector to project a wide variety of electromagnetic and subspace energies, such as verteron particles or tachyon streams. Using the navigational deflector in this manner has saved ships from destruction and provided tactical advantages on numerous occasions.
*'''Game Notes''': Without a working Navigational Deflector a star trek ship cannot go to warp. When used as something other than a standard deflector, its accuracy rating is used as its strength for these operations at the same scale as the ship.
'''Transporters''': The transporter was a subspace device capable of almost instantaneously moving an object from one location to another. Transporters are able to dematerialize, transmit and reassemble an object. The act of transporting is often referred to as "beaming."
*'''Game Notes''': It is recommended that a new skill be used for using the transporters or as a specialty skill under sensors. The previous should also be considered when attempting to repair the transporters. The accuracy rating is the skill bonus. Transporters cannot transport through active shields. A ship’s hull can reduce the accuracy of transporters. In game terms this translates to half a ship’s hull rating equals a penalty towards accuracy. When beaming from one ship to another ship’s transporter there are zero penalties except for range.
'''Science Systems''': This bonus is added whenever a character is researching something.
'''Medical Facility''': Starfleet vessels equip and maintain one or more medical centers, often referred to as "sickbays." A typical sickbay includes a medical clinic for routine examinations and minor treatments, an intensive care unit, and one or more research laboratories. The doctors and nurses in sickbay can treat minor illnesses and injuries, including broken bones, in just a few minutes using advanced medical technologies and treatments. More serious injuries or ailments may require surgery, drug or nanite therapy, or other sophisticated procedures. A sickbay's ICU contains two or more biobeds, beds equipped with sophisticated sensors allowing medical personnel to obtain up-to-the-second data on a patient's condition. Larger ICUs may also contain one or more units doctors can seal off with force fields to create sterile environments. If a crewmember requires surgery, doctors can attach a surgical support frame (SSF) to his biobed. An SSF contains advanced medical and biological sensors, a bio-regenerative field generator, and equipment able to assist the doctor with surgery. The SSF can perform many routine procedures, such as administering drugs or anesthetics without supervision. It can also erect a force field around the biobed to create a sterile surgical environment.
'''Defenses'''
'''Hull''': The term hull refers to the body or frame of a ship or starship. Warp-worthy vessels must have a hull able to withstand extreme accelerations.
*'''Game Notes''': Star Trek ships only use their Hull rating when resisting the effects Ionization.
'''Structural Integrity Field''': The structural integrity field (abbreviated SIF) was a technology developed by spacefaring cultures to supplement the natural structural integrity of the material their starship hulls or other constructions were composed of. Engineers used a structural integrity force field to supplement the supports and bulkheads that gave a piece of architecture its shape. This technology was made necessary by the fantastic stresses and probability of a hull breach presented by warp fields and spatial phenomena present in the galaxy.
*'''Primary Back-up Structural Integrity Field''': This is used when the main Structural Integrity Field fails. A Moderate Capital Ship Repair roll is required to activate it. It can only be activated after the main structural integrity field fails completely.
*'''Secondary Back-up Structural Integrity Field''': This is used when the Primary Back-up Structural Integrity Field fails. A Very Difficult Capital Ship Repair roll is required to activate it. It can only be activated after the primary back-up structural integrity field fails completely.
'''Shields''': Deflector shields or screens, generally referred to simply as shields, were a type of force field that surrounds a starship, space station, or planet to protect against enemy attacks or natural hazards.
'''Maximum Shield Strength''': this value is used when maximum shield power is desired. As a side effect life support, propulsion (sub-light and warp), sensors, cloak (if any), navigational deflector, energy based weapons, and the transporters are at half power/effectiveness for as long as the shields are at maximum strength.
'''Back-up Shields''': This value is used when shields fail completely. Its power is to be divided evenly among all four shield arcs.
'''Defenses Notes''': When resisting standard damage the ship uses its “Hull + Armor + Structural Integrity Field + Shields”. When resisting Ionization damage the ship uses only its “Hull”.
'''Weapons'''<br />'''Disruptors''': The Klingons, Romulans, and Cardassians, among others, prefer disruptors to phasers. Disruptors use microscopic quantities of antimatter to generate powerful bolts of plasma. They cause more damage than a similar model of phaser but lack the phaser's versatility and utility as a tool. Disruptors reveal distinct energy signatures, making it easy to distinguish them from phasers in most circumstances.
'''Disruptor Fire Modes'''
*Standard beam: Base Damage
*Pulse beam: +1D damage; -1D fire control / pulse
'''Tractor Beams''': Starships use tractor beams—superimposed subspace/graviton force beams—to manipulate objects outside of the ship (most commonly done to assist shuttlecraft landings). By creating and manipulating spatial stress around an object, a tractor beam can pull it closer, push it away, hold it in place, tow it along, or sometimes even tear it apart. The beam's effective range depends on the distance and mass of the target object. Although normally considered an operations system, a tractor beam has many combat applications, so the Tactical Officer usually controls it during battle.
'''Photon Torpedoes''': Photon torpedoes were warp-capable tactical matter/antimatter weapons commonly deployed aboard starships and starbases by various organizations.
'''Shield Penetration''': Due to the advanced nature of star trek shields, the weaponry is designed to penetrate shields better. The shield penetration modifier is added to the damage rating only when an opponent’s shields are active. When no shields are active on the arc being fired upon, the bonus is not added. As a note it does not matter if the penetration bonus is greater than the shield arc rating.
'''Source''': [[user:thedemonapostle|thedemonapostle]] (derived the stats from various sources)
'''Capsule''': Keldon class warships were introduced by the Cardassian Union in the late 2360s, enlarging and improving upon the successful Galor-class design to better counter a new generation of designs by the Federation's Starfleet and other antagonistic states. Starfleet first encountered these vessels in 2371, by which time the Cardassians had built a considerable number of these ships. The Keldons were the top Cardassian ships of the Dominion War.
'''Capsule''': Keldon class warships were introduced by the Cardassian Union in the late 2360s, enlarging and improving upon the successful Galor-class design to better counter a new generation of designs by the Federation's Starfleet and other antagonistic states. Starfleet first encountered these vessels in 2371, by which time the Cardassians had built a considerable number of these ships. The Keldons were the top Cardassian ships of the Dominion War.
Revision as of 01:29, 8 November 2012
Name: Keldon Class Craft: Cardassian Keldon Class Cruiser Type: Battle Cruiser Class: Keldon Scale: capital Length: 371.88 x 192.23 x 70.13 meters Decks: 14 Mass: 1,678,000 metric tons Skill: capital ship pilot: Cardassian Systems Crew Skill: varies Autopilot Skill: sensors: 1D+1; pilot: 1D; shields: 1D; communications: 1D; command: 0D+1; gunnery: 1D+1 Crew: 500 Skeleton: 1/+15; 3/+10; 5/+5 Passengers: 750 Max Life Support: 8,500 Cargo Capacity: 166,000 metric tons Consumables: 2 years Warp Drive
Fire Arc: forward Crew: 1 Scale: capital Skill: capital ship gunnery Fire Control: Space Range: 1-3/10/30 Atmosphere Range: 10-30/100/300km Ammo: energy based Rate of fire: 5 Fire Modes: standard, pulse Shield Penetration: 1D+1 Damage: 9D+1
15 Type X Spiral-Wave Disruptors
Fire Arc: 5 forward, 1 starboard, 1 port, 4 aft, 2 dorsal, 2 ventral Crew: 1 Scale: capital Skill: capital ship gunnery Fire Control: Space Range: 1-3/10/30 Atmosphere Range: 10-30/100/300km Ammo: energy based Rate of fire: 3 Fire Modes: standard, pulse Shield Penetration: 2D+1 Damage: 7D+1
2 Torpedo Launchers
Fire Arc: 1 forward, 1 aft Crew: 1 Scale: capital Skill: capital ship gunnery Fire Control: Space Range: 2-30/100/350 Atmosphere Range: 15-300/1,000/3,500km Ammo: 250 Type II Photon Torpedoes Rate of fire: 10 Fire Modes: spread Shield Penetration: 1D+1 Damage: 6D+2
4 Tractor Beam Emitters
Fire Arc: 2 forward, 1 aft, and 1 in the shuttle bay Crew: 1 Scale: capital Skill: capital ship gunnery Fire Control: 3D+1 Space Range: 1/2/3 Atmosphere Range: 2/4/6km Ammo: energy based Rate of fire: 1 target per emitter per round Fire Modes: single shot Shield Penetration: N/A Strength: 6D
Compliment
Shuttle Craft: 20
Shuttle Pods: 0
Probes: 60
Escape Pods: 140
Capacity: 8 persons
Transporters
Personnel: 2
Range: 400 space units
Capacity: 6 persons
Accuracy: 5D
Cargo: 4
Range: 400 space units
Capacity: 400kg
Accuracy: 4D
Emergency: 4
Range: 150 space units
Capacity: 16 persons
Accuracy: 5D
Science Systems: science skills +0D+2 Medical Facility: first aid +0D+1
Source: thedemonapostle (derived the stats from various sources)
Capsule: Keldon class warships were introduced by the Cardassian Union in the late 2360s, enlarging and improving upon the successful Galor-class design to better counter a new generation of designs by the Federation's Starfleet and other antagonistic states. Starfleet first encountered these vessels in 2371, by which time the Cardassians had built a considerable number of these ships. The Keldons were the top Cardassian ships of the Dominion War.
Cardassian Keldon Class: Difference between revisions