The Alpha was built
for one purpose: Serve as a mobile, heavily armed fleet shipyard. With
this in mind, much work was done in designing the ship's systems and propulsion.
The First aspect was
the ship's super structure. Advances were made in materials fabrication
and Inertial Damping systems, not enough to permit the ship to turn on
a dime, but adequate enough to keep the ship from coming apart. Also integrated
in the ship's super structure were localized repair drones, to be dispatched
in order to quickly repair major structural damage in preparation for the
human repair teams to come in to restore systemary.
Next was making sure
the ship could get from star system A to star system B. Being to massive
to effectively use a S/B drive, work was done on the Geodesic Fold Array.
While this permits the ship to travel between stars, it limits the point
where it must be to travel. For in-system propulsion, 16 massive impulse
engines were situated across the after quarter of the massive ship.
Offensive concerns were
next. Being a large ship, the Alpha can support heavy weapons that are
scarce or impossible to use on conventional starships. The Crown jem is
the ship's Dimensional Cannon. Its weapon emplacements are spread across
the hull in such a way to provide as much coverage on all firing arcs as
possible. Defensively, the ship boasts shields literally thick enough to
bounce asteroids off of.
The final stages were
relating to crew, and manufacturing. In cavernous holds are factories capable
of churning out the components and materials necessary to repair all but
the most heavily damaged or depleted ship. As well, facilities and even
a city were established on Alpha, turning it into a sort of roving Port
of Call for the Dominion fleets.
Registry Number: DNX - 1-Alpha
Vehicle Type: Super Starship/ Mobile
Battlestation
Crew:
4,650 Officers
8,900 Troops
10,000 Support Personnel
6,500 Pilots
MDC by Location:
Command Tower - 25,000
Armored Blast Shutters
(2) - 10,000 each
Communications antennae
(12) - 600 each
Point Defense Pulse
Cannons (120) - 400 each
Medium Particle Cannons
(60) - 500 each
HI Heavy Lasers (30)
- 500 each
Main Gun Dimensional
Cannon (1) - 45,000
Cruise Missile Launchers
(60) - 500 each
Long Range Missile Launchers
(30) - 450 each
Medium Range Missile
Launchers (25) - 250 each
Short Range Missile
Launchers (20) - 150 each
Mini Missile Launchers
(30) - 100 each
Fleet Maintenance Module
- 250,000
Habitat Module - 450,000
Engineering Module -
500,000
Fleet Operations Modules
(4) - 100,000 each
Engines (16) - 75,000
each
Transdimensional Array
- 45,000
Geo-desic Fold Array
- 50,000
Bay Doors (6) - 6,500
each
Airlocks (50) - 500
each
HI Maneuvering Thrusters
(36) - 950 each
Variable Force Fields
(4) - 60,000 per side (360,000 per layer, 1,440,000 total)
Speed:
Driving on the Ground - Not Possible
Flying: The Alpha is simply too
massive to safely maneuver in an atmosphere. Ship's drives are capable
of reach .15c after about 10 hours of continual acceleration.
Star Drive: The Ship is to massive
for a S/B or contragravitonic drive; It is instead fitted with a Geo-desic
fold array which is capable of jumps covering 2500 light-years per day.
The Drive requires the grav well of a Jupiter class planet or larger to
form the initial fold.
Range: Effectively Unlimited; The
Alpha carries supplies and fuel or a 50-year journey
Statistical Data:
Height: 4.6 kilometers at maximum
cross-section
Width: 24 kilometers from side to
side
Length: 50 kilometers
Weight: an estimated 60.5 billion
metric tons or more
Cargo: The Alpha has 24 cargo bays
with 150,000 cubic feet of space. The Hanger decks are able to support
up to three 1.6KM long starships or several smaller vessels at any one
time
Power System: Combination of 16
Fusion reactors, 24 Antimatter Reactors, Transdimensional array and 1 Type
4 Quantum reactor. All possess an operational life span of 45 years
Cost: Not available on the Market;
is a one of a kind vessel
Weapon Systems:
Main Gun Dimensional Cannon (1; fixed
forward)
Mega-Damage: Transforms all matter
in the area of effect (20,000 mile long by 10 mile wide) into its exact
opposite, antimatter counterpart, triggering a massive antimatter reaction.
Range: 20,000 miles
Rate of Fire: Once every 12 hours
Payload: Due to Energy requirements,
the Dimensional Cannon can only be fired twice per day
Point Defense Pulse Cannons (120):
Mega-Damage: 4D6 x 10 MD per burst
Range: 25,000 feet
Rate of Fire: Equal to the Hand-to-hand
of the defense computer
Payload: Effectively Unlimited
Medium Particle Cannons (60)
Mega-Damage: 4D4 x 100 MD per turret
Range: 25 miles
Rate of Fire: Equal to the Hand-to-hand
of the defense computer
Payload: Effectively Unlimited
HI Heavy Lasers (30)
Mega-Damage: 2D6 x 1000 MD
Range: 500 miles
Rate of Fire: Equal to the hand-to-hand
of the gunner
Payload: Effectively Unlimited
Cruise Missile Launchers (60)
Mega-Damage: 4D6 x 100 MD or 3d6
x 100 MD
Missile Type: Stealth Antimatter*
or Chroniton
Range: 2500 miles
Rate of Fire: One at a time or in
volleys of two, six, eight, twelve, or sixteen per melee
Payload: 600 per launcher (36,000
total)
*+5 to strike due to stealth nature
Long Range Missile Launchers (30)
Mega-Damage: 4D6 x 10
Missile Type: Antimatter Multiwarhead
Range: 500 Miles
Rate of Fire: One at a time or in
volleys of two, six, eight, twelve, or sixteen per melee
Payload: 1200 per launcher (36,000
total)
Medium Range Missile Launchers (25)
Mega-Damage: 2D8 x 10 MD
Missile Type: Fusion
Range: 300 miles
Rate of Fire: One at a time or in
volleys of two, six, eight, twelve, or sixteen per melee
Payload: 1200 (30,000 total)
Short Range Missile Launchers (20)
Mega-Damage: 2D4 x 10 MD
Missile Type: Plasma
Range: 150 Miles
Rate of Fire: One at a time or in
volleys of two, six, eight, twelve, or sixteen per melee
Payload: 1200 (24,000 total)
Mini Missile Launchers (60)
Mega-Damage: 2D6 x 10 MD
Missile Type: Heavy Plasma
Range: 16 miles
Rate of Fire: One at a time or in
volleys of two, six, eight, twelve, or sixteen per melee
Sensors and Systems: Same as other
dominion ships but with 50% more range.
Defense Computer:
24 attacks per melee
Track 350 targets simultaneously and Identify
10,000
+4 to strike
Combat Information:
Attacks per melee: 35
The Arc Angel is the
first of its line. The vessel measures in at just over a kilometer in length
and has adequate firepower to destroy a planet in a matter of minutes.
Most unusual is the
fact that unlike other ships of this size, the Arc Angel has 3 layers of
variable shielding. The ship boasts a rare, hard to find piece of technology
that allows it to travel transdimensional. Replacing the Contra-gravitonic
drive is the newer and more powerful Sol-Bianca drive for interstellar
flight.
Tactical systems include
two powerful heavy particle beam cannons, lasers, pulse cannons, and missiles.
Recently, a Mage Corps innovation was added to the Arc Angel's arsenal,
the Magic Missile launcher system.
During its operational
lifetime, the vessel has received numerous refits and system upgrades as
Dominion technology advanced. The Arc Angel is currently the flagship for
the Earth Battle group, Sol sector.
Since her commissioning, the Arc Angel
has been joined by 46 sister ships, six of which were lost during the early
days of the A'karim war.
As the design advanced,
upgrades and replacements were made to the ship, including the inclusion
of Armor Technology, and the chroniton cannons. Aside from these, the Arc
Angel class ship has seen relatively little need for major redesigns or
refits.
Among the sister ships
of the Arc Angel is the Odyssey, presently under the command of Admiral
Mariahna Greyshadow. She has served the fleet with distinction and represents
the latest generation of upgrades and system hardware. The Odyssey is presently
serving as Flagship for the 1th Fleet, Odyssey Battlegroup

Registry Number: DNX - 1
Category:
Heavy ExplorerClass: Arc Angel
Crew:
2340 Regular
1000 Troops
300 Pilots
3640 total
MDC by Location:
*Reinforced
Bridge – 20,000
Protective Blast
Shutters – 1500
**Main Body –
250,000
Heavy Chroniton
Cannons (2) - 1800 each
Medium Particle Beam
Cannons (16) - 1400 each
Cruise Missile
Launchers (8) - 1600 each
Mini Missile
Launchers (24) - 240 each
Micro-Missile
Launchers (50) – 120 each
Magic Missile
Launchers (80) – 240 each
Medium Range
Launchers (8) – 200 each
Long Range Launchers
(6) – 400 each
Secondary Particle
Batteries (2) - 1400 each
Point Defense Pulse
Cannons (32) - 200 each
Landing Struts (8) –
350 each
***Impulse
Engines (4) - 1500 each
****Sol Bianca
Drive - 1000
*****Transdimensional
Drive - 500
Variable Force Fields
(3) - 16,000 per side (96,000 totals per layer; 288,000 overall)
Armor Generators (12)
– 200 each
*Destroying
the reinforced bridge will cripple the ship
**Depleting
the MDC of the main body will cripple the ship rendering it uninhabitable.
All major systems will be damaged and offline. Reducing the ship to -250,000
MDC will cause the ship to explode, doing 6D6 x 10,000 to a 5 mile area
***Destroying
an impulse engine reduces speed by 25%.
****Destroying
the Sol-Bianca Drive will prevent the ship from traveling at FTL speeds
*****Destroying
the Transdimensional Drive will strand the ship in whatever dimension it is
currently in.
Speed:
Driving on the ground: not possible
Flying Mach 8
in an atmosphere. Capable of reaching .25c in space.
Star Drive:
Sol-Bianca Drive maximum speed 16 light years per hour. The Transdimensional
drive can be used three times per day
Range:
effectively unlimited; carries enough supplies and resources for a 14 year
voyage
Statistical Data:
Height: 217
meters
Width: 831
meters
Length:
1,620 meters
Weight:
4,860,000 tons
Cargo: 2100
tons space
Power System:
4 Impulse Fusion Reactors, 1 Sol Bianca and 1 Transdimensional drive
Cost: Not
available on the market
Weapon Systems:
1.
Main Gun
Heavy Chroniton Cannons (2; fixed forward)
The batteries
consist of single heavy chroniton cannons, capable of passing through most
known forms of shields and force fields. Each cannon can target independent
craft, or be locked onto the same target
Primary Purpose:
Anti-starship/space station/installation
Secondary
Purpose: Anti-fleet
Mega-Damage:
4D6 x 100,000 MD per dual blast; 2D6 x 100,000 per single blast
Range: 24,000
miles in space (5,000 miles in an atmosphere)
Rate of Fire:
Once per melee per cannon; each cannon is capable of targeting ships
independently of each other
Payload:
Effectively unlimited; linked into the impulse drive
2.
Medium
Particle Beam Cannons (16)
Primary Purpose:
Assault
Secondary
Purpose: Defense
Mega-Damage:
2D4 x 100 MD per blast
Range: 4
miles in space (12,000 feet in an atmosphere)
Rate of Fire:
Equal to the hand to hand attacks of the gunner
Payload:
Effectively unlimited; independent power supply
3.
Cruise
Missile Launchers (8; 4 on top, 4 on bottom)
Primary Purpose:
Anti-starship
Secondary
Purpose: Anti-installation
Mega-Damage:
4D6 x 100 MD (100' blast radius)
Missile Type:
Stealth Tachyon*
Range: 10,000
miles
Rate of Fire:
Volleys of 6 missiles per launcher per melee
Payload: 2560
total (32 per launcher)
*Smart missiles;
have an + 3 to strike
4.
Secondary
Particle batteries (2)
4 Particle Cannons
are mounted in each battery for a total of 8 cannons
Primary Purpose:
Anti-starship
Secondary
Purpose: Anti-installation
Mega-Damage:
2D6 x 1000 MD per simultaneous blast
Range: 100
miles in space; 16 miles in an atmosphere
Rate of Fire:
equal to the hand to hand of the gunner; capable of targeting ships
independently of each other
Payload:
effectively unlimited; independent power supply
5.
Mini
Missile Launchers (24)
Mega-Damage:
1D6 x 10 MD (15' foot blast radius)
Missile Type:
Plasma*
Range: 1 mile
Rate of Fire:
Volleys of two, four, six or eight per launcher
Payload: 240
per launcher
6.
Micro
Missile Launchers (50)
Mega-Damage:
6D6 MD to a 3-foot radius
Range: 4
miles (2 miles in space)
Rate of Fire:
One at a time or in volleys of 2, 4, 6, 8, 10, 12, or 14 per melee
Payload: 3400
per launcher
7.
Magic
Missile Launchers (80)
Mega-Damage:
2D6 x 10 MD
Missile Type:
Magical enchantment
Range: 40
miles
Rate of Fire:
Volleys of 6, 12, 24, or 28 per melee
Payload:
launcher has 12,600 charges. Recovers 5% of total charges per hour
8.
Point
Defense Pulse Cannons (32)
Mega-Damage:
1D6 x 10 MD
Range: 24
miles
Rate of Fire:
Equal to the hand to hand of the gunner
Payload:
effectively unlimited; linked to main power
9.
Medium
Range Missile Launchers (8)
Mega-Damage: 4D4 x 10 MD
Missile Type:
Multi-warhead
Range: 200
miles
Rate of Fire:
One at a time or in volleys of 2, 4, 6 or 8 per melee
Payload: 800
per launcher
10.
Long
Range Missile Launchers (6)
Mega
Damage: 3D6 x 10 MD
Missile
type: Nuclear Multi-warhead
Range: 500
miles
Rate of Fire:
One at a time or in volleys of 2, 4, or 6 per melee
Payload: 900
per launcher
Combat Data:
Attacks/Actions: 26 attacks per melee
+ 4 on initiative, +3 to strike, + 2 to dodge
* Has an + 3 to strike
Sensors and Systems:
1.
Sensors
·
Radar, Sonar, Subspace, Bio-sensors,
Radiation, Thermo graphic, Motion and gravity wave, Mass spectrum, Energy
Spectrum, Bio-mass sensors, Full Spectrum Optics, Magnetic Field Sensors,
Hyperspace Sensors
·
Range: 2,000,000 miles for the radar,
sonar, radiation, Motion and Gravity Wave sensors, 35 light years for the
subspace and Hyperspace sensors. Bio-mass sensors have a 17.5 light year
range, Bio-sensors 6.4 AU range. Energy Spectrum sensors have a range of 10
light years. Full Spectrum Optics can see 24.6 light years (24 AU without
digital enhancement).
·
Mass Spectrum Sensors: Determine Material
Make-up, Material age, and estimated density of metal. Also includes a
Chemical Spectrum analyzer. Effective Range for Mass Spectrum Sensors: 28
light years.
·
Hyperspace Sensors: Can detect approaching
fold corridor or vessels using hyperspace based drive systems. Can also
register Unique power signatures
·
Can detect ships using a Phase or Gravity
drive as far as 9 light-year away
2.
Advanced
Alarms
·
Has motion detectors strategically located
across the hull. An alarm sounds when anything with a mass of more then 100
lbs. comes within 100 feet of the hull and if the outer hatches are opened.
3.
Transdimensional Sensors
·
Detect ships about to emerge from
Transdimensional space
·
Locate spatial and dimensional anomalies
as far away as 8 light-years
·
Detect starships traveling at FTL speeds
are far away as 25 light-years
4.
Transdimensional & Hyperspace Radio
·
The Transdimensional radio can reach
across the dimensional barrier and has a in-dimensional range of 1,000
light-years
·
The Hyperspace radio has a maximum range
of 25,000 light-years
5.
Combat
Computer
·
Controls the Point Defense lasers and the
Secondary Particle Batteries. These weapon systems have their independent
systems.
·
15 attacks per melee, + 3 to strike
6.
Cloaking
Device
·
When the cloaking device is active, it
renders the ship undetectable by sensors and magic except those spells and
abilities that can see the invisible
·
Weapons cannot be fired while the
ship is cloaked and only one layer of shields can be active.
7.
Transporter
System
·
The Odyssey has 8 personnel transporters,
3 standard cargo transporters and one super cargo transporter
·
The Personnel transporters can handle up
to 20 persons and 1 ton of equipment and have an effective range of 180,000
miles
·
The standard cargo transporters can handle
up to 100 tons of materials and have an effective range of 150,000 miles
·
The super cargo transport has no effective
weight limit; if it fits, it can be transported. The super cargo transporter
has an effective range of 130,000 miles
8.
Armor
Defense System
·
MDC location x 0.4 for the MDC of the
armor located there. IE: Missile Launcher has 200 MDC, 200 x 0.8 = 160 MDC for
the Armor located over it
·
Armor System and the Force Fields are
incompatible, and only one or the other can be active at any one time. A
safety feature built in will automatically engage the Armor for any shield
location that was depleted
·
The ADS can function while the cloak is
up, but at only half its usual effectiveness
·
Regenerates at the same rate as the
shields
·
Because this is the MK III version, the
ADS can function with only 25% of its generators operational
·
Type: Ablative; half damage from
heat/plasma weapons and ¼ damage from energy based weapons due to ablative
dissipation
9.
Metaphasic
(aka Star shield) Shielding
·
Protects the ship from the effects of
radiation and heat while within the corona or heart of a star. Shield has a
maximum duration of 36 hours before it will begin to degrade at a rate of 5%
effectiveness per half hour. At the 75% effectiveness mark, radiation will
begin to leak through (apply standard radiation exposure penalties to the
crew). At the 70% mark, the hull begins to degrade at 4d6 x 10 MD per minute.
Additional Vehicles:
100 Fighters
25 Corvettes
80 Power Armors
40 Robots
1 APC
4 Troop shuttles
3 standard shuttles
1 Civilian Shuttle
Crusader
The Crusader has been in the Dominion fleets
since the beginning, being the first cruiser class to be produced. The
design is an venerable as the Arc Angel, and has served the fleets well.
Registry Number: DNX - 7
Vehicle Type: Heavy Cruiser
Crew:
30 command personnel
275 Combat personnel
100 enlisted
405 total crew
MDC by Location:
Command Deck - 21,000
Communications Array
- 150
Main Gun - 10,500
Cruise Missile Launchers (5) - 4200 each
Long Range Missile Launchers (6) - 2100 each
Medium HI Laser Cannons (12) - 1000 each
Medium Range Missile Launchers (4) - 1050 each
Micro Missile Launchers (25) - 525 each
Engineering Deck - 21,000
Wings (2) - 10,000 each
Landing Struts (6) - 600 each
Fusion Engines (3) - 14,000 each
Transdimensional Drive - 14,000 each
Variable Force Fields (2) - 10,000 per side (60,000
total per layer, 120,000 over all)
Main Body: 65,790
Speed:
Driving on the ground: not possible
Flying: Mach 8 in an atmosphere, Mach 16
in space; Sublight drives capable of .3c continuous thrust
FTL: Capable of traveling at a rate of
12 light-years per hour
Range: Ship has sufficient fuel and supplies
for a 18 month voyage
Statistical Data:
Length: 305 meters
Width: 198 meters wing tip to wing tip
Height: 30.5 meters at maximum cross-section
Weight: 3806 tons
Power System: Combination Fusion and transdimensional,
each with an estimated operational life span of 25 years
Cargo Space: 20,000 cubic foot hanger bay
Cost: Not available on the open market
Weapon Systems:
Main Gun
Mega-Damage: 1D6 x 1000 MD
Range: 700 miles in space
Rate of Fire: Once per melee
Payload: Effectively unlimited; linked
into fusion generators
Cruise Missile Racks (5)
Mega-Damage: 4D6 x 100 MD
Missile Type: Antimatter
Range: 1000 miles
Rate of Fire: One at a time or in volleys
of 4 per melee
Payload: 50 missiles (125 total
Long Range Missile Racks (6)
Mega-Damage: 4D6 x 10 MD
Range: 500 miles
Rate of Fire: One at a time or in volleys
of 2, 4, or 6 per melee
Payload: 60 missiles (360 total)
Medium HI Laser Cannons (12)
Mega-Damage: 2D6 x 100 MD per shot
Range: 160 miles in space
Rate of Fire: equal to the hand to hand
attacks of the gunner
Payload: Effectively Unlimited
Medium Range Missile Racks (4)
Mega-Damage: 2D6 x 10 MD
Range: 100 miles
Rate of Fire: One at a time or in volleys
of 2, 3, or 4 per melee
Payload: 48 missiles (192 total)
Micro Missile Launchers (25)
Mega-Damage: 6D6 MD
Missile Type: Naruni K-Hex
Range: 5 miles
Rate of Fire: One at a time or in volleys
of 2, 4, 6, or 8 per melee
Payload: 48 per launcher (1200 total)
Combat Data:
Attacks/Actions: 12 attacks per melee
+ 4 on initiative, +3 to strike, + 2 to
dodge
Sensors and Systems:
Same as the Arc Angel
Additional Vehicles:
50 space fighters
4 Shuttles
36 Power Armor and 12 Robots
Registry Number: DNX - 9
Vehicle Type: Space Battleship
Crew:
300 command personnel
2750 Combat personnel
1000 enlisted
4050 total crew
MDC by Location:
Command Deck - 63,000
Communications Array
- 450
Main Gun - 31500
Cruise Missile Launchers
(15) - 12600 each
Long Range Missile Launchers
(18) - 6300 each
Medium HI Laser Cannons
(36) - 3000 each
Medium Range Missile
Launchers (12) - 3150 each
Micro Missile Launchers
(75) - 1575 each
Point Defense Pulse
Cannons (72) - 400 each
Engineering Deck - 63,000
Wings (2) - 30,000 each
Landing Struts (6) -
1800 each
Fusion Engines (3) -
44,000 each
Transdimensional Drive - 42,000 each
Variable Force Fields
(2) - 10,000 per side (60,000 total per layer, 120,000 over all)
Main Body: 450,000
Speed:
Driving on the ground: not possible
Flying: Mach 5 in an atmosphere, Mach 10
in space; Sublight drives capable of .3c continuous thrust
FTL: Capable of traveling at a rate of
12 light-years per hour
Range: Ship has sufficient fuel and supplies
for an 18-month voyage
Statistical Data:
Length: 3,915 meters
Width: 491.5 meters wing tip to wing tip
Height: 130.5 meters at maximum cross-section
Weight: 110,418 tons
Power System: Combination Fusion and transdimensional,
each with an estimated operational life span of 25 years
Cargo Space: 80,000 cubic foot hanger bay
Cost: Not available on the open market
Weapon Systems:
Main Gun
Mega-Damage: 4D6 x 100,000 MD
Range: 700 miles in space
Rate of Fire: Once per melee
Payload: Effectively unlimited; linked
into fusion generators
Cruise Missile Racks (15)
Mega-Damage: 4D6 x 100 MD
Missile Type: Antimatter
Range: 1000 miles
Rate of Fire: One at a time or in volleys
of 4 per melee
Payload: 150 missiles (2250 total)
Long Range Missile Racks (18)
Mega-Damage: 4D6 x 10 MD
Range: 500 miles
Rate of Fire: One at a time or in volleys
of 2, 4, or 6 per melee
Payload: 180 missiles (3240 total)
Medium HI Laser Cannons (36)
Mega-Damage: 2D6 x 100 MD per shot
Range: 160 miles in space
Rate of Fire: equal to the hand to hand
attacks of the gunner
Medium Range Missile Racks (12)
Mega-Damage: 2D6 x 10 MD
Range: 100 miles
Rate of Fire: One at a time or in volleys
of 2, 3, or 4 per melee
Payload: 144 missiles (1728 total)
Micro Missile Launchers (75)
Mega-Damage: 6D6 MD
Missile Type: Naruni K-Hex
Range: 5 miles
Rate of Fire: One at a time or in volleys
of 2, 4, 6, or 8 per melee
Payload: 48 per launcher (3600 total)
Point Defense Pulse Cannons (72)
Mega-Damage: 2D6 x 10 MD
Range: 50 miles
Rate of Fire: Equal to the hand to hand
of the gunner
Payload: Effectively Unlimited
Combat Data:
Attacks/Actions: 26 attacks per melee
+ 4 on initiative, +3 to strike, + 2 to
dodge
Sensors and Systems:
Sensors
Radar, Sonar, Subspace, Biosensors, Radiation,
Thermographic, Motion and gravity wave sensors
Range: 900,000 miles
Can detect ships using a Phase or Gravity
drive as far as 3light-year away
Advanced Alarms
Has motion detectors strategically located
across the hull. An alarm sounds when anything with a mass of more then
100 lbs. comes within 300 feet of the hull and if the outer hatch is opened.
Transdimensional Sensors
Detect ships about to emerge from transdimensional
space
Locate spatial and dimensional anomalies
as far away as 6 light-years
Detect starships traveling at FTL speeds
are far away as 10 light-years
Transdimensional & Hyperspace Radio
The transdimensional radio can reach across
the dimensional barrier and has a in-dimensional range of 100 light-years
The Hyperspace radio has a maximum range
of 200 light-years
Combat Computer
Controls the Point Defense Pulse Cannons.
These weapon systems have their independent systems.
15 attacks per melee, + 3 to strike
Cloaking Device
When the cloaking device is active, it
renders the ship undetectable by sensors and magic except those spells
and abilities that can see the invisible
Weapons cannot be fired while the ship
is cloaked and only one layer of shields can be active.
Transporter System
The Solstice has 8 personnel transporters,
3 standard cargo transporters and one super cargo transporter
The Personnel transporters can handle up
to 20 persons and 1 ton of equipment and have an effective range of 180,000
miles
The standard cargo transporters can handle
up to 100 tons of materials and have an effective range of 150,000 miles
The super cargo transport has no effective
weight limit; if it fits, it can be transported. The super cargo transporter
has an effective range of 130,000 miles
Additional Vehicles:
150 space fighters
12 Shuttles
108 Power Armor and 36 Robots
Registry Number: DNX - 18
Vehicle Type: Scout
Class: Solarstorm
Crew: 26
MDC by Location
*Cockpit - 2000
Heavy Particle Cannons (2) -
Point Defense Lasers (4) -
Long Range Missile Launchers (2) -
Mini Missile Launchers (6) -
**Engines (2) -2000 each
***Wings (2) -1500 each
****Sol Bianca Drive - 1000
*****Transdimensional
Engine Array - 600
Landing Struts (5) -
400 each
Landing Ramp - 650 each
Airlocks (2) - 150 each
Hanger Bay - 1000
Variable Force Field - 1000 per side (6000 total)
******Main Body - 4000
*Destroying the cockpit will kill the command
crew, and reducing the bonuses of the ship to that of a space fighter…a
really damaged, gimp, lame fighter. The ship can be controlled from the
engine bay
**Destruction of one engine will reduce
speed by 50%, and one long range missile launcher will be lost
***Loss of one or both wings will prevent
flight in an atmosphere
****Depleting the MDC of the SB Drive will
prevent the vessel from achieving FTL speeds
*****Destroying the Transdimensional Engine
Array will prevent interdimensional travel.
******Depleting the MDC of the main body
will destroy the ship in a fiery explosion doing 1D6 x 1000 MD to a 1-mile
area
Speed:
Flying: The Fusion drives can achieve .34c
maximum. In an atmosphere flight speed is restricted to mach 4 or less
to prevent undo stress on the space frame.
FTL: The SB drive can cover 10 Light-years
per hour
Range: Effectively unlimited; ship carries
supplies for a 6-month mission
Statistical Data:
Height: 12 meters at maximum cross section
Width: 78 meters
Length: 93 meters
Weight: 35,000 tons
Cargo Space: sufficient room for 1 fighter
or shuttle, 3 Robots or 6 power armor
Power System: Fusion engines
Weapon Systems:
Heavy Particle Cannons (2; fixed forward)
Mega Damage: 2D6 x 1000 MD
Range: 12,000 miles
Rate of Fire: Once every 4 minutes
Payload: Effectively unlimited; recharge
rate allows a maximum of 24 shots per day
Point Defense lasers (4):
Mega Damage: 3D6 x 10 MD
Range: 2 miles
Rate of Fire: equal to the hand to hand
of the gunner
Payload: Effectively unlimited; has independent
power supply
Long Range Missile Launchers (2)
Mega Damage: 2D6 x 10 MD (Blast Radius
of 12 feet)
Missile Type: Antimatter
Range: 500 miles
Rate of fire: One at a time or in volleys
of 2, 3 or 4 per melee
Payload: 16 total (8 per launcher)
Mini Missile Launchers (6)
Mega Damage: 2D6 x 10 MD (Blast radius
of 6 feet)
Missile Type: Heavy Plasma
Range: 4 miles
Rate of Fire: One at a time or in volleys
of 2, 4 or 6 per melee
Payload: 72 total (12 per launcher)
Combat Data:
Attacks/Actions: 26 attacks per melee
+ 4 on initiative, +3 to strike, + 7 to
dodge
Sensors and Systems:
Senors
Radar, Sonar, Subspace, Bio-sensors, Radiation,
Thermographic, Motion and gravity wave sensors
Range: 1,000,000 miles
Can detect ships using a Phase or Gravity
drive as far as 1 light-year away
Advanced Alarms
Has motion detectors strategically located
across the hull. An alarm sounds when anything with a mass of more then
100 lbs. comes within 300 feet of the hull and if the outer hatch is opened.
Transdimensional Sensors
Detect ships about to emerge from transdimensional
space
Locate spatial and dimensional anomalies
as far away as 4 light-years
Detect starships traveling at FTL speeds
are far away as10 light-years
Transdimensional & Hyperspace Radio
The transdimensional radio can reach across
the dimensional barrier and has a in-dimensional range of 100 light-years
The Hyperspace radio has a maximum range
of 200 light-years
Combat Computer
Controls the Point Defense Pulse Cannons
and the Secondary HI Laser batteries. These weapon systems have their independent
systems.
8 attacks per melee, + 3 to strike
Cloaking Device
When the cloaking device is active, it
renders the ship undetectable by sensors and magic except those spells
and abilities that can see the invisible
Weapons cannot be fired while the ship
is cloaked and only one layer of shields can be active.
Transporter System
The Solarstorm has 2 personnel transporters,
1 standard cargo transporter and one super cargo transporter
The Personnel transporters can handle up
to 5 persons and 800lbs. of equipment and have an effective range of 180,000
miles
The standard cargo transporters can handle
up to 100 tons of materials and have an effective range of 150,000 miles
The super cargo transport has no effective
weight limit; if it fits, it can be transported. The super cargo transporter
has an effective range of 130,000 miles
Registry Number: DNX - 37
Vehicle Type: Frigate
Class: Ophiuchi
Crew:
Officers: 30
Enlisted Crew: 100
Pilots: 20
Total Crew: 150
MDC by Location:
*Command Tower: 100
Missile Launchers/Wings (2) - 200 each
Launch Bays (2) - 400 each
Main Gun Heavy Particle Beam Cannon (1; fixed forward)
- 600
Secondary HI Laser Cannons (4; fixed forward) -
300
Pulse Cannon Batteries (12) - 200 each
Rear Facing Light Particle Beam Cannons (4) - 150
each
**Engines (4) - 600
each
***Main Body - 2800
****Variable Force Fields (2) - 1000 per side (12,000
total)
* Destruction of the command tower will result
in the loss of long range sensors and communications. Control will be transferred
to engineering automatically. All bonuses are lost. 65% chance of losing
the Command crew
**Loss of one engine reduces overall speed
by 25%. Loss of two or more engines will cripple the ship's Meta-field
drive, as well as reduce speed by 25% per engine destroyed.
***Depleting the MDC of the main body will
cripple the ship, disabling life support and artifical gravity. The weapons,
with the exception of the main gun and HI laser batteries are capable of
fire
****The VFF restores itself at 5% of total
MDC per hour.
Speed:
Flying in an atmosphere: Not possible
Flying in Space: engines can achieve .3c
sublight.
FTL: The ship's Meta-field drive can cover
9 light-years per hour. The Transdimensional drive can be used 4 times
per day.
Range: Effectively unlimited; carries sufficient
supplies for a 1-year mission.
Statistical Data:
Height: 28 meters at maximum cross section
Width: 56 meters from wing tip to wing
tip
Length: 158 meters
Weight: 450,000 tons
Power System: 4 Fusion engines, 2 secondary
reactors, Transdimensional Array
Cargo: 2 10^3 cubic cargo bays with room
for 1500 tons of cargo
Cost: 6.4 Billion credits
Weapon Systems:
Main Gun Heavy Particle Beam Cannon (1;
fixed forward)
Mega-Damage: 1D6 x 100,000 MD
Range: 10,000 miles
Rate of Fire: Once per melee
Payload: Effectively unlimited
Secondary HI Laser Cannons (4; fixed forward)
Mega - Damage: 1D6 x 1000 MD per cannon;
4D6 x 1000 MD per combined blast
Range: 1000 miles
Rate of Fire: Three times per melee per
cannon
Payload: Effectively Unlimited
Pulse Cannon Batteries (12; 2 cannons per
battery for a total of 24 cannons)
Mega- Damage: 4D6 x 10 MD per burst only
per battery
Range: 500 miles
Rate of Fire: 8 bursts per melee
Payload: Effectively Unlimited
Missile Launchers (2)
Mega- Damage: 3D6 x 10 MD
Range: 250 Miles
Rate of Fire: One at a time or in volleys
of 2, 4, or 6 per melee
Payload: 70 missiles per launcher (140
total)
Combat Data:
Attacks/Actions: 16 attacks per melee
+ 4 on initiative, +3 to strike, + 2 to
dodge
Sensors and Systems:
Sensors
Radar, Sonar, Subspace, Bio-sensors, Radiation,
Thermographic, Motion and gravity wave sensors
Range: 200,000 miles
Can detect ships using a Phase or Gravity
drive as far as 1 light-year away
Advanced Alarms
Has motion detectors strategically located
across the hull. An alarm sounds when anything with a mass of more then
100 lbs. comes within 300 feet of the hull and if the outer hatch is opened.
Transdimensional Sensors
Detect ships about to emerge from Transdimensional
space
Locate spatial and dimensional anomalies
as far away as 2 light-years
Detect starships traveling at FTL speeds
are far away as 5 light-years
Transdimensional & Hyperspace Radio
The Transdimensional radio can reach across
the dimensional barrier and has a in-dimensional range of 100 light-years.
The Hyperspace radio has a maximum range
of 200 light-years
Cloaking Device
When the cloaking device is active, it
renders the ship undetectable by sensors and magic except those spells
and abilities that can see the invisible
Weapons cannot be fired while the ship
is cloaked and only one layer of shields can be active.
Transporter System
The Ophiuchi has 4 personnel transporters,
3 standard cargo transporters and one super cargo transporter
The Personnel transporters can handle up
to 20 persons and 1 ton of equipment and have an effective range of 180,000
miles
The standard cargo transporters can handle
up to 100 tons of materials and have an effective range of 150,000 miles
The super cargo transport has no effective
weight limit; if it fits, it can be transported. The super cargo transporter
has an effective range of 130,000 miles
Additional Vehicles:
30 VSF - 1 Novas
3 Troop Shuttles
2 Standard Shuttles
The Tsunami was developed after the Armageddon
class dreadnought in an attempt to produce a smaller, more maneuverable
dreadnought, as well as provides a test bed for some new weapon systems
from DynaTech Industries and Dominion R&D.
The heart of the Tsunami development project was to produce a smaller
dreadnought. With that in mind, the Draconis shipyards were chosen for
the construction site of the Tsunami, prototype of the class. Research
began immediately into producing weapons and systems that could fit in
a 650-meter long hull.
The Tsunami's offensive system revolves around the concept of fewer
but more powerful weapon systems in relation to her older cousin, the Armageddon.
With this in mind, creation of custom systems and designs moved forward.
After the retrieval of a derelict spacecraft from the deep range sectors,
technological break-throughs were made as systems and designs were reverse
engineered.
Registry Number: DNX - 125
Vehicle Type: Dreadnought
Crew:
75 Command Personnel
200 Troops
400 Enlisted
MDC by Location:
Armored Command Deck - 45,000
Point Defense Pulse Cannons (42) - 250 each
HI Laser Cannons (8) - 400 each
Heavy Ion Cannons (6) - 450 each
Multi Missile Launchers (12) - 250 each
Linear Beam Cannons (8) - 350 each
Engines (6) - 2400 each
Reinforced Escape Module - 3000
Reinforced Main Body - 250,000
Landing Struts (5) - 600 each
*Variable Force Fields (3) - 15,000 per side (90,000 per layer, 270,000
total)
*VFF regenerates 10% of total MDC per hour
Speed:
Driving on the Ground - Not Possible
Flying - Mach 6 in an atmosphere, Fusion drives are capable of reaching
.35c maximum
FTL - The ship's S/B drive are capable of a rate of 12 light-years
per hour. The TD Array can perform jumps 3x a day
Range: carries sufficient supplies for a 1-year tour
Statistical Data:
Height: 45 meters high
Width: 400 meters
Length: 650meters
Weight: 3,500,000 tons
Power System: 6 fusions drives, One Sol-Bianca FTL drive, One Transdimensional
array
Cargo: space for 100 tons of cargo
Weapon Systems:
Point Defense Pulse Cannons (42): Using the basic concepts of
pulse lasers as applied to magnetically controlled particle weapons; the
engineers of DynaTech devised the pulse canon technology. Pulse Cannons
consist of two emitters mounted in an armored turret
Mega Damage: 1D6 x 10 MD
Range: 20,000 feet
Rate of Fire: Equal to the Hand-to-Hand of the gunner
Payload: Effectively Unlimited
HI Laser Cannons (4): These, as purchased
from the markets as Phase world consist of high powered lasers mounted
in armored turrets with two cannons per barrel.
Mega Damage: 2D6 x 1000 MD
Range: 1200 miles
Rate of Fire: 3 times per melee
Payload: Effectively Unlimited
Heavy Ion Cannons (6): Using an enhanced
generation array and elements from the linear beam cannon systems, the
Heavy Ion Cannons are 'ball point' turrets capable of firing along multiple
planes of attack with 150 degree angle on a 360 degree rotation
Mega Damage: 3D4 x 100 MD
Range: 1000 miles
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
Multi-Missile Launchers (12): The multi-missile
launcher system is an attempt to merge and decrease overall size for the
missile class weapon systems. The result combines the long, medium, and
mini missile types in a launcher. Other variants possess the short-range
missile rather then the mini missile.
Mega Damage: Varies with missile type
Missile Type: varies
Range: Varies with missile type
Rate of Fire: One at a time or in volleys of 2, 4, or 6 per melee
Payload: 36 Mini Missiles, 18 Medium, and 9 long-range missiles
Linear Beam Cannons (8): Using a series of
cohesive field elements and magnetic generators, the Linear beam cannon
is capable of generating multiple points of fire in a manner similar to
the heavy ion cannons. Rather then a ball turret like arrangement, the
emitters are arranged in a stripe along the hull and patched directly into
the ship's power grid.
Mega - Damage: 3D4 x 10 MD
Range: 4500 miles
Rate of Fire: Equal to the hand to hand of the gunner
Payload: Effectively unlimited
Sensors and Systems:
Effectively the same as all other Dominion ships
Combat Data:
+5 Attacks per melee
+6 to strike, + 8 to dodge*, + 5 to initiative
*The Tsunami class ship is capable of completely dodging incoming attacks
in the same manner of a fighter when the roll is 12 or greater. Otherwise
treat the dodge normally
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