Alpha
Arc Angel
Crusader
Solstice
Solarstorm
Ophiuchi
Tsunami
Alpha
    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

    30,050 total crew

 

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)
    Main Body - 650,000

 

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
Payload: 2400 (144,000)

 

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
+3 to strike

 

Arc Angel
    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 Explorer

Class: 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
Solstice
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:
Additional Vehicles:
150 space fighters
12 Shuttles
108 Power Armor and 36 Robots
Solarstorm
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
Ophiuchi
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
Additional Vehicles:
30 VSF - 1 Novas
3 Troop Shuttles
2 Standard Shuttles
Tsunami
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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