IKS QIJ JAJLO’ (Black Dawn)
K’Vort-Class Frigate
Compliment: 1 Commander, 8 Officers, 12 Crew, and up to 5 “Guests”
Dimensions: Length, 357.6 feet (109 meters); Maximum Width, 418.4 feet (127.5 meters); Hull Height, 48 feet (14.6 meters)
Engines: 1 Qo’noS Type V Engine core, Impulse (percentage) settings for other than FTL travel to a maximum velocities of 2000Kph (atmospheric) and 200 Mmh (interstellar). FTL (Warp factor) = Normal Cruise : 5, Maximum Cruise : 7.4, Maximum Rated: 8.5 for 16 hours. Reaction Control Thrusters (RCT type 4) add increased maneuverability (especially when coupled with the reduced mass due to improved hull and armor technologies).
Mass: 27,000 metric tons
# of Decks: 5, 3 main and 2 maintenance/storage
Equipment: Standard Duranium/Tritanium Single hull plus 3 cm High density armor and Tritanium/Kelvinite alloy ablative armor panels. Kelvinite ore has EM dispersing properties that enhance the cloaking devices effectiveness.
Upgraded shield system, total capacity 450,000 TeraJoules, with an upgraded level 3 Structural Integrity Field
4 Countermeasure Stations (hull mounted, 2 topside and 2 keel)
2 ECM/ECCM generators (hull mounted, 1 topside and 1 keel)
1 Tractor beam comprised of 2 emitters (keel mounted near each wing root)
2 Transporters, 1 - 4 pad for personnel and 1 - cargo configuration
16 sensor arrays (8 of which are long range types) both active and passive
Special Capabilities: Advanced Cloaking device, capable of deploying only projectile type munitions while cloaked (i.e. Torpedoes, mines, probes)
Shuttles: Not capable
Strength Indices: Based on a Federation Galaxy Class Starship=1000(Daystrom Institute Technical Library)
Beam Firepower : 500
Torpedo Firepower : 150
Weapon Range and Accuracy : 310
Shield Strength : 278
Hull Armor : 725
Speed : 610
Combat Maneuverability : 14,000
Armament:
2 Wingtip Pulse Disruptor {1} canons
1 Rail/Ion Projectile Cannon {2} (hull mounted mid fuselage on the keel)
1 Fore Torpedo Tube {3} (twin magazine fed, capacity is 50 each)
1 Aft Mine Layer {4} (Magazine capacity is 10**)
{1} = Pulse Disruptor Cannon: Also known as a Phase Disruptor, these weapons are in common use throughout the alpha quadrant. They follow the same basic principle as the Federation Phaser in that they cause the target to transition violently out of this continuum through a process of heat conduction. Like phasers, disruptor weapons can fire sustained beams or pulses depending on the exact configuration of the hardware. Capable of single discharge or multiple (up to 3, though at lower than maximum strength) discharges per firing interval. The designed discharge of a disruptor delivers a compression/decompression effect. This means that instead of a single impact, a pulsed or vibrating effect is created. The advantage of a “pulsed” discharge is that it is generally more effective against energy based shielding due to the nature of the multiple compressions/decompressions of a variable frequency energy burst. The basic nature of a disruptor impact is magnified by a pulsed discharge. However, like most energy beam type weapons, the amount of actual damage is mitigated by distance to target. The shorter the distance from weapon to target, the higher the potential damage inflicted. The maximum effective range for this weapon is 9000 meters.
{2} = Rail/Ion Projectile Cannon: This weapon is capable of infinite range in interstellar space. Requiring slightly more energy than the wingtip disruptors per firing interval, a projectile of duranium alloy is accelerated to 4500 m/s (14,763 ft/s). Though it fires a projectile, this weapon cannot be fired while cloaked due its energy requirements. When fired, it is contained within an ion beam. Upon impact the ion beam discharges creating a temporary disruption of localized EM devices/sensors and circuitry (generally approximately 15 meter radius depending on type and strength of shielding and/or armor). The mass/density of the projectile and ion beam discharge are capable of penetrating most know forms of generated shielding. Though considerable momentum is “scrubbed off” as it comes into contact with shielding, the projectile can still damage hull panels and cause penetrative damage. It is most effective against targets with weakened or disabled shielding.
{3} = Torpedo Tube: An improved loading mechanism allows for one torpedo from each magazine to be simultaneously loaded for firing two torpedoes in quick succession. The reload time has been improved to 25 seconds per reloading cycle from the 40 seconds of the previous type. Though the load out can change due to mission specifics, the typical GP (General Purpose) load consists of 90 devices (70 Polaron Torpedoes* and 20 configurable sensor probes). More can be stored in the cargo bays as required for special missions, maximum total capacity is 130 devices.
*Polaron Torpedo is an improved heavy weapon of the Imperial Klingon Empire. A self guided munition carrying a matter/anti-matter warhead with a frequency discharge timer that creates an effect similar to the phase disruptor fire. The frequency burst pattern of the detonation gives this weapon a shaped charge effect. Area damage is traded off in favor of more penetrative damage whether shielding or structural. It is capable of penetrating shielding and delivering hull damage simultaneously.
{4} = Mine Layer: Capable of deploying a single device every 10 seconds. Mines are standard matter/anti-matter warhead with a sensor proximity fuse detonator. The effective range settings of the sensor fuse is 150 meters in 10 meter increments, but can be set for contact detonation. Standard compliment of 10 devices, though more can be stored in the cargo and storage areas of the ship.
Manifest:
Commander: Captain Korvis
KDF Commander: General Tong
Chief Engineer: Lieutenant Ko’Vol
Science Officer: Lieutenant Ch’ToK (female)
Tactical Officer: Lieutenant ToR
Weapons Officer: Lieutenant MO’jeK
Navigation Officer: Lieutenant KrellaH
2nd Tactical Officer: Lieutenant Karlis
Officers: One Tactical, Science, Weapons and Communications officer per shift (2). Plus 1
each Chief Medical and Chief Engineering officers assigned.
Crew: Enlisted ranks consisting of one NCO (Non Commissioned Officer) per shift. All are
trained as Imperial Marines with qualifications in: Ground Assault tactics, Boarding procedures/tactics, Martial Arts/Self Defense, Planetary Survey Operations (scientific), Planetary Reconnaissance (military), Security and Confinement.
*edited to make corrections and for spacing*