KDF-qultaj Specifications

KDF-qultaj Credits:

PRIMARY DESIGN:Mak-Tash

ADDTIONAL MODIFICATIONS:Kluj , Kodin , Konngol

MODIFCATIONS FOR THE UCIP: qoratlh la'

ORIGINAL SPECIFICATIONS

VESSEL CLASS:

Vor'cha, Delta Quadrant Configuration (commonly referred to as a Delta Class Vor'cha)

DESCRIPTION:

Appearing as normal Vor'cha vessels gives a deceptive cover to all "Delta Vor'cha" vessels. Reconfiguration of the design enables these Warships to operate from Federation supply points in Delta Quadrant. Phasers, torpedoes, fusion reactors, transporters, support craft and numerous subsystem are all built to accept Federation standard components. Only severe damage requires a return to a Klingon shipyard. This is enhanced through the concept of matching the design to Klingon physiology, namely having a series of redundant backup systems.

Weapon systems are centered around three positions: the weapon hull, weapon deck 1 and weapon deck 2. The weapon hull is a modular system capable of detaching for independent use and mounting a particle weapon system. Weapon deck 1 rests atop the forward end of neck, just below the bridge, and houses the main torpedo tubes. Weapon deck 2 sits atop the aft main hull, providing an excellent arc of fire for the phasers and aft torpedoes. Additional systems are placed at various points along the ship.

WARP PERFORMANCE:

Cruise: 8.8 [around 1400c] (with all reactors running)

Maximum Warp: 9.7 [around 2100c]

Emergency Warp: 9.95 [around 5000c] (9.998 with Delta Isotope Infusion) [over 10,000c]

SIZE:

Length: 481m

Beam: 434m

Draft: 116m

Nacelle length: 217m

CREW:

Officers: 64

Enlisted: 426

Marines: 70

Maximum Life Support: 2000

Note: Crew may vary according to equipment fitted.

SHIP AREAS:

This version of the Vor'cha has been designed around five different the ship areas. These areas are:

Weapon Hull:

Detachable forward section capable of independent operations. Impulse drive only. Includes Warp Particle Cannon and its own Dilithium Matter/Antimatter Reaction Chamber.

Neck:

Runs from the Weapon Hull to the Main Hull, often refereed to as the 'Ship's Boon'. Includes command systems, weapon deck 1, master security, primary sensors, officer quarters and science facilities. May be sealed off from the rest of the ship.

Main Hull:

Central rear section. Includes hanger bays, weapon deck 2, impulse drive, cloaking and main engineering. Contains the bulk of the ships equipment.

Wings (2):

Located port and starboard of Main Hull. Includes crew quarters, batteries and cargo bays and less essential components.

WEAPON SYSTEMS:

Forward Weapon Systems: (weapon hull)

2 x Type-X Dorsal Phasers (port, starboard)

2 x Type-X Ventral Phasers (port, starboard)

1 x Warp Particle Cannon (forward)

Weapon Deck 1: (neck)

4 x Torpedo Tubes (forward) (ea. with 32 Quantum Torpedoes and 4 Quad Cobolt Torpedoes)

1 x Fek'lhr Device (anti-matter pulse propagator) (a launchable part of the self-destruct systems)

Weapon Deck 2: (main hull)

2 x Torpedo Tubes (aft) (ea. with 16 Quantum Torpedoes)

2 x Type U Phasers (360 degree)

4 x Type-X Phasers (2 port, 2 starboard)

Ventral Radome: (main hull)

1 x Warp Inhibitor (360 degree)

2 x Type-X Ventral Phasers (port, starboard)

Cloaking Bay: (main hull)

1 x Cloaking System (model varies)

1 x Ion Reclaimer Grid (model varies)

POWER SYSTEMS:

2 x Keltrinium Matter/Antimatter Reaction Assembly (2 main hull)

1 x Dilithium Matter/Antimatter Reaction Assembly (weapon hull)

8 x Fusion Reactors (2 weapon hull, 2 neck, 4 main hull)

3 x Battery Bays (weapon hull, 1 per wing)

2 x Heat Exchangers (2 main hull)

PROPULSION:

2 x Warp Nacelles (1 per wing)

2 x Impulse Drives (weapon hull, main hull)

Magneto hydrodynamic Thrusters (various)

SHIELDS:

5 x 2600 MW Shield Grids (2 weapon hull, neck, 2 main hull)

CONTROL SYSTEMS:

1 x Main Bridge (neck) (includes captains office, auxiliary power and life support)

1 x CO's Ready Room (neck) (connects to bridge)

2 x Secondary Bridge (weapon hull, neck)

2 x Navigation Center (weapon hull, neck)

AUTOMATION:

1 x KC-12 Computer (neck)

1 x KC-7I Computer (weapon hull)

1 x Exocomp Repair Bay Complex (main hull)

SENSORS:

2 x Primary Sensor Array (weapon hull, neck)

3 x EM Sensor Array (weapon hull, neck, main hull)

1 x Subparticle Analysis Suite (neck)

1 x Hyperparticle Analysis Suite (neck)

2 x Sensor Analysis Center (weapon hull, neck)

COMMUNICATIONS:

3 x Sub Space Arrays (weapon hull, neck, main hull)

5 x EM Comm Array (2 weapon hull, neck, 1 per wing)

1 x Cryptography Center (neck)

SECURITY:

1 x Master Security (neck)

1 x Interrogation Center (neck)

4 x Security Precincts (weapon hull, main hull, 1 per wing)

1 x Main Armory (neck)

2 x Brig (weapon hull, neck)

MEDICAL:

1 x Medbay (neck) (prep areas, analysis facilities, surgery theaters, cyrostasis units and regeneration tanks)

3 x Recovery Center (neck, main hull, 1 per wing) (in-patient beds and nurses examination rooms)

4 x Wound Treatment Centers (weapon hull, main hull, port wing, starboard wing) (field medical supplies and radiation treatment gear)

SCIENCE:

3 x Research Labs (weapon hull, 2 neck)

MARINES:

1 x Marine Command Center (neck)

3 x Platoon Cyrostasis Chambers (weapon hull, 1 per wing)

LIFE SUPPORT:

2 x 900 man Full Support System (neck, main hull)

1 x 200 man Full Support System (weapon hull)

6 x Food Facilities (weapon hull, neck, 2 per wing)

6 x Water Storage Tanks (weapon hull, neck, 2 per wing)

CARGO:

2 x Main Cargo Hold (1 per wing)

3 x Secondary Cargo Hold (weapon hull, neck, main hull)

MORALE FACILITIES:

1 x Officers Lounge (neck)

2 Crews Mess (1 per wing)

4 x Holo-deck (neck, main hull, 1 per wing)

1 x Dojo (main hull)

1 x Shrine (main hull)

6 x Laundry (main hull, neck, 2 per wing)

Accommodations (various)

CARRIED CRAFT: (main hull) (aft facing hanger bay)

1 x Hanger Assembly (main hull) (aft facing hanger bay)

2 x Torpedo Runabouts (Federation Runabouts fitted with 2 external Quantum torpedoes, those currently onboard include the qulro' and qulbom)

1 x 'Sentinel' (with six bunkers) (other ships carry a 12-man B'Rel Bird of Prey Scout w/ folding wings)

6 x Federation Type 6 Shuttlecraft

6 x Federation Workbees

4 x Marine Ground Combat Vehicles

INTERFACE:

6 x Docking Ports (weapon hull, 3 per wing) (service for shuttles, VIP craft or boarding ramps)

1 x Weapon Hull Landing Gear Array (weapon hull) (limited to supporting the Weapon Hull only)

1 x Tractor/Repulsor Emitter (main hull) (aft, ventral)

2 x Precision Tractor/Repulsor Systems (main hull) (aft, beside hanger and overlooking wings)

TRANSPORTER ARRAYS:

6 x 6 man Personnel Transporters (2 x weapon hull, 4 x neck)

8 x 22 man Emergency Transporters (2 x weapon hull, 2 x neck, 4 x main hull)

5 x Cargo Transporters (weapon hull, neck, main hull, 2 per wing)

EMERGENCY SYSTEMS:

Emergency Space Survival Lockers (various) (contain emergency suits, magnetic boots, hand jets)

Repair Lockers (various) (contain tools and parts associated with nearby ship systems)

DETAILS:
BATTLE STATION ASSIGNMENTS:

This describes the rough allocation of personnel during Red Alert. These figures are based on a typical crew complement and assume no battle losses. You will note the higher officer to crew ratio for the ship's neck. Areas requiring extensive man power, such as weapons or engineering, have a lower ratio. Areas that require highly skilled personnel, such as science labs and the bridge favor a higher ratio.

Enlisted:

Officer:
PRIMARY WEAPON SYSTEMS:

Attack cruisers carry a formidable load of weapon systems. These weapons range from phasers to torpedoes to particle cannon. Each has it's own advantages allowing different tactical options. Fire control is normally handled through the bridge.

Federation Type-X phasers provide secondary fire support for the main systems. Each Type-X phaser is capable of extensive local fire control to accommodate the needs for 'flak' fire against Dominion fighters. They fire the standard phaser stream. Other ships to carry the Type-X include the Galaxy and Excelsior class ships.

Modified type U Phaser Emitter:

This is the largest phaser emitter available for independent usage. The emitter fires rapid pulses of phaser energy, instead of a steady beam. The phaser emitter automatically rotates phaser frequency and locks Offensive systems onto the frequency and nutation of a threat vehicle's shields for shield penetration.

Output:

Each phaser emitter generates 22.6 MW, which is achieved by taking plasma directly from the warp reactor. Surges from the fusion reactors allow an output maximum of 50.3 MW for each phaser.

Range: Maximum effective range is 380,000 kilometers.

Primary purpose: Assault

Secondary purpose: Defense/Anti-spacecraft/anti-fighter

Quantum Torpedoes:
Type:

New mark II quantum torpedo, capable of pattern (sierra, etc.) firing as well as independent firing.

Output:

The torpedo, upon impact, generates a quantum oscillation which rapidly brings together the antihydrogen and plasma packets, annihilating themselves and igniting the falmerite explosives laden in the torpedo, resulting in an explosion approximately 10-to-the-fifth-power megajoules, roughly equivalent to four photon torpedoes.

Range: Maximum effective range is 4,200,000 kilometers.

Primary purpose: Assault

Secondary purpose: Anti-spacecraft

Quad-Cobolt Torpedoes:
Type:

Mark III quad-cobalt explosive device, which can be launched from any of the quantum torpedo tubes but can only be fired one at a time.

Output:

These torpedoes are incredibly destructive, the most powerful weapon STAR FLEET has pushed into mass production. Upon impact, the microfusion initiators inside the casing fuse the four packets of cobalt hexafluoride with pure antihydrogen, creating a very unstable compound, which then mixes with plasma from the torpedo's engines, causing rapid total annihilation of the torpedo and a massive explosion. One torpedo detonation produces 10-to-the-eighth-power megajoules, roughly equivalent to 250 photon torpedoes.

Range: Because the catalyst for the explosion is the impulse engine plasma, the range must be shorter because the further it goes, the more it uses. Maximum effective range is 860,000 kilometers.

Primary purpose: Heavy assault

Secondary purpose: Anti-warship/anti-spacestation

Warp Particle Cannon:

During engagements with the Borg, Federation Galaxy vessels were upgraded to include a particle cannon on the ventral saucer area. Experiments at the Debvra weapon facility on Qo'nos has shown it possible to project a 'warp pulse' containment field for emitted particle. This pulse does two things:

1) the particles are accelerated to warp speed

2) time distortion increases the 'real time' duration of the particles.

Simulations have shown significant increases in both range and accuracy. Rumors of stolen Dominion technology have yet to be proven.

WARP INHIBITOR:

Located in a ventral radome towards the aft of the ship this device is capable of omnidirectional particle emissions. Emitters can be configured for neutrino, however, tachyon particles are standard. Waves of particle emissions prevent the formation of warp fields. This prevents the use of warp engines, making for sublight only engagements. Cloaking is impossible during inhibitor use. Inhibitor particles also affect the Warp Particle Cannon, causing extensive fragmentation of a warp encased projection.

CLOAKING SYSTEM:

With continuous upgrades in cloaking technology details of the current cloaking system are classified. Space, power and computational leeway ensures upgrades can be made. Field upgrades are possible for minor changes, while complete replacement requires star dock facilities. While cloaked passive sensors may be used for crude targeting solutions. Fusion generators and Keltrin i um Warp drives provide enough power for firing under cloak. Neither the Warp Particle Cannon nor the Warp Inhibitor may emit while cloaked.

ION RECLAIMER:

This device allows for the collection of hydrogen particles that strike the ships cloaking field. Normally these molecules bounce of the cloaking field with an electrical charge, creating a traceable ion trail. At sublight speeds the ion reclaimer is capable of creating a permeable deflector field allowing these particles to enter the cloaking field. Once inside the particles are absorbed into a capacitor arra y. Reduction in the ion trail can be as high as 92% in sparse areas of space. After running for approximately one hour at sub-light cruise the system needs to be purged, creating a noticeable ion flare. Matter interaction at above light speed is unable to respond fast enough to absorb the ions.

MAIN ENGINEERING:

There are multiple power and propulsion systems accessed from here. This includes the Keltrinium Matter/Antimatter Reaction Assemblies, 4 fusion reactors, main impulse, Exocomp bays, aft shield grids and numerous thrusters. These systems make this area the busiest on the ship. Each system is protected by thick blast walls and blast doors (including secondary spring closure systems). A main corridor joins each system to the next. The corridor is sealed off by means described above in the event of a hull breach.

A large 'foyer' is connected to the corridor and this serves as a meeting area and control room for engineering. To one side of the control room are two other rooms. One serves as a machine shop with spare parts. The other houses one of the main battery systems.

KELTRINIUM MATTER ANTIMATTER REACTOR:

Part of the exchange agreement calls for Keltrinium minerals for use in the power grid. This new material, found in the Gamma Quadrant, replaces Dilithium in the warp cores. Federation Defiant class warships were the first to use the new material. Increased performance allows for micronization of the warp engines used in the Defiant. However, Klingon adaptation of the technology significantly increases the power of a full sized warp system. Excess power allows for extensive operations under cloak, including use of weapon systems. Due to time shifts and the 'Tau Factor' warp speeds above 9.95 require infusion of dangerous Delta Isotopes into the warp plasma stream.

An auxiliary Dilithium interfaces is available in case of Keltrinium supply difficulties, located in the Weapon Hull. Running on the one Dilithium system reduces cruise Warp to 6.5 and maximum warp to 8.2.

COMPUTERS:

Duotronic Drivers with isolinear chips compute routine tasks and communicate between stations. Localized artificial intelligence provide increased vessel automation. Each station, such as gunnery or engineering, has an artificial intelligence system with dedicated task training. Able to learn from the crew the computer will adjust the usage of automated drones for repeated tasks. Exocomp drones are manually assigned to an AI, which then handles the programming of the drone. The greatest perceived benefit of the drones is in automatic damage control. These Drones make it possible to assign crew differently from the standard Vor'cha.

The KC-7I computer in the weapon hull is provided primarily to allow for functioning when this section detaches. When connected the computer is used for low priority operations allowing for increased through put of the main KC-12 computer. If necessary the KC-7I can operate the whole vessel at a greatly reduced performance, including an automatic shut down of the warp drives. Only the KC-12 is capable of the computational throughput necessary to operate warp drives.

TRANSPORTERS:

Due to prior technology exchanges these Klingon Personnel Transporters now operate at par with the current Federation designs. Improvements over former designs include a secondary pattern buffer, improved surge protection and 'brown-out' power compensators with their own auxiliary generators. Full range (40,000 km), accuracy and handling are provided by the Personnel Transporter arrays. Emergency Transporters have reduced range (15,000 km), lack the secondary buffers and require extensive maintenance every 50 uses. Cargo Transporters are used for bulk transport for matter but have a nominal risk for personnel use. Semi-stable goods which risk damage from cargo transporters conduct beaming through the emergency or personnel transporters. Cargo transporters can be used in emergencies with risk.

HOLODECK:

All Klingon cruisers after the IKV Silent Blade have incorporated at least one Holodeck. Hearing of 'coup' attempts on Federation vessels, Klingon engineers have completely separated the Holodeck from the rest of the ships data systems. Even ship's power is first run into a battery bank that is recharged during low-alert situations. Training, weapon drills, commando preparation, hunting practice and relaxation all benefit greatly from Holodeck facilities. Three such chambers exist on the Delta Vor'cha vessels. Officers have exclusive use of the neck facility, while all crew can register for usage of the wing chambers.

DOJO:

All good Klingons enjoy a fight. Installing a Holo-Deck for hand-to-hand training proved redundant as it was always in the same mode. As a result the vessel retains a traditional Dojo. Duels, rites of ascension and matters of honor frequently end here.

ACCOMMODATIONS:

The CO has an office adjacent to the Main Bridge. This office includes two rooms. The first is a smaller private area containing a desk and a single chair. This is where the CO does what is known in the Federation as PADD-work. There are no other chairs in this room, as the HoD likes to keep his officer's interruptions brief and to the point. The CO is a collector of all sorts of bladed weapons. Some adorn the walls of his office, but most are in his sleeping quarters. Models of other Klingon vessels, as well as a model of the qultaj also adorned the walls and glass cases throughout the office.

There is a second area that is considered the CO's Ready Room containing a table (with multiple interface screens to the ship's computer) and two dozen chairs. This is where larger (and longer) officer meetings are held.

A similar room to the CO's Ready Room is adjacent to the Battle Bridge on the Weapons Hull. This room is identical in all respects to the one on the Main Bridge, except like the CO's Office, there are no chairs only a table containing an single interface to the ship's computer. Any meetings in this room must be short, since most likely a battle would be taking place! This room is known as the Battle Ready Room.

The tables in both ready rooms contain the symbol that I have attached which is supposed to represent this joint Federation/Klingon venture, although some of the crew disagree...they feel it is fitting that the Empire's emblem should appear on top of the Federation's, but would rather not have the Federation's emblem aboard the ship at all!

The CO's quarters are sparse (as is Klingon tradition!) There is a bed which pulls out from the wall, made of the same material as the outer hull. Weapons adorn the walls, and there is also a sealed cabinet containing the HoD's wine/alcohol collection from around the Galaxy. There are bottles of anything from Klingon Green Gragon to Risian Gin, and Regulan Bloodwine to Japanese Sake. As duty is always on the HoD's mind, he spends the bulk of his time on the Main Bridge, inspecting the ship, or working in his office.

OTHER OFFICER ACCOMODATIONS:

Senior officer quarters have two main rooms. First is an entrance lobby with desk and chair. A computer access panel is built into the desk. Here the senior officer briefs subordinates and holds meetings. Holographic projectors in the table allow studies of ship components, tactics or other categories. Private disciplinary actions also take place here. An armored viewport allows a view into space. House banners are commonly hung in these rooms.

The second room is the private sleeping area. There is a bed which pulls out from the wall, made of the same material as the outer hull. A small food preparation area is present, including live food containers. Private cleansing facilities connect through a sliding door. Several rooms of senior officer quality are held 'spare' for VIP usage.

Junior officers have only the second of the rooms. Each two junior officers share a common cleansing facility. A viewport in the cleansing area (with a sliding cover) allows a limited view into space.

Senior NCOs sleep singly in a style matching junior officers, including shared cleansing facilities. Junior NCOs have bunk beds (2 persons to a sleep area) with the area under the lower bed providing storage. Other enlisted personnel sleep four to a room (two bunk beds). Both junior NCOs and enlisted personnel use central cleansing facilities.

Standard features for all sleeping area include palm-scan locked storage safes (security have keys that override this), personal storage areas and lockers for standard equipment (such as blades, data PADDs, uniforms, boots). An emergency spacesuit capsule is also included, allowing for quick response for off-duty personnel to life support failure.

MARINE CONTINGENT:

The ship's marines follow the traditional organization for marines. Squads are composed of six troopers and one NCO. Three squads form a platoon commanded by a Marine Executive Officer (new rank is used to avoid confusion with Starfleet ranks). A Marine Commanding Officer (again a Starfleet rank variant) command a company comprised of three platoons. To assist the Marine CO is a staff section of one Senior NCO and two troopers. This makes seventy marines to a company.

Facilities on the KDF qultaj house one company (total seventy) marines. Only the CO and staff section are normally awake. The soldiers of the platoons are kept in cyrostasis rooms until needed. The marines form an offensive arm used to capture ships, raid planetary positions or to defend against boarding actions. Soldiers from the 142nd 'Enforcers', a penal regiment, are assigned to the KDF qultaj.

PLATOON CYROSTASIS CHAMBERS:

Each facility contains 22 cyro-stabilization units. In turn each unit houses a single armored marine 'frozen' until needed. Accounting for hypothermic disorientation a marine can be 'emergency thawed' in three seconds with a 92% survival rate. Slow revivals, taking five minutes, offer a near perfect survival rate. Activation codes can either be entered manually or remotely via the ships computer.

Each warrior sleeps in stasis with hand weapons available. Deactivation of energy devices, such as tricoders or phasers, ensures they are fully charged when the soldier is awoken. Reactivation of hand phasers takes less than two seconds with larger devices taking longer. Heavy weapons are stored with the ships security.

MARINE EQUIPMENT:
Bipedal Assault Walker Type I:

For the four ground vehicles we'll be using assault units. Troop transportation and infantry fire support can come from the shuttle craft and Runabouts. For the tough assaults these units are sent in. Graphically they resemble the REF Excalibur MK VII.

Manipulator Arm w/ Battle Axe (Axe normally stored on rear)

Particle Cannon on Battle Arm (unaffected by shields)

Triple Pulse Phaser

Defense Shields

Anti-Gravity/Thruster Pack (allowing limited flight, primarily to avoid obstacles)

Ablative Re-entry Shield (optional) (allowing for orbital drops, requires AG/T Pack)

Part 2 of the KDF-qultaj Specs