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===Torpedoes=== 16 Triple Fire Photon torpedo tubes + 2,592 torpedoes, 5,184 casings (max. 160 reloads); or 8 x Triple Fire photon torpedo tube with 2,200 rounds Photon Torpedo Launchers Number : 12 tubes (Number of torpedoes, unknown.) Range : Tactical to'peng-Class Photon-Type : 1,900,000 km (N5) Strategic Duppeng-Class Flux-Type : 3,200,000 km (N5) Arcs : 4 forward, 4 aft, 2 port, 2 starboard torpedoes KP-10 (x2) Torpedo Tubes (4, 2 Forward & 2 Aft): 1,000 each External Weapons Pod: 15,000 C. Four (4) Photon Torpedo Launching Systems: The ship has four launchers mounted in the main hull of the ship. Two of the mounts are on the forward of the ship and the other two are on the aft of the ship. 1. Effectively very similar to cruise missile launchers but instead of having groups of multiple launchers, the Klingon Empire has concentrated on launchers that can launch more than one torpedo at the same time. Once spread of torpedoes has been launched, the launchers must reload and rearm before launching another spread of torpedoes. 2. Torpedoes have a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship). When drive goes dead, the torpedo will still cruise unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and torpedoes when dead are -25% to detect.) See Modified starship rules for more details, Torpedoes have minuses to hit small targets but are all considered smart missiles. Launchers can launch on multiple targets each. 3. Range: Powered torpedo range is 8000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space 4. Mega-Damage & Properties: Photon Torpedoes (Matter/Anti-Matter Warheads): Old Series inflict 2D6x100 each, Star Trek Movies One through Six inflict 3D6x100, and Next Generation inflicts 4D6x100 each. 5. Rate of fire: One at a time or in volleys of 2, or 4 per launcher, per melee round, for a maximum of 16 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next. 6. Payload: 200 Photon torpedoes each launcher (800 total) Photon Torpedo Tubes Magazine Capacity: Weapons Pods: The ship can carry a variety of different weapons pods. One pod has all torpedo launchers, another pod has just disruptor pods, and one pod has a mixture of both pod type. The type of pod carried or if one is carried depends on ships mission and the captains requests. A. Type 1 (Photon Torpedo Pod): The pod has four photon torpedo launchers in it. The payload for each launcher is less than the payload carried for the two internal launchers. Two launchers fire forward and two launchers fire aft. Effectively very similar to cruise missile launchers but instead of having groups of multiple launchers, the Klingon Empire has concentrated on launchers that can launch more than one torpedo at the same time. Once spread of torpedoes has been launched, the launchers must reload and rearm before launching another spread of torpedoes. Torpedoes has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship). When drive goes dead, the torpedo will still cruise unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and torpedoes when dead at -25% to detect.) See Modified starship rules for more details, Torpedoes have minuses to hit small targets but are all considered smart missiles. Launchers can launch on multiple targets each. 1. Range: Powered torpedo range is 8000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space 2. Mega-Damage & Properties: Photon Torpedoes (Matter/Anti-Matter Warheads): Old Series inflict 2D6x100 each, Star Trek Movies One through Six inflict 3D6x100, and Next Generation inflicts 4D6x100 each. 3. Rate of fire: One at a time or in volleys of 2 or 4 per launcher, per melee round, for a maximum of 16 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next. 4. Payload: 800 torpedoes (because the launchers are right next to each other they all use the same magazine). B. Type 2 (Mega Disruptor Pod): The pod has two mega-disruptors in it. Used as anti-capital ship weapons and can take out frigates in one shot or do large amounts of damage to bases or larger ships. The Disruptor cannons can be combined or used separately. They cannot be used faster than the speed of light. Weapon has standard penalties to hit fighters and small targets. The barrels can be fired either forward or behind and can be rotated 30 degrees horizontally or vertically. 1. Range: 93,300 miles (150,000 km) in space and 93.3 miles (150 km) in an atmosphere. 2. Mega Damage: 2D4x1000 MDC each and can be combined for a damage equal to 4D4x1000. 3. Rate of fire: Maximum of Three (3) times per melee per cannon. 4. Payload: Effectively Unlimited. C. Type 3 (General Weapons Pod): C1. Five (6) banks of 2 Siege Disruptor Cannons: The weapons damage is about equal to laser cannons used by the CAF but the Disruptors have a greater rate of fire. The disruptors are also slightly shorter ranged but only slightly. Both Disruptor Cannons in each bank can be linked or can be fired separately. They cannot be used faster than the speed of light. Weapons system have half penalties to hit fighters and small targets. 1. Range: 12,437 miles (20,000 km) in space and 12.4 miles (20 km) in an atmosphere. 2. Mega Damage: 2D6x100 each or 4D6x100 for both cannons in a bank. 3. Rate of fire: Maximum of Three (3) times per melee each cannon. 4. Payload: Effectively Unlimited. C2. Two (2) Photon Torpedo Launching Systems: The payload for each launcher is less than the payload carried for the two internal launchers. One of the mounts is on the forward of the ship and the other is on the aft of the ship. Effectively very similar to cruise missile launchers but instead of having groups of multiple launchers, the Klingon Empire has concentrated on launchers that can launch more than one torpedo at the same time. Once spread of torpedoes has been launched, the launchers must reload and rearm before launching another spread of torpedoes. Torpedoes has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship). When drive goes dead, the torpedo will still cruise unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and torpedoes when dead at -25% to detect.) See Modified starship rules for more details, Torpedoes have minuses to hit small targets but are all considered smart missiles. Launchers can launch on multiple targets each. 1. Range: Powered torpedo range is 8000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space 2. Mega-Damage & Properties: Photon Torpedoes (Matter/Anti-Matter Warheads): Old Series inflict 2D6x100 each, Star Trek Movies I-VI inflict 3D6x100, and Next Generation inflicts 4D6x100 each. 3. Rate of fire: One at a time or in volleys of 2, or 4 per launcher, per melee round, for a maximum of 8 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next. 4. Payload: 400 torpedoes (because the launchers are right next to each other they all use the same magazine). QUANTUM TORPEDOES MICROTORPEDOES TORPEDO OPERATIONS
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