IKV DI'al

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NeghVar.jpg
IKV DI'al
Registry:
Class: Negh'Var Class Dreadnought
Launched: 2404.04.05
Commanding Officer: Captain
First Officer: Commander
Status: Holodeck Program

The Holo-adventure ship the IKV DI'al is part of a semi-ongoing holodeck recreational program aboard the Mithrandir.

One of the most powerful Klingon designs ever constructed, this ship has incredible firepower and was designed to overwhelm opponents. These ships are the largest vessels ever built by the Klingons to carry cloaking devices. The Negh'Var has powerful shields that are capable of withstanding heavy damage before going down. The ship is heavily armored as well, to withstand heavy damage even when the shields are down. The ship has four warp engines with two one either side of the body and has two impulse engines.

Introduction

Affiliation: Klingon Empire

Active: 24th century - 25th century (alternate timelines)

The Negh'Var warship was the largest class starship known to operate in the Klingon Defense Forces during the late 24th century.

In 2372, the IKS Negh'Var was the flagship of the Klingon Imperial Fleet. While under the command of General Martok, she led the Klingon Empire's invasion of the Cardassian Union on stardate 49011. She thereafter fought an action at Deep Space 9, where she was able to breach the station's shields long enough to transport several troops. (DS9: "The Way of the Warrior")

In the mirror universe, the Klingon-Cardassian Alliance utilized the same design in the construction of the Regent's flagship. (DS9: "Shattered Mirror", "The Emperor's New Cloak")

In an unknown, alternate future timeframe, these ships were slightly modified in configuration. They could easily outgun an Olympic-class hospital ship, yet were outgunned themselves by the Galaxy-class counterpart of the era. The USS Pasteur was attacked by two of these attack cruisers while in the Devron system. The crew of the Pasteur was saved by the USS Enterprise-D, after destroying one of the Klingon vessels. (TNG: "All Good Things...")

In another alternate timeline, these vessels were again slightly modified by 2404, to yet another slightly different configuration. At that time, disruptor fire from one of these vessels was essentially ineffective against Starfleet ablative hull armor. (VOY: "Endgame")

Notes : Built during the 2360's, the Negh'Var was designed for unparalleled protection and firepower; her sheer size was intended to allow her to carry an armament powerful enough to overwhelm any opponent, present or future. She emerged from the shipyards as the largest vessel ever built by the Klingon Navy, at over twenty two hundred feet long.

The main armament of the Negh'Var comprises a pair of huge disruptor cannon,1 the largest such weapons ever built. Although they are the most powerful mobile weapons on any alpha quadrant ship, the weapons are able to fire over a very limited arc. Since the Negh'Var herself is not exactly a manoeuvrable ship, the intention of these weapons seems to be to deal with the heavy shielding associated with large space installations, fixed defensive systems and planetary arrays.1 Engaging other vessels falls to the 18 Mark 12 disruptor cannon distributed across the hull; while these are only a fraction as powerful as the Mark 18 weapons, they are at least equal in firepower to the Starfleet Type X phaser array and hence among the most powerful in service.

The Negh'Var is equally well equipped for defensive operations. The shield systems are based on those used in the defence platforms protecting the Klingon home world, and the hull itself is constructed of a high density armour plate. As with recent Federation designs, the structural integrity field is rated at more than triple the normal standard, allowing it to considerably reinforce the armoured hull and provide a powerful backup protection.

Although its primary role is in destroying fixed defences and enemy vessels, the Negh'Var apparently has a considerable secondary role in landing and supporting troops. Some ten thousand can be carried on board, and the ship has over thirty personnel transporters and large numbers of landing craft to carry them. She can carry supplies for up to ten days of surface fighting, and if necessary can support the ground forces by both orbital bombardment and warhead transporting.

Launched in 2371, the Negh'Var is currently serving as the Flagship of the Klingon fleet. Her first combat action was during the Klingon-Cardassian war,1 where she was responsible for destroying six Cardassian vessels, twenty three defence platforms and overwhelming the planetary shields on eight Cardassian worlds. She thereafter fought an action at Deep Space Nine, where she was able to breach the stations shields for long enough to land several hundred troops.1 She has since seen considerable success during the Dominion war, adding to her fearsome reputation.

Commissioned: 2368 – present

Strength Indices (Galaxy class = 1,000)

Beam Firepower: 4,100

Torpedo Firepower: 960

Weapon Range and Accuracy: 1,260

Shield Strength: 800

Hull armor: 2,900

Speed: 1,000

Combat Maneuverability: 870

Overall Strength Index: 1,950.729

Diplomatic Capability: Standard models approximately equivalent to Starfleet Grade 4. Some negh'vars have been refitted as diplomatic couriers for High Council members and are approximately equivalent to Starfleet Grade 6.

Production Base: Qo'noS Orbital Factory Base

Mission Objective

Design Lineage

General Overview

Type:

Class: IKS (or IKV) Negh'Var

Designation: Warship, Model Number N5

Types: Battleship Dreadnought Heavy Carrier Strategic Command Vessel. Tactical Fleet Flagship

Ships in Class: 20 (Mostly N4 and N5 variants.)

Commissioned: 23##

Dimensions:

Length: 2,238.58 feet (682.32 meters), though reports vary from 640 – 750 m.

Height: 448.33 feet (136.65 meters). This has been reported as only 120m in one report.

Width: 1,542.29 feet (470.09 meters). This has been reported as only 350m in one report.

Mass: 4,310,000 metric tons (Deep Space Nine: Technical Manual), though one report states 8,800,000 mt.

Decks : 34 with full life-support, 39 total

Crew:

Accommodation: staffing varies wildly aboard Negh'var vessels, but 2,500 plus flight crew and troops seems to be standard. An absolute minimum would seem to be 1340 (40 Officers and 1300 Crew). The absolute maximum is rated at 14,500.

Departmental Breakdown:

Crew Roster

Command Staff

Commanding Officer (yaS ra'wI'),

Executive Officer (yaS wa'DIch),

CONN

Helm Officer (DeghwI')

OPS

Operations Officer (QappIn),

Medical Staff

Chief Medical Officer (Qel)

Counseling

TAC/SEC

Tactical Officer (ya)

Security Officer (HungpIn)

Engineering Staff

Engineering Officer (jonpIn)

Science Staff

Science Officer (QeDpIn)

Marines

Marine Executive Officer (MXO),

Other

Yeoman (YEO),

Refit Cycle:

Minor: 2 years

Standard: 10 years

Major: 25 years

Expected Hull Life: 125 years

Construction Chronology

Spacecraft Structure

Main Skeletal Structure

Hull Layers

Standard Duranium/Tritanium Single hull...

Structural Integrity Field System (SIF)

Inertial Damping System

Emergency Procedures In SIF/IDF Failure

Command And Control Systems

COMMAND AND CONTROL SYSTEMS

MAIN BRIDGE

BRIDGE OPERATIONS

Basic Control Panel/Terminal Use

COMMAND STATIONS

The Center Seat

The XO

Tactical/Security

Flight Control (Conn)

OPERATIONS MANAGEMENT (OPS)

Engineering/Damage Control

Sensors (/Sciences)

Multi-Mission Consoles [Programmable]

Holoprojector/Main Viewscreen

Bridge Transporter

Turbolift Access

Miscellaneous Equipment

Bridge Airlock

BRIDGE INTER-DECK LADDERS ACCESS

BRIDGE CREW HEAD

BRIDGE ESCAPE PODS

ADJACENT SUPPORT ROOMS

READY ROOM

BRIEFING ROOM

Guidance And Navigation

Primary Navigation System: RAV/ISHAK Mod 3 Warp Celestial Guidance.

System Diagnostics

Battle Bridge or "Flag Bridge"

Computer Systems

Primary Computer Systems: M-15 Isolinear III Processor (or equivalent)

Warp Propulsion Systems

Power Plant: Two M/A warp system STN-9

Warp Speeds (TNG Scale)

Normal Cruise: seems to vary between Warp Factor 5 and WF8, depending on source material.

Maximum Cruise: seems to vary between Warp Factor 9.2 and WF 9.4, depending on source material.

Maximum Rated: seems to vary between Warp Factor 9.4 and WF9.6 for 12 hours, depending on source material.

Warp Nacelles (4): 30,000 each

Stardrive: Uses a warp engine to travel faster that the speed of light.

Without the Weapons Pod, The ship can travel at Warp Factor 7.0 on cruise (0.075 light years per hour), Warp Factor 9 Flank (0.17 Light Years per hour), and Warp Factor 9.6 Emergency (0.22 Light Years per Hour).

With the Weapons Pod, the ship can travel at Warp Factor 6.5 on cruise (0.058 light years per hour), Warp Factor 8.5 Flank (0.141 Light Years per hour), and Warp Factor 9.1 Emergency (0.018 Light Years per Hour).

Speed is calculated using a formula designed to emulate Star Trek: Next Generation speeds. These speeds are very slow when compared to Phase World ships, so if used in that universe, they could be increased enough to operate within Three Galaxy speeds but should not exceed them.

Maximum Range: Effectively Unlimited by either Drive system. The ship carries about five years worth of supplies on board and a small hydroponic section.

Power System: Anti Matter with 15 year life span. Ship normally only goes 5 years between the ship being refueling.

Drive Type  : Negh'var-Class Variant Grade 9.

    Number       : 2

Main Reactor  : Negh'var-Class Twin-core Dilithium M/AM Reactor, Grade 19.

    Core Failure Imminent    : Unknown

Warp-Speed Launch

Warp Field Theory And Application

Matter/Antimatter Reaction Assembly (M/ARA)

Warp Field Nacelles

Antimatter Storage And Transfer

Warp Propulsion System Fuel Supply

Bussard Ramscoop Fuel Replenishment

Onboard Antimatter Generation

Engineering Operations And Safety

Emergency Shutdown Procedures

Catastrophic Emergency Procedures

Impulse Propulsion Systems

Impulse: 1-2×FIG-7 Subatomic Unified Energy Impulse Units (or equivalent)

Impulse Drive

four impulse systems K-HEU-6 (.9c), HoSHugh-Class Throttle Type, Grade 3.

Impulse Engine (2): 20,000 each

Sublight: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 0.6 percent of light per melee round.

As an alternative, the starship can reach .99 of the speed of light but is normally restricted to slower speeds so that starship is not affected severely by time attenuation that occurs at the higher sublight speeds.

    Number       : 5 (4 Aft mounted, 1 Forward mounted, forward facing.)

Secondary Reactor : HoSghajghor-Class High Auxiliary Output, Grade 5.

Relativistic Considerations

Engineering Operations And Safety

Emergency Shutdown Procedures

Catastrophic Emergency Procedures

Utilities And Auxiliary Systems

Utilities

Exterior Connect Hardpoints

Reaction Control System

Navigational Deflector

Auxiliary Deflector

Cargo

Cargo: Cargo holds are scattered about the ship that allows for carrying up to 200,000 tons of Cargo in addition to the standard compliment of supplies and ammunition.

Cargo Bays: 2, multiple dorsal and ventral access ports.

Tractor Beams

Replicator Systems

Communications

Intraship Communications

SHIP-TO-GROUND COMMUNICATIONS

SHIP-TO-SHIP COMMUNICATIONS

SUBSPACE COMMUNICATIONS NETWORK

UNIVERSAL TRANSLATOR

Transporter Systems

Transporters

    6-person, small cargo           : 8
    25-person, Troop movement       : 10
    Cargo, recovery                 : 6

Transporter Systems Operation

Other Transporter Functions

Intraship Beaming

Limitations Of Use

Transporter Evacuation From Ship

Remote Sensing Systems

Standard:

Long Range Sensors: 25 Light Year Max Range.

Takes 1 minute/per light year for intensive scan

Takes 1 second/per light year for standard scan

General scan is almost instant up to maximum range.

Sensor Systems

Long-Range Sensors

Navigational Sensors

Lateral Sensor Arrays

Instrumented Probes

Tactical Systems

Disruptor Cannon

Twenty ship-mounted disruptors connons; one large forward disruptor; four torpedo launchers

Disruptors 4 Turrets, 2 fore, 2 aft-4 emitters

Disruptor Bolts/Pulses 4 Turrets, 2 fore, 2 aft

Disruptors K-GDM-3 (x10)

2 × Mark 18 pulse disruptor cannons, total output 200,000 TeraWatts

18 × Mark 12 disruptor cannons, total output 720,000 TeraWatts

    Phase Disruptors, Pulse Type, Class 10 Power Output.
         Number : 12 twin cannon hemispherical arc turrets.
         Range  : 250,000 km
         Arcs   : Dorsal/Ventral; Port/Starboard; Forward/Mid/Aft.
    Phase Disruptors, Heavy Assault Cannon Type, Class 14.
         Number : 4 cannons.
         Range  : 220,000 km
         Arcs   : 2 forward, 2 aft.
    Phase Disruptors, Omnidirectional Crystal Type, Class 10.
         Number : 14 banks.
         Range  : 300,000 km
         Arcs   : Ventral, 4 arrays, Dorsal 4 arrays
                  Forward, upper and lower arrays
                  Aft, upper and lower arrays
                  Port and Starboard 'waistline' arrays

A. Mega Disruptor Mounts (2): These are mounted out on the wings of the ship and are in the same place as the pulse disruptors on the smaller bird of prey are located at. They are upgraded when compared to the phasers used on the K'T'Inga class battlecruiser. 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 and have a far longer range than the pulse disruptors. 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 forward only but 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.

B. Twelve (12) banks of 2 Siege Disruptor Cannons: The ship primary beam weaponry not including special weapons that are mounted in the ships weapons pod. Four disruptor banks are located in the front of the ship, two disruptor banks are located on each side, and four disruptor banks are located aft. The weapon's 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. Weapon systems 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.

Armament: Twenty ship-mounted disruptor cannons; one large forward disruptor; four torpedo launchers.

Siege Disruptor Cannons (12 banks of 2 each): 1,000 each bank

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

Deflectors

[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (4500 MDC) per melee round.

Armor:

[2] Main Body: 150,000

[3] Variable Force Field: 15,000 a side (90,000 Total) 

Primary Force Field

Automodulated high capacity shield system total capacity 2,894,989.76 TeraJoules

High level structural support field

DEFLECTOR SYSTEMS/DEFLECTOR SHIELDS/Deflectors

Deflector System : SurghwI'-Class Conformal Multiphasic type, Grade 18.

Regenerative Shield System (Refit Option)

Ablative Armor Generators (Refit Options; Critical hull sections only)

Heavy Duranium/Tritanium double hull plus 25.0 cm High Density armor

INTERPHASE CLOAKING DEVICE

Mark 3.2b Klingon, ghomSo'wI'-Class Plasma Matrix Strategic type Cloaking Device

The Klingon Negh'Var class Attack Cruiser has a cloaking device that allows the ship to be undetectable by most sensors. The Klingon Empire originally got their cloaking technology from the Romulans but has since been able to both copy and improve on their cloaking technology. In phase world this system has the problem that it does not hide the ships signature on gravitic sensors (This is even more of a weakness on Romulan ships because they use a black hole in their power systems). The starship cannot raise shields or fire any weapons while cloaked, for one attack previous to cloaking, or just after decloaking. When attacking and if ship is not detected, the ship has +8 initiative bonus against a target that is not alerted and +4 initiative bonus against targets that are alerted (at general quarters). If the cloaked ship get a higher initiative, the ship can both raise its combat shields and can fire its weapons previous to any opponents attacks. Each time the ship main body gets damaged, the is a percentage chance the cloaking device will be damaged. This is done by determining the total damage the ship has sustained and dividing that by the amount of damage the ship can take (150,000 in the Negh'Var Dreadnoughts case) and getting a percentage of the hull that the ship has taken for damage. A percentile roll is then made. If the percentile roll is less than the percentage of damage the cloaking device is damaged and will be non operational.

Environmental Systems

Life Support And Environmental Control

Atmospheric System

Gravity Generation

Emergency Environmental Systems

Waste Management

Crew Support Systems

Crew Support

Medical Systems

Crew Messing and Berthing

Quarters

Messing

Auxiliary Spacecraft Systems

Vehicles:

Fighter Compliment: 120 Ku'Rist Warp Fighters.

Shuttles: 40 Assault Shuttles

12 Standard Shuttles

Fighters: 100 Squadrons of 10 (1,000 two-man fighters)

Breaching Pods: 100 (two-man pods)

Assault Shuttles: 50 (one-man shuttles)

Ground Assault Vehicles: 100 (ten-man units)

Embarked Craft (Typical tactical configuration.)

    Travelpod, 4 man                   : 10
    jach-Class Orbital Interceptor     : 40(dorsal/ventral docking ports) 
    Su'negh-Class 20 man Troop Carrier : 20
    Su'noch-Class Sensor/Support Base  : 4       
    Su'tep-Class Cargo Shuttle         : 6
    Mogh-Class 6 man Runabout          : 4     

Flight Operations

Introduction To Flight Operations

Mission Types

Operating Modes

Cruise Mode

Yellow Alert

Red Alert

External Support Mode

Planetary Flight And Landing Modes

Reduced Power Mode

Emergency Operations

Introduction To Emergency Operations

Fire Suppression

Emergency Medical Operations

Rescue And Evac Operations

Other Information

History of the IKV DI'al

PENDING

TBA