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            | Starfleet Command III: Klingon |   
          
          
             Please 
          be advised information presented is the the default setting of the game. 
          ALL NUMBERS in this guide can be modified. Ships: B'rel 
          | Fek'lhr | K'tinga | K'vort 
          | Negh'var | Vor'cha Systems: Antimatter Minelayer | Armor 
          | Cloaking Device| Computer 
          | Disruptors
 Impulse Engine | Photon 
          Torpedo | Polaron Torpedo | Ion 
          Cannon
 Shield Generator | Tachyon 
          Beam | Tractor | Transporter 
          | Thruster | Warp Core
 B'Rel 
          (Frigate FF) (Top of Page)   K'Vort 
          (Destroyer DD) (Top of Page)   K'Tinga 
          (Light Cruiser CL) (Top of Page)   Fek'lhr 
          (Heavy Cruiser CA) (Top of Page)   Vor'cha 
          (Battlecruiser BC) (Top of Page)   Negh'var 
          (Dreadnought DN) (Top of Page)   
 
           
            |  | Klingon 
              Shield Generators (Top of Page) |   
            | Level | I | II | III | IV | V | VI | VII | VIII | IX | X |   
            | Strength | 4 | 7 | 10 | 13 | 16 | 18 | 21 | 23 | 26 | 29 |   
            | Mass | 1000 | 1500 | 2000 | 2750 | 3500 | 4250 | 5000 | 6000 | 7000 | 8000 |   
            | Cost | 500 | 750 | 1125 | 1500 | 2000 | 2500 | 3250 | 4000 | 5000 | 6000 |   
            |  
                Notes: 
                 
 | Shields protect a starship 
                from enemy weapons fire and other hazards by generating a field 
                of energy around the vessel. Each ship is allowed to mount 4 shield 
                generators, each covering a different ship of the ship. You can reinforce shields 
                in game, by either boosting one shields at a time with power from 
                your other 3 shileds, or by diverting more power from other systems 
                into the shield generator. |  
           
            |     | Klingon 
              Disruptors (Top of Page) |   
            | Type | I | IF | II | IIF | III | IIIF | IV | IVF |   
            | Damage | 4 | 3 | 6 | 5 | 8 | 6 | 10 | 7 |   
            | Mass | 50 | 100 | 150 | 200 | 250 | 300 | 350 | 400 |   
            | Cost | 650 | 825 | 925 | 1300 | 1350 | 1600 | 1650 | 1900 |   
            | Energy | 2 | 2 | 4 | 4 | 8 | 8 | 10 | 10 |   
            | 
                Notes: 
 | Disruptors are the 
                standard primary weapons on Klingon ships. It operates on a principle 
                of disruption between the bonds between molecules of a substance. 
                This technology was discovered by the Romulans first, and then 
                shared with the Klingons. The Klingon disruptor fires 3 bolts 
                of energy. "F" denotes 
                Fast-Firing type disruptors. Fast-Firing types has shorter reloading 
                time, but do less damage. Type V and VF disruptors are not available 
                for ship use. They can be found on Starbases and Defense Satellites |  
           
            |  | Klingon 
              Photon Torpedo (Top of Page) |   
            | Damage | 6 | Mass | 200 | Cost | 900 | Energy | 6 |   
            |  
                Notes: 
 | Standard 
              weaponry on a starship. It is similar to the Federation Photon Torpedo, 
              but it loads faster, uses less energy, and does less damage. It 
              is consistent with Klingon's Fire First, Fire Often, doctrine in 
              battle. It cannot be used in Proximity mode. |  
           
            |  | Klingon 
              Polaron Torpedo (Top of Page) |   
            | Damage | 12 | Mass | 300 | Cost | 2200 | Energy | 9 |   
            |  
                Notes: 
 | The polaron 
              torpedo is an advanced weapon capable of penetrating an enemys 
              shields and damaging their hull directly. It is Klingon's answer 
              to Federation Quantum Torpedo development. |  
           
            |  | Tachyon 
              Pulse  (Top of Page) |   
            | Damage | 6 | Mass | 250 | Cost | 2450 | Energy | 8 |   
            | 
                Notes: 
 | This weapon 
              does moderate damage against a target. But its main use is to disable 
              it's ability to tactical warp. It prevents a ship from running away 
              in battle. |  
           
            |  | Klingon 
              Ion Cannon (Top of Page) |   
            | Damage | 9 | Mass | 250 | Cost | 1350 | Energy | 8 |   
            |  
                Notes: 
 | This beam-based 
              heavy weapon fires a massive energy discharge at the target. Also 
              it's unstable nature causes it to degrade over rage, it is capable 
              of doing massive damage at close range. |  
           
            |  | Antimatter 
              Mine Layer (Top of Page) |   
            | Damage | 15 | Mass | 200 | Cost | 1500 | Energy | 1 |   
            | 
                Notes: 
 | The system 
              gives the ship the ability to carry Antimatter mines. Mines are 
              dropped behind a ship and arm when the ship is a certain distance 
              away. They will detonate when any ship (even the ship that laid 
              them) is in proximity. Mines supplies are limited and have to be 
              bought at SupplyDock between missions. |  
           
            |  | Klingon 
              Armor (Top of Page) |   
            | Level | I | II | III | IV | V |   
            | Strength | 9 | 18 | 27 | 36 | 45 |   
            | Mass | 800 | 1200 | 1600 | 2000 | 2400 |   
            | Cost | 500 | 750 | 1125 | 1750 | 2500 |   
            | 
                Notes: 
 | Armor increases hull 
                strength of the ship. Once shields fail in combat, enemy hits 
                against the ship hull will be calculate against ship's armor first. 
                The ship sustains hull damage (not repairable in battle) or system 
                damage (repairable in battle) only after the armor has been depleted. 
                Armor, unlike shields, does not regenerate in battle. Klingon armors, although 
                less sturdy than Federations , are more efficient per tonnage. 
                (90% Federation Armor Strength, 80% Federation Armor weight) They 
                are well suitable for the high maneuverable Klingon vessels. |  
           
            |  | Klingon 
              Transporter (Top of Page) |   
            | Level | I | II | III | IV | V |   
            | Rating | 1 | 3 | 4 | 6 | 7 |   
            | Mass | 100 | 325 | 650 | 1100 | 1650 |   
            | Cost | 500 | 750 | 1125 | 1500 | 2000 |   
            | 
                Notes: 
 | The transporter is 
                a matter energy conversion device that can teleport objects or 
                persons across space. It can be used to mount Marine Raid against 
                enemy ships, or beam special cargo in and out your ship. The Rating 
                of the transporter system is the number of items/persons it can 
                energize at the same time. Transporter has a small 
                recharging time before it can be used again. It has a very limited 
                range. Klingon transporter 
                has higher capacity than Federation and Romulans (tied with Borg) 
                make their Marine raids highly effective. |  
           
            |  | Klingon 
              Tractor Beam Emitter (Top of Page) |   
            | Level | I | II | III | IV | V |   
            | Health | 2 | 3 | 5 | 6 | 8 |   
            | Mass | 100 | 300 | 600 | 1000 | 1500 |   
            | Cost | 500 | 750 | 1125 | 1500 | 2000 |   
            | 
                Notes: 
 | This system generates 
                a focused stream of graviton energy that holds an enemy ship at 
                a fixed position relative to the originating ship. This system 
                can be used to hold a ship, or repel another tractor of equal 
                or less level and make the ship untractorable. Once the beam is engaged, 
                the originating ship can "rotate" the tractored ship 
                around it. This, used in conjunction with regular turning can 
                be used to move a ship into weapon arc to fire. Or conversely, 
                move the tractored ship away from your damaged shield. "Rotation" 
                is a misnomer, "revolution" is a better description. 
                The tractored ship still has the ability to turn -- rotate about. 
                A tractored ship is also a lot easier to hit. |  
           
            |  | Klingon 
              Computer (Top of Page) |   
            | Level | I | II | III | IV | V |   
            | AntiCloak | 0% | 0% | 0% | 60% | 70% |   
            | Mass | 100 | 200 | 300 | 500 | 700 |   
            | Cost | 500 | 750 | 1130 | 2000 | 3000 |   
            | 
                Notes: 
 | Each level increases 
                maximum sensor range. If a targeted ship is within sensor range, 
                it will show its schematics and weapon readiness. You can only 
                plan marine raids on ships in sensor range. Only one computer 
                is allowed per ship. Level III and Level 
                IV computers can also detect for cloaked ships in a limited fashion. |  
           
            |  | Klingon 
              Cloaking Device (Top of Page) |   
            | Level | I | II | III | IV | V |   
            | Efficiency | 60% | 70% | 80% | 90% | 100% |   
            | Mass | 125 | 250 | 375 | 550 | 750 |   
            | Cost | 550 | 825 | 1250 | 1950 | 2750 |   
            |  
                Notes: 
 | This device 
              was originally discovered by Romulans. It makes the ship invisible 
              to sensors. However, cloaked ships cannot raise shields, and cannot 
              fire. There is a short period of delay when a ship cannot fire, 
              nor can it raise shields. |  
           
            |  | Klingon 
              Warp Core (Top of Page) |   
            | Level | I | II | III | IV | V | VI | VII | VIII | IX | X |   
            | Power 
                Output  | 21 | 25 | 29 | 35 | 43 | 51 | 63 | 73 | 90 | 125 |   
            | Mass | 725 | 950 | 1200 | 1575 | 2000 | 2500 | 3400 | 4200 | 4950 | 6500 |   
            | Cost | 2500 | 2975 | 3800 | 4900 | 6000 | 7300 | 8825 | 10350 | 12100 | 17600 |   
            | Health | 36 | 44 | 52 | 64 | 80 | 96 | 120 | 140 | 180 | 250 |   
            | 
                Notes: 
 | The warp drive is used 
                to generate power for the ships weapon systems and shield systems. 
                It is also used for tactical warping. The power output given 
                here assumes that it is operated by a Level 1 Engineer. More experienced 
                officers will be able to generate more power using the same warp 
                core. Klingon warp cores 
                are smaller than other races. |  
           
            |  | Klingon 
              Impulse Engine (Top of Page) |   
            | Level | I | II | III | IV | V | VI | VII | VIII | IX | X |   
            | Power 
                Output  | 356 | 392 | 464 | 571 | 749 | 849 | 936 | 1115 | 1249 | 1561 |   
            | Mass | 500 | 625 | 750 | 1000 | 1250 | 1500 | 1750 | 2200 | 2500 | 3250 |   
            | Cost | 665 | 1000 | 1500 | 2200 | 3300 | 4700 | 6000 | 7500 | 8750 | 10500 |   
            | Health | 40 | 44 | 52 | 64 | 84 | 95 | 105 | 125 | 140 | 175 |   
            | Notes: 
                
 | The impulse engine 
                is used for sublight traveling. Each ship has no preset maximum 
                speeds, it can travel as fast as the impulse engine is able to 
                take it. The top speed of the ship depends on the overall actual 
                mass. Therefore it's different from hull-class to hull-class. 
                It is also different from one configuration to another. The power output given 
                here assumes that it is operated by a Level 1 Engineer. More experienced 
                officers will be able to generate more power using the same impulse 
                engine. The heavier the ship, the slower the ship. Klingon impulse engines 
                are very efficient, if a bit fragile. They give Klingon ships 
                an edge in a running game. |  
           
            |  | Klingon 
              Thruster (Top of Page) |   
            | Level | I | II | III | IV | V | VI | VII | VIII | IX | X |   
            | Power | 130 | 150 | 170 | 195 | 240 | 265 | 275 | 305 | 335 | 375 |   
            | Mass | 350 | 425 | 550 | 725 | 900 | 1125 | 1525 | 1900 | 2225 | 2925 |   
            | Cost | 250 | 350 | 450 | 550 | 650 | 750 | 850 | 950 | 1050 | 1150 |   
            | Notes: 
                
 | The thruster is used 
                to turn ships in combat. It is measured by the Maneuverability 
                rate in game. It is inversely related to the ship mass. The heavier 
                the ship, the harder it is to turn it.  The power output given 
                here assumes that it is operated by a Level 1 Helmsman. More experienced 
                officers will be able to generate more power using the same thrusters. Klingons have the best 
                thrusters, |  |