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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,
|
|