IKV T´Ong Specifications:

IKC T´Ong Specifications



VESSEL CLASS: Vor'cha, Delta Quadrant Configuration

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 Fehk'ler 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 (prototype version)
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)
2 x 1000 MW Shield Grid (weapon hull, main hull) (a.k.a. Deflectors)

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)
12 x Exocomp Drones (various)
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, 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)
3 x Replicatore Arrays (weapn hull, 2 neck)
2 x Probe Handling Bays (ea. with 16 probes) (weapon hull, neck)
1 x Hazardous Containment Facility (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 x Crews Mess (1 per wing)
3 x Holo-deck (neck, 1 per wing)
1 x Dojo (main hull)
1 x Shrine (main hull)
4 x Laundry (weapon hull, neck, 1 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 pIvghor'etlh and pIvghor'taj)
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, neck, 2 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:
76 x 12 man Airlock Ejection Pods (Stations: 16 weapon hull, 16 neck, 24
main hull, 9 per wing) (many closed to external use)
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 require highly skilled personnel, such as science labs and the
bridge favor a higher ratio.

Enlisted:
75 weapon hull
50 neck
200 main hull
50 per wing

Officer:
15 weapon hull
25 neck
15 main hull
5 per wing

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

Modified type U Phaser Emitter:
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 and 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 Keltrinium  Warp drives provide enough power for
firing under cloak. Since this Cloaking Device is a new prototype,
many of the old restrictions are now obsolete.

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 array. Reduction in the ion trail
is can be as high as 92% in sparse areas of space.

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.

HOLO-DECK:
All Klingon cruisers have incorporated at
least one Holo-Deck. Hearing of 'coup' attempts on Federation vessels,
Klingon engineers have completed separated the Holo-Deck from the rest of
the ships data systems. Even ships 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 Holo-Deck 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 Kluj likes to keep 
his officer's interruptions brief and to the point.  The reason for having 
no additional chairs!  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.  A single copy of "Macbeth" rests below a large viewport into space,
along with an ancient manuscript in a sealed opaque aluminum container. This
manuscript was given to Kluj by his blood-brother Jolan.  Here is a more
detailed description of the day Jolan gave it to him:

   Kluj could not put the book down!  The ancient manuscript was
hand scribed.  It described Kahless the Unforgettable's survival
during a great natural catastrophe.  It was written by the scribe
of a town where Kahless was staying.  The book had to be written
over 1500 years ago!
   A great storm had hit the town, and people were forced to take
shelter, including the Great Kahless!
   Apparently a man who lived in the village went out into the winds
to make them "respect" him.  He was trying to impress the Great
Kahless who had only recently overthrown Molor and was in the process
of unifying the warring tribes of Kronos into the Klingon Empire.
   The man died, and the scribe quoted Kahless at the moment of his
death.  Kahless said, "The wind does not respect a fool."
   Every Klingon knew this story well, but what Kluj saw as he flipped
through the last twenty or so blank pages made him stand up in awe!
   The scribe must have made a good impression on Kahless, because
he had indulged the scribe a departing wish...
   ...there in the center of the final page of the battered
manuscript was the SIGNATURE OF KAHLESS HIMSELF!
   This gave the expression "By the hand of Kahless" a whole new
meaning for Kluj!
   Jolan had given this up?  For him?  Why?  This thing was worth
a fortune!  Kahless' signature!
   Kluj put the book back in its protective case and locked it.  The
glass turned opaque and he put it on a shelf next to his father's
betleH and the 500 year old Karkarham spear of the House of Kras.

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 appears 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 Kluj's wine/alcohol collection from around the 
Galaxy.  There are bottles of anything from Klingon Green Gragon to 
Risan Gin and Regulan Bloodwine to Japanese Sake.  Everything BUT 
Romulan Ale of course!  Kahless forbid!  As duty is always on Kluj's 
mind, he spends the bulk of his time on the Main Bridge, inspecting 
the ship, or working in his office.

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 UFP ranks). A Marine Commanding Officer (again a UFP rank
variant) command a company comprised of three platoons. To assist the MCO
is a staff section of one Senior NCO and two troopers. This makes seventy
marines to a company.
Facilities on the IKV majHegh 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 118th 'Immortals', a penal
regiment, are assigned to the IKV majHegh.

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:

The Marines have the following equipment with them when placed into
cyrosatis. This gear is useful for boarding and counter-insurgency: 

d'k tahg (combat knife)
disruptor pistol
3 photon grenades (tuned to damage organic materials but not equipment)
energy dispersion space suit (w/ maneuvering thrusters and magnetic boots)
tactical tricoder
first aid kit

In the ship's armory are stored heavier weapons. These items are broken out
for planetary duty or destructive assaults. Firepower from these items
could significantly damage ship board equipment and are thus normally
stored in the Main Armory.

disruptor rifle per marine
bat'lelh (or other hand to hand weapon) per marine
various grenades
plate assault suits per marine (heavier verision of energy dispersion suit)
photon bazooka per squad (firing a dual purpose detonator)
laser sniper rifle per squad
phaser cannon per platoon (disassembled)
portable shield generator per platoon (disassembled)
backpack communications system per platoon

The energy dispersion armor contains padding (or plates), to protect from
physical damage, interwoven with conduits. These conduits redirect energy
strikes into capacitors. Over a few seconds trapped energy in the
capacitors is released safely.
If you are struck by a phaser or disruptor the armor provides a second or
two of protection. If you can twist, duck or otherwise get the beam of you
then you will survive. A continued strike, or a rapid succession of
strikes, will overload the absorption ability. Still it significantly
increases survival in phaser/disruptor combat.
Marine plate armor has a higher capacity then the normal ED space suit. A
lighter vest version is commonly worn by security and the ship's officers.
The appearance is identical to the normal warrior vest.

MARINE COMMAND CENTER:
This facility is designed as co-ordination center for planetary operations.
The primary focus is on military operations of assault, installation
defense and orbital bombardment. Several control consoles and a holographic
table are the key features.
A platoon control console is present for each of the ship's platoons. This
monitors their cyrostasis units during inactive times and the soldiers
lifesigns during operations. Links can also be made directly into the
marines armor systems,  tactical tricoder and/or communications.
Placed in the center of the room is a large holographic table. Capable of
many modes of operation allows the displays to show complete planets,
orbital views or detailed facility maps. Information on troop movements can
also be included. This information is used to assist in planning tactics
and plotting orbital strikes.

SECURITY PRECINCTS:
The ship's security systems are overseen by separate Security Precincts.
Each Precinct is responsible for their area of the ship. This includes
control of video monitors, motion sensors, integrity scanners, internal
weaponry, force fields and blast doors. Due to the similar equipment used, 
damage control procedures are also run through Security. This allows
security to control the motion of all personal through the ship. Designed
as small forts the Precincts act as "bunkers" in case of ship board combat.
Additional facilities in each Precinct include smalls arms lockers, short
term holding cells, prisoner handling equipment and weapon controls. Small
arms consist of hand to hand weapons, primarily d'k tahg, and disruptor
pistols which are less likely to damage the ship. Two four-man cells,
sealed by windowed blast doors, in each Precinct allow for short-term
detention of prisoners or to discipline crew. Prisoner handling equipment
includes physical restraints, psionic energy inhibitors and painsticks.
Controls for internal weaponry operate remote controlled phasers weapons
stationed at strategic corridor intersections. As part of the requirements
for joint Federation technology phasers, with the option for stun or kill
settings, were used.
In the ship's neck is the Master Security Precinct. This area includes all
features of a Security Precinct plus it can override any of other Security
Precinct. This insures the officers will maintain control of entire ship.
Near Master Security is the Interrogation Center, used to obtain
information from prisoners through various means. Long term detention
facilities are found in the ship's two brigs for prisoners that will be
interned for anything more than a days. Master Security also directly
protects the entrance to the Main Armory where heavier weapons are stored,
including heavy ordnance used by Marines.

PROBE HANDLING BAYS:
Each of the two Probe Handling Bays ready, launch and control up to 16
active probes at a time. Probes can be assembled using the ship's
replicator so only a standard set are kept ready for use. It takes
approximately thirty minutes to assemble a new probe.  Specialized probes
can be configured from the basic sets. All probes have their own power
source; fusion, solar and/or battery.  Artificial intelligence units
in probes can be set to operate independently or under the command of
the launching ship. Each probe also has some form of movement, even if
it is just for station keeping.  Below are the basic probe types and the
number normally ready for use in each Bay:

Standard x 3: With sensor spectrums similar to the ship, albeit at much
  reduced ranges.
Fast x2: Warp capable probe with limited sensors. Designed to follow ships
  or unnatural events.
Slow x2: A very good sensor suite at the expense of most maneuvering
  abilities.
Passive  x3: Also known as the Spy Probe. Enhanced passive sensors. Useful
  as 'eyes' for a cloaked ship.
Planetary x2: Configured to survey planets for lifeforms, minerals and
  energy readings.
Stellar x2: Configured to be sent into stars, anomalies or stellar events.
  Often specialized.
Relay x1: Useful as a communication relay point. Often used to support
  other probes. Often mission specific.
Landing x1: Robot probe designed to be landed for detailed surface studies
  in hostile environments. Often mission specific.
Mine x0: A space mine made using a standard probe and a torpedo. Mission
  specific.
Cargo x0: Probe variant used to transport cargo. Mission specific.

REPLICATOR ARRAYS:
Replication is a technique long in use by Klingons, the Federation and many
others. Matter is assimilated via a transporter beam from a storage area
and combined into a new object. The most common use of this is for
foodstuffs. While lounges, messhalls and other areas have small replication
assemblies their programming is intentionally limited. Damage control,
repairs and research projects use replication to create needed items in the
field.
The ship's general purpose replicator arrays adjoin each of the research
labs. These labs place the highest demand on replicators for they
constantly require specialized equipment. Since these arrays could produce
dangerous equipment they are as heavily guarded as the science labs. Each
replicator array assembly actually consists of four replication devices.
Controlling each replication device is a computer panel that can either
receive pre-programmed isoliner chips or access a list of standard
replications from the ship's computer. Behind this is a 3 meter by 3 meter
assembly that is very similar to a transport pad. The four pads in each
room are arranged so that they form a larger 6 meter by  6 meter assembly
for larger replications. It is possible to replicate multiple objects on
one pad at a time. Large objects are typically moved by the cargo
transporters to the desired area of the ship.

12 MAN AIRLOCK EJECTION PODS:
These systems serve come complete with a life support system and two
opposite facing hatches. Fixed in place on the ship's hull enables the
internal corridor to serve as an airlock. In emergency situations the pods
may be ejected from the hull via the use of explosive bolts. Chemical fuel
thrusters around the sides maneuver the ejected system. Single use reentry
is achieved through a combination of thrusters, ablative heat shields and
parachutes. Life support equipment, normally used to service the airlock
function, enables two days of survival for a full six man occupancy. Radio
beacons activate only after an internal switch is hit. Emergency survival
gear is present, with knives being the only weapon included. Airlocks can
be physical switched to prevent external access. Four pods are included on
the deck immediately underneath the bridge.

MEDICAL FACILITIES:

In keeping with Klingon Naval traditions the medical facilities are
designed to return warriors to their stations as quickly as possible. This
is a stark contrast to other cultures, which strive to ensure survivability
of the wounded. Klingons seek an honorable death so are without this
hindering.
When injured local first aid will be attempted. First aid kits are included
in the damage control storage compartments. Each turbolift, crew quarters
and airlocks also contain one. First aid kits carry a standard allotment of
bandages, antiseptics, hypro injectors, spray-flesh, extendable splints and
disinfectants.
Those who are wounded beyond the capacity to operate their station go next
to one of four Wound Treatment Centers. There is one located in the Weapon
Hull, the Main Hull and in each Wing. In the Neck area the Medbay has a
WTC. Each WTC is operated during battle alerts by a Combat Medic.
Specialized medical care can be given, including the operation of medical
grade kits to fuse bone, seal flesh and cleanse radiation. Badly injured
patients will be stabilized quickly then sent elsewhere. If the WTC is
unable to send the wounded back to their post, the n the patient will be
transferred to a Recovery Center or to Medbay. 
Recovery Centers receive those too injured to man their posts but have had
their injuries stabilized. The RCs are located in the neck, primarily
receiving officers, and one in each wing. In patient beds are arranged in
three rooms having six beds each. These beds will monitor the patient,
alerting nurses to any danger. Nurses can move patients into an attached
examination room that has a fully functional biobed. Minor operations, such
as dentistry, can be conducted here. 
The ship's Medbay is located in the Neck. Joined to the Medbay and to hall
outside is the Neck's WTC. In Medbay proper is a waiting area for patients.
A mix of couches and chairs are available for various postures of the
injured. Adjoining areas include the Doctor's offices, prep areas, analysis
facilities, surgery theaters, cyrostasis units and regeneration tanks.
Doctor's offices are spartan affairs containing a single desk. On the desk
is a computer console linked to a holographic display. Their are several
chairs so that wounded may have the benefit of sitting.
The objective of the prep areas is to determine which route the patient
will go. Immediate efforts will be taken to ensure the survivability of the
patient. If they make it this far they are likely to suffer even normally
mortal damage. Once a decision has been made on a patient they will go to
another section of the Medbay.
Analysis facilities are used to study unusual injuries or health related
matters. This includes working with Sciences to study micro-organisms,
exo-biology and other health involvments. This is where a patient will go
if the health risk is poorly understood. There are four separated rooms
each with a bio-bed and a counter lined with scientific equipment. Needs
for detailed studies are handled in the ship's labs. Various containment
forcefields prevent contamination into the rest of the ship. 
Each of the ship's three surgery theaters are used for complex medical
procedures. Warriors that arrive here are unlikely to return quickly to
their post. Instead, this is where everything is done to prevent the
injured from dying of suffering permanent impairment. Each theater has a
biobed, surgical equipment and a medical replicator. The medical replicator
serves to create any tools needed during surgery. Theaters are large enough
for patients to be accessed on all sides. 
Should death seem inevitable due to insufficient resources mortally injured
patients may be placed into cyrostasis. Six chambers are included in Medbay
that are identical to the Marine units. Cyro-stasis is one area where
Klingons have surpassed the Federation. Detailed metabolic settings range
from time ratios of 1:10. 1:100, 1:1000 or nominal metabolism. In all cases
automated hypo injections provide nutrients to sustain the suspended
patient. Cyro-stasis allows transportation of the patient to other
facilities for treatment.
Finally, their is the a room containing a set of regeneration tanks.
Regeneration is capable of speeding healing, even restoring amputated
limbs. However, the process is costly, requires precise genetic treatment
and is time consuming. Regeneration that begins on ship is normally
transferred to a medical base as soon as possible. Small tanks are used on
outer extremities while two small vats accommodate limb regeneration. The
largest tank, which fills the center of the room, submerses the entire
patient wearing an umbilical breather.

SCIENCE LABS:
The Science labs are set in an open format, with workstations lining
the outside walls and additional tables, containment facilities, and
assorted instrumentation located in the center of the rooms. Allotment
of labs is reconfigured according to the recommendations of CSO Kodin.

DETAIL:

Lab Area 1 - Starboard Neck:
Lab 1a Exostudies
Lab 1b Physics
Lab 1c Astrophysics / Stellar Cartography
Lab 1d Geophysics / Geology
Lab 1e Anthropology / Archaeology

Lab Area 2 - Port Neck:
Lab 2a Exostudies
Lab 2b Microbiology
Lab 2c Biophysics / Biochemistry
Lab 2d Chemistry
Lab 2e Overflow Labs

Lab Area 3 - Weapon Hull:
Lab 3a Exostudies
Lab 3b ExoBotany
Lab 3c ExoBiology
Lab 3d ExoZoology
Lab 3e Artificial Life

Justification:
As the Weapon Deck can function as a separate entity, and will often 
separate and come into contact with planetary life forms, also since 
dealing with unknown entities may endanger the ship, separating the 
Exo-sciences labs may be needed.  This reorganization will also be 
complemented by removing two supporting walls and replacing them with 
reinforced structural elements, thus opening both of the (currently) 
separate labs into a larger science area, enhancing crossflow of 
ideas.  It has been a Klingon tendency to compartmentalize further and 
further - separating departments.  This plan follows more contemporary 
Vulcan science layouts, which have been shown to be more efficient and 
effective.

Further Information:

Labs 1a-2a-3a Exostudies:
The Exostudies department works with all sciences to analyze all new 
forms of biological and mineral life encountered, as well as to 
coordinate and provide data on known life forms.  This department is 
utilized by all other science departments in some form.

Lab 1b Physics:
The Physics department analyzes spatial and subspatial phenomena and 
presents solutions to command staff as to likely reactions and 
consequences to possible actions.
(Other related studies: High-Energy and Particle Physics, Atomic
and Nuclear Physics, Plasma Physics, Superconductivity)

Lab 1c Astrophysics / Stellar Cartography:
The Astrophysics and Stellar Cartography departments maintain and 
update navigation maps, as well as log all interstellar geography 
encountered.
(Other related studies: Astronomy, Black Holes, Supernovae, Worm Holes)

Lab 1d Geophysics / Geology:
The Geology department is responsible for planetary and extraplanetary 
mineral analysis, as well as suitability for mining and development.
(Other related studies: Ecology, Forestry, Geography, Glaciology, 
Mineralogy, Meteorology, Oceanography, Seismology)

Lab 1e Anthropology / Archaeology:
These departments are responsible for excavation and analysis of
artifacts and items of ancient historical significance, as well
as extinct life forms.  
(Other related studies: History, Paleontology, Linguistics and Languages)

Lab 2b Microbiology:
The Microbiology department maintains medical inoculations 
as well as works closely with Medical to analyze foreign viral and 
microbiological entities.
(Other related studies: Immunology, Toxicology, Virology)

Lab 2c Biophysics / Biochemistry:
The Biophysics / Biochemistry department analyzes foreign biological
entity chemical makeup and physics properties.
(Other related studies: Biology, Crystallography, Organic Chemistry, 
Phisiology)

Lab 2d Chemistry:
The Chemistry department is responsible for analyzing the chemical 
properties of any unknown minerals encountered.
(Other related studies: Chemical Engineering, Electrochemistry, 
Polymers, Quantum Chemistry)

Lab 2e Overflow Labs:
This is a large single lab, divided into multiple areas for personal
or overflow experiments, as well as experiments coordinating with 
Medical Sciences and Engineering.

Lab 3b ExoBotany department:
The Botany department is dedicated to the study of Organic Life.  I 
have redesignated this department as ExoBotany in order to identify 
it's primary function - working with and analyzing foreign botanical 
life forms to determine domestication viability, and potential 
toxicity to colonists.

Lab 3c ExoBiology:
The ExoBiology department focuses on biological lifeforms.  It works 
closely with ExoBotany and ExoZoology to determine a new lifeform's 
classification and potential domestication for consumption.

Lab 3d ExoZoology:
The Zoology department analyzes foreign animal life forms to determine 
classification and threats.

Lab 3e Artificial Life:
The Artificial Life lab handles all experiments and analysis on 
artificial life forms such as androids and automations.
(Other related studies: Biomechanics, Robotics, Supercomputing, Holography)

Additional Descriptions:
The Science labs are set in an open format, with workstations lining 
the outside walls and additional tables, containment facilities, and 
assorted instrumentation located in the center of the rooms.

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