by Starfleet Universe - Your #1 source for Starfleet Command! |
the Klingon Empire 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 |
B'Rel (Frigate FF) (Top of Page)
K'Vort (Destroyer DD) (Top of Page)
The K'Vort Class is essentially a larger, more capable version of the Bird of Prey. The K'Vort fills the Destroyer roles in the fleet. |
|||||
8500
|
1000
|
2300
|
2425
|
||
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, |