Federation Klingon
Romulan Borg
Starfleet Command III: Ship Profiles
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
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)

The B'rel class, or the Bird of Prey, has been in service for over eighty years and has undergone numerous upgrades and revisions in that time. Because it remains an effective starship concept, the basic B'rel design will probably continue to remain in widespread use for the foreseeable future. This is the smallest vessel in the Klingon fleet, filling the frigate and scout roles.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
6000
650
1650
1800

 

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.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
8500
1000
2300
2425

 

K'Tinga (Light Cruiser CL) (Top of Page)

The D7 or K'Tinga class cruiser has been in service in one form or another for decades - longer even than the B'rel class. As with the B'rel, the ship's design has proven so effective that the High Command has nor found a reason to retire it. Instead, the K'Tinga receives technology updates so that it remains current.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
13000
1300
3100
3500

 

Fek'lhr (Heavy Cruiser CA) (Top of Page)

Named after a mythical beast, the Fek'lhr class starship is an advanced design. Though it fills the cruiser role in the Klingon fleet, the Fek'lhr enjoys the excellent maneuverability found in most Klingon designs.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
19000
1550
3550
5200

 

Vor'cha (Battlecruiser BC) (Top of Page)

The Vor'cha class attack cruiser comprises the backbone of the Klingon fleet. The Vorcha is a versatile platform that can fill many roles, and is generally considered to be the Battlecruiser class.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
26000
2100
6000
7550

 

Negh'var (Dreadnought DN) (Top of Page)

Flagship of the Klingon fleet, the Negh'Var class starship is the largest and most powerful vessel in the Empire. It features the very latest in Klingon weapons technology, with a Polaron Torpedo refit becoming standard for the class.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
32000
2900
6700
9000

 

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 enemy’s 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,