Klingon K'T'Inga Battlecruiser (Star Trek):
This ship is a modification on the old Klingon D-7 class Battlecruiser. The modifications to this ship class are much like the modifications done to the Federation Enterprise class when compared to the Constitution class and these ships are many times more lethal than the original D-7 class. These upgraded were done around the same time as the U.S.S. Enterprise was upgraded and several were destroyed in an engagement with V'Ger. While the ships are no longer constructed, they still exist in large numbers within the Klingon Fleets, and still served the Klingon Empire in battles against the Dominion. Many were lost in engagements with the Dominion.
Unlike the original D-7 class, these ships were fitted with cloaking devices from original construction. These cloaking devices have been upgrade to deal with new sensor suites and remain effective against most sensor systems. Like all Klingon cloaking devices, the systems are derived from technology that the Romulans sold them in trade for starship hulls and advancements in Warp Drive technology.
The only place this ship lags behind the Enterprise class in Warp speeds, the ship is considerably slower than the Enterprise class was. Later models have their warp drives upgraded.
The ships hull has been greatly reinforced when compared to the original D-7 Battlecruiser and the ship has a totally new shield system to enable the ship to withstand more attacks. The armor and shields are both about equal to those of the Enterprise class.
The ships weapon systems are very similar to the Federation Enterprise class. For beam weaponry, the Battlecruiser carries eight banks of siege disruptors. The outputs of the siege disruptor banks is vitally identical to the siege phaser mounts on Federation starships. The ship also carries two torpedo launchers but unlike the enterprise, one mount is mounted forward and one mount is mounted aft.
The ship carries a small number of starfighters for ship defense and does carry a few assault shuttles so that ship can perform planetary assaults on lightly defended planets. The ship also carries a small number of marines for both shipboard defense and planetary assault. The ship has a smaller crew than the original D-7 cruiser. This has increased the crew space onboard the ship. While the crew members do not have as much space as federation crew members do, this ship is spacious when compared to previous Klingon ships.
This design is written to be able to interact with modified phase world rules. See Revised Starship Rules for Phase World / Three Galaxies for more details. There is a lack of hard detail on this ship. Some materials have suggested accelerations that are simply beyond scope. I have taken a moderate level in writing up this starship for Phase World because otherwise the ship would either be far too powerful or far too weak for Phase World. Warp speeds are far slower than the FTL speeds for Phase World but they are very close to those from the original series and Star Trek: The Next Generation Technical Manual. Also, a note on the mass of starships. The original sources indicated much smaller masses for starships than Star Trek: Deep Space Nine Technical Manual does and where possible, both masses are listed for the gamers to choose which one seems most appropriate.
Model Type: K'I' Tinga Class Battlecruiser
Class: Battlecruiser (would be classified as a Light Cruiser in Phase World due to size)
Crew: 475 (45 Officers and 430 Enlisted)
Troops: 250 Marines, 45 fighter and Shuttle pilots
|20||Ku'Rist Warp Fighters.|
M.D.C. By Location:
|Siege Disruptor Cannons (8 banks of 2 each):||800 each bank|
|Torpedo Tube (2, Forward and Aft):||1000 each|
|Warp Nacelles (2):||20,000 each|
| Primary Bridge:||15,000|
| Auxiliary Bridge (Also used as Flag Bridge):||15,000|
| Bridge Support Structure||20,000|
| Main Body:||65,000|
| Variable Force Field:||6,000 per side (36,000 total)|
 In reality this is how much damage needs to be done for a weapon to hit the bridge through the ship’s armor. This ship does have an auxiliary bridge. Even if both of the bridges are destroyed, the ship can still be piloted from engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridges that do not penetrate the ships integrity can injure crew members on or near the bridge. Destruction of the support structure of the bridge will remove the main bridge section from the rest of the ship. The auxiliary bridge is buried in the main section of the ship and is not effected.
 Depleting the M.D.C. of the main body will put the Battlecruiser out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
 Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (1,800 M.D.C.) per melee round.
Driving on the Ground: Not Possible.
Sublight: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 0.8 percent of light per melee round.
As an alternative, the starship can reach .99 of the speed of light but is normally restricted to slower speeds so that starship is not effected severely by time attenuation that occurs at the higher sublight speeds.
Atmospheric Propulsion: Cannot travel within an atmosphere efficiently.
Stardrive: Original Version: Uses a warp engine that allow ship to travel at Warp Factor 5.5 on cruise (0.019 light years per hour), Warp Factor 6.9 Flank (0.038 Light Years per hour), and Warp Factor 9.3 Emergency (0.092 Light Years per Hour). Warp speed is raised to the third power to figure out how many times the speed of light the ship travels. Upgraded Version: Uses a warp engine that allow ship to travel at Warp Factor 5 on cruise (0.024 light years per hour), Warp Factor 8 Flank (0.11 Light Years per hour), and Warp Factor 9.6 Emergency (0.22 Light Years per Hour). Speed is calculate using a formula designed to emulate Star Trek: Next Generation speeds. These speeds are very slow when compared to Phase World ship, so if used in that universe, they could be increased enough to operate within Three Galaxy speeds but should not exceed them.
Maximum Range: Effectively Unlimited by either drive system. The ship carries about three years worth of supplies on board and a small hydroponic section.
Length: 1,146.7 feet (349.54 meters).
Height: 322.9 feet (98.41 meters).
Width: 826.0 feet (251.76 meters).
Mass: 760,000 metric tons (Deep Space Nine: Technical Manual)
Power System: Anti Matter with 15 year life span. Ship normally only goes 5 years between the ship being refueling.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 20,000 tons of cargo in addition to standard compliment of supplies and ammunition.
Market Cost: 4.6 billion to construct.
- Eight (8) banks of 2 Siege Disruptor Cannons: Two disruptor
banks are located in the front of the ship, two disruptor bank are located
on each side, and two disruptor banks are located aft. These disruptors
are not quite as powerful as those carried on later ship classes. The weapons
damage is about equal to laser cannons used by the CAF but the disruptors
have a greater rate of fire. The disruptors are also slightly shorter ranged
but only slightly. Both disruptor Cannons in each bank can be linked or
can be fired separately. They cannot be used faster than the speed of light.
Weapons system have half penalties to hit fighters and small targets.
Maximum Effective Range: 12,437 miles (20,000 km) in space and 12.4 miles (20 km) in an atmosphere.
Mega Damage: 2D4x100 each or 4D4x100 for both cannons in a bank.
Rate of Fire: Maximum of Three (3) times per melee each cannon.
Payload: Effectively Unlimited.
- Two (2) Photon Torpedo Launching Systems: The ship has two
launchers mounted in the main hull of the ship. One of the mounts is on
the forward of the ship and the other is on the aft of the ship.
Effectively very similar to Phase World cruise missile launchers but instead of having groups of multiple launchers, the Klingon Empire has concentrated on launchers that can launch more than one torpedo at the same time. Once spread of torpedoes has been launched, the launchers must reload and rearm before launching another spread of torpedoes.
Torpedoes has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship). When drive goes dead, the torpedo will continue to travel in a straight line unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and torpedoes when dead is at -25% to be detected.) See modified starship rules for more details - Torpedoes have penalties to hit small targets but are all considered smart missiles. Launchers can launch on multiple targets each.
Maximum Effective Range: Powered torpedo range is 8000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space.
Mega-Damage & Properties: Photon Torpedoes (Matter/Anti-Matter Warheads): Old Series inflict 2D6x100 each, Star Trek Movies One through Six inflict 3D6x100, and Next Generation inflicts 4D6x100 each.
Rate of Fire: One at a time or in volleys of 2 per launcher, per melee round, for a maximum of 4 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next.
Payload: 100 Photon torpedoes each launcher (200 total)
- Cloaking Device: The Battlecruiser has a cloaking device
that allows the ship to be undetectable by most sensors. The Klingon Empire
got their cloaking technology from the Romulans. In phase world this system
has the problem that it does not hide the ships signature on gravitic sensors
(This is even more of a weakness on Romulan ships because they use a black
hole in their power systems). The starship cannot raise shields or fire
any weapons while cloaked, for one attack previous to cloaking, or just
When attacking and if ship is not detected, the ship has +8 initiative bonus against a target that is not alerted and +4 initiative bonus against targets that are alerted (at general quarters). If the cloaked ship get a higher initiative, the ship can both raise its combat shields and can fire its weapons previous to any opponents attacks.
Each time the ship main body gets damaged, the is a percentage chance the cloaking device will be damaged. This is done by determining the total damage the ship has sustained and dividing that by the amount of damage the ship can take (65,000 in the Battlecruisers case) and getting a percentage of the hull that the ship has taken for damage. A percentile roll is then made. If the percentile roll is less than the percentage of damage the cloaking device is damaged and will be non operation.
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Technical information partially sourced from Star Trek: Deep Space Nine Technical Manual (Mostly ship sizes.)
I would like to recognize Henning Rogge as giving assistance with the revision of the Star Trek starships.
Writeup by Kitsune (E-Mail Kitsune).
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