Klingon Negh'Var class Dreadnought (Star Trek):


This writeup of the Negh'Var class should be used during the later Star Trek: Deep Space Nine and Star Trek: Voyager episodes.


One of the most powerful Klingon designs ever constructed, this ship has incredible firepower and was designed to overwhelm opponents. The first of the class was used against the Cardassians during the Klingon- Cardassian War. In the War, she was able to destroyer multiple Cardassian vessels and overwhelm many planetary defense installations. Near the end of the War, the ship was used as flagship for an attack on the Federation Station Deep Space Nine and was able to breach the shields in order to beam troops onboard. During the war against the Dominion, this ship developed a reputation as a deadly ship but her opponents. Several sister ships joined the Negh'Var during the Dominion War and will likely be the flagships of the Klingon forces for decades to come.


These ships are the largest vessels ever built by the Klingons to carry cloaking devices although the Romulans have just as large vessels with cloaking devices. The Warbird is a good example of this. The Negh'Var has powerful shields that are capable of withstanding heavy damage before going down. As well, the ship is heavily armored to withstand heavy damage even when the shields are down. The ship has four warp engines with two one either side of the body and has two impulse engines.


This ship is armed with two "Mega" disruptors that are capable of going through the shields of most ships in just a few shots and can quickly level planetary shields as well. To back these up, the ship carries twelve siege disruptor banks on the main hull and has two forward firing and two aft firing photon torpedo launchers. Like the Vor'cha class Cruiser, the ship carries a weapons pod that can mount a variety of different weapon systems in addition to those carried by the ship itself. This pod can add up to four additional photon torpedo launchers, two mega disruptors, or a mixture of five siege phaser banks and two additional photon torpedo launchers. With all of its weapon systems, this ship is likely a match for a Federation Sovereign class battlecruiser.


Many original sources called this vessel a carrier. This because the ship carries a large number of small craft including fighters and the ship carries assault shuttles for planetary assaults. These ships are designed to be able to carry a large number of marines for ground assault missions.


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: Klingon Negh'Var class Dreadnought
Class: Dreadnought (In phase world terms, would be also be considered a battlecruiser by virtue of ships size)
Crew: 1060 (64 Officers and 998 Enlisted)
Troops: 2000 Marines, 250 fighter and Shuttle pilots


Vehicles:
Fighter Compliment:

120Ku'Rist Warp Fighters.
Shuttles:
40Assault Shuttles
12Standard Shuttles


M.D.C. By Location:

Mega-Disruptors (2):2,000 each
Siege Disruptor Cannons (12 banks of 2 each):1,000 each bank
Torpedo Tubes (4, 2 Forward & 2 Aft):1,000 each
External Weapons Pod:15,000
Warp Nacelles (4):30,000 each
Impulse Engine (2):20,000 each
[1] Bridge Support Structure30,000
[1] Primary Bridge:30,000
[1] Auxiliary Bridge (Also used as Flag Bridge):30,000
[2] Main Body:150,000
[3] Variable Force Field:15,000 a side (90,000 Total)


Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships 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 bridge section from the rest of the ship. The auxiliary bridge is buried in the main section of the ship and is not effected.
[2] Depleting the M.D.C. of the main body will put the Dreadnought out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (4500 M.D.C.) per melee round.


Speed:
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 0.6 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 affected severely by time attenuation that occurs at the higher sublight speeds.
Atmospheric Propulsion: Cannot travel within an atmosphere efficiently.
Stardrive: Uses a warp engine to travel faster that the speed of light.
Without the Weapons Pod, The ship can travel at Warp Factor 7.0 on cruise (0.075 light years per hour), Warp Factor 9 Flank (0.17 Light Years per hour), and Warp Factor 9.6 Emergency (0.22 Light Years per Hour).
With the Weapons Pod, the ship can travel at Warp Factor 6.5 on cruise (0.058 light years per hour), Warp Factor 8.5 Flank (0.141 Light Years per hour), and Warp Factor 9.1 Emergency (0.018 Light Years per Hour).
Speed is calculated using a formula designed to emulate Star Trek: Next Generation speeds. These speeds are very slow when compared to Phase World ships, 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 five years worth of supplies on board and a small hydroponic section.


Statistical Data:
Length: 2,238.58 feet (682.32 meters).
Height: 448.33 feet (136.65 meters).
Width: 1,542.29 feet (470.09 meters)
Mass: 4,310,000 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 200,000 tons of cargo in addition to the standard compliment of supplies and ammunition.
Market Cost: 28.5 billion to construct.


Weapon Systems:

  1. Mega Disruptor Mounts (2): These are mounted out on the wings of the ship and are in the same place as the pulse disruptors on the smaller bird of prey are located at. They are upgraded when compared to the phasers used on the K'T'Inga class battlecruiser. Used as anti-capital ship weapons and can take out frigates in one shot or do large amounts of damage to bases or larger ships and have a far longer range than the pulse disruptors. The Disruptor cannons can be combined or used separately. They cannot be used faster than the speed of light. Weapon has standard penalties to hit fighters and small targets. The barrels can be fired forward only but can be rotated 30 degrees horizontally or vertically.
    Maximum Effective Range: 93,300 miles (150,000 km) in space and 93.3 miles (150 km) in an atmosphere.
    Mega Damage: 2D4x1000 M.D.C. each and can be combined for a damage equal to 4D4x1000.
    Rate of Fire: Maximum of Three (3) times per melee per cannon.
    Payload: Effectively Unlimited.
  2. Twelve (12) banks of 2 Siege Disruptor Cannons: The ship primary beam weaponry not including special weapons that are mounted in the ships weapons pod. Four disruptor banks are located in the front of the ship, two disruptor banks are located on each side, and four disruptor banks are located aft. The weapon's 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. Weapon systems 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: 2D6x100 each or 4D6x100 for both cannons in a bank.
    Rate of Fire: Maximum of Three (3) times per melee each cannon.
    Payload: Effectively Unlimited.
  3. Four (4) Photon Torpedo Launching Systems: The ship has four launchers mounted in the main hull of the ship. Two of the mounts are on the forward of the ship and the other two are 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 have 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 are -25% to detect.) 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, or 4 per launcher, per melee round, for a maximum of 16 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 200 Photon torpedoes each launcher (800 total)
  4. Weapons Pods: The ship can carry a variety of different weapons pods. One pod has all torpedo launchers, another pod has just disruptor pods, and one pod has a mixture of both pod type. The type of pod carried or if one is carried depends on ships mission and the captains requests.
    1. Type 1 (Photon Torpedo Pod): The pod has four photon torpedo launchers in it. The payload for each launcher is less than the payload carried for the two internal launchers. Two launchers fire forward and two launchers fire aft.
      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 or 4 per launcher, per melee round, for a maximum of 16 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next.
      Payload: 800 torpedoes (because the launchers are right next to each other they all use the same magazine).
    2. Type 2 (Mega Disruptor Pod): The pod has two mega-disruptors in it. Used as anti-capital ship weapons and can take out frigates in one shot or do large amounts of damage to bases or larger ships. The Disruptor cannons can be combined or used separately. They cannot be used faster than the speed of light. Weapon has standard penalties to hit fighters and small targets. The barrels can be fired either forward or behind and can be rotated 30 degrees horizontally or vertically.
      Maximum Effective Range: 93,300 miles (150,000 km) in space and 93.3 miles (150 km) in an atmosphere.
      Mega Damage: 2D4x1000 M.D.C. each and can be combined for a damage equal to 4D4x1000.
      Rate of Fire: Maximum of Three (3) times per melee per cannon.
      Payload: Effectively Unlimited.
    3. Type 3 (General Weapons Pod):
      1. Five (6) banks of 2 Siege Disruptor Cannons: 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: 2D6x100 each or 4D6x100 for both cannons in a bank.
        Rate of Fire: Maximum of Three (3) times per melee each cannon.
        Payload: Effectively Unlimited.
      2. Two (2) Photon Torpedo Launching Systems: The payload for each launcher is less than the payload carried for the two internal launchers. 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, or 4 per launcher, per melee round, for a maximum of 8 torpedoes per melee. Launchers are reloaded on the same melee and can be fired again on the next.
        Payload: 400 torpedoes (because the launchers are right next to each other they all use the same magazine).
  5. Cloaking Device: The Klingon Negh'Var class Attack Cruiser has a cloaking device that allows the ship to be undetectable by most sensors. The Klingon Empire originally got their cloaking technology from the Romulans but has since been able to both copy and improve on their cloaking technology. 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 after decloaking.
    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 (150,000 in the Negh'Var Dreadnoughts 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 operational.



[ Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kittani TM, Kreeghor TM, Machine People TM, M.D.C. TM, Mega-Damage TM, Metzla TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Psylite TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Sunaj TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


[ Cardassian TM, Deep Space Nine TM, Jem'Hadar TM, Ketracel White TM, Klingon TM, Photon Torpedo TM, Quantum Torpedo TM, and United Federation of Planets TM are trademarks owned by Paramount Pictures. ]

[ Star Trek is copyright © Paramount Pictures. ]


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.


CGI of ship created by Andrew Hodges. More of his CGI pictures of Star Trek ships and craft at Devil World 6.


Writeup by Kitsune (E-Mail Kitsune).


Rifts Conversion Copyright © 2000, Kitsune. All rights reserved.


Return