Klingon K'Vort class Large Bird of Prey (Star Trek):
The writeup of the K'Vort class is designed to be used during Star Trek: Next Generation episodes and after but with small modifications, can be used for use during Star Trek Movie period
The K'Vort class Bird of Prey looks much like an upscaled version of the B'Rel class scoutship but is actual far more than that. The weapon systems are far different and the ship is expected to perform a different role. Where the B'Rel is designed as a scout ship, the K'Vort class is a cruiser design. The K'Vort class is huge and is longer than the Klingon Vorcha class cruiser and the Federation Excelsior class starship. These ships and the Vor'Cha class heavy cruisers make up the bulk of the Klingon capital ship forces.
Likes it smaller cousin and virtually all Klingon ships, the K'Vort class cruiser is equipped with a cloaking device. This enables the ship to make surprise attacks against the ships of many other forces. For weaponry, the ship has two photon torpedo launchers which makes the ship relatively lightly armed in the missile weapon area but has a very heavy energy weapon layout. Where the pulse disruptors are carried on the B'Rel class bird of prey, the K'Vort mounts mega-disrupter cannons. These cannons inflict incredible damage to targets that are hit and have far better range than the pulse disrupters but are far to large to be mounted on a ship as small as the B'Rell. To support these, the K'Vort carries more disrupter cannons along the hull.
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'Vort class Bird of Prey
Class: Cruiser (would be classified as a Battlecruiser due to
size in Phase World)
Crew: 1000 personnel standard
Troops: 500 Marines, 120 fighter and Shuttle pilots (Ship can
carry 250 Passengers in place of marines)
Vehicles:
Fighter Compliment:
60 | Ku'Rist Warp Fighters. |
8 | Assault Shuttles | |
8 | Standard Shuttles |
M.D.C. By Location:
Mega-Disruptors: | 2,000 each | |
Siege Disruptor Cannons (6 banks of 2 each): | 800 each bank | |
Photon Torpedo Launchers (2): | 1,200 | |
[1] Main Body: | 90,000 | |
Warp Nacelles (2): | 30,000 each | |
Impulse Engines: | 15,000 | |
[2] Bridge Support Structure | 20,000 | |
[2] Primary Bridge: | 30,000 | |
[2] Auxiliary Bridge (Also used as Flag Bridge): | 30,000 | |
[3] Variable Force Field: | 8,000 per side (48,000 total) |
Notes:
[1] Depleting the M.D.C. of the main body will put the Bird of Prey out
of commission. All internal systems will shut down, including life support
and internal gravity. The ship itself will be an unsalvageable floating
wreck.
[2] 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 bridge section from
the rest of the ship. The auxiliary bridge is buried in the main section
of the ship and is not effected.
[3] Shields positions can be varied and all could be combined in one
shield. Shields regenerate at the rate of 5% (2,400 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 0.8 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: Maximum speed is Mach 8 using impulse
engine. Due to starship having gravitic propulsion systems, starship can
enter and leave the atmosphere but the ship is too large to land
Stardrive: 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.
Ship carries about one year worth of supplies on board.
Statistical Data:
Length: 2,225.6 feet (678.36 meters)
Height: 1,390.15 feet (423.72 meters)
Width: 2,561.1 feet (780.62 meters)
Mass: 1,890,000 metric tons (Deep Space Nine: Technical Manual)
Power System: Anti Matter with 5 year life span. Ship normally
only goes 2 years between the ship being refueling.
Cargo: Cargo holds are scattered about the ship that allows
for carrying up to 20000 tons of cargo in addition to standard compliment
of supplies and ammunition.
Market Cost: 5.5 billion credits to construct.
Weapon Systems:
- 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. - Six (6) banks of 2 Siege Disruptor Cannons: These disruptors
are mounted on the hull of the ship. The ship primary beam weaponry not
including special weapons that are mounted in the ships weapons pod. Two
disruptor banks are located in the front of the ship, one disruptor bank
is located on each side, and two disruptor banks are located aft. 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. - Two (2) Photon Torpedo Launching System: One launcher is
mounted in the nose of the Bird of Prey and the other is mounted on the
rear. 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 a 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. Launcher is reloaded on the same melee and can be fired again on the next.
Payload: 192 Photon torpedoes - Cloaking Device: The K'Vort Bird of Prey 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 (90,000 in the Bird of Preys 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.
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 © 1998, 1999, & 2000, Kitsune. All rights reserved.