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Eloquent Conversationalist
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Posted: Wed Nov 14, 2007 1:03 am
 Upgrades and parts Through the years, The Federation, as well as other races, have made progress in the technology aboard their starships. In this thread you will be able to purchase parts and upgrades for your ship. The upgrades will be separated by race for easier selection. While the prices for upgrades may be steep, keep in mind that these upgrades can and will heavily impact your ship and what it can do in battle, so the more pricey upgrades or modifications are certainly worth it. New parts and upgrades will be added often as more technology is shipped to the Beta Quadrant for use, so make sure to check this thread often! Phasers and Disruptors These weapons will need to be purchased individually in order to replace the weapons on your ship. Therefore, if your ship has 5 phasers, and you wish to replace them all, you must purchase 5 phaser of the type you wish to upgrade to. However, this can be done all at once by buying in bulk. This is done by adding up the cost for ALL the Phasers you wish to buy, and then multiplying the total cost by .15. Once that's done, subtract the 15% from the total. This will give you a 15% discount. This can only be done to replace ALL the weapons on your ship, and not in groups less than your total. Torpedoes These weapons are a one time cost for your ship to upgrade to the next type of torpedo. However, certain types of torpedoes must be refilled after battle for a cost if you wish to replenish your supply. Re-selling When you go to buy a new ship, you can sell your old ship to try and make money towards your new one. All the time and money you've placed into your old ship has not gone to waste however! Multiply the Total Cost of your ship by 65%, and you will be able to use that much money towards purchasing your new ship and its parts. Independent Governments Independent individuals can only buy parts that other Governments allow them to. This usually means that the most powerful ships and weapons are not available to them. However, they can mix and match parts from any race to place on their ship as long as they can purchase them, which can make some very powerful ships. But mixing technology from different races is tricky business, as things don't always line up the way you want them to. This means that there is a conversion/compatibility charge when mixing parts from another race into a ship. To determine this, simply multiply the total of what you are buying times .25 and add the result to your total. This will give you the final price of your purchase.
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Posted: Wed Nov 14, 2007 1:33 pm
 Federation Upgrades and Parts Phasers *All Starfleet Phasers do 100% of their damage to shields, and 75% to hull and systems.*Phasers are the most common energy weapon deployed on Federation Starships. They offer a directional beam that can be fired in many directions, however, they are less powerful than Pulse Phasers or Disruptors. But, they have an overall longer range, increasing by type up to the Type XII Phaser, the most powerful phaser currently in use with the longest range. The weapons with the longest range are Photon and Quantum torpedoes, leaving those heavy hitting weapons the only option if you want to avoid being phasered. Type V Phaser - (5 x d10 Damage per phaser) 5,000 CreditsThe cheapest Starfleet issue ship mounted phaser. Not the most powerful, but it offers multi-directional firing rather than the single direction firing of Pulse Phasers and Disruptors. Type VI Phaser - (6 x d10 Damage per phaser) 6,000 Credits The standard phaser onboard the Danube Class Runabout. Still not the strongest, but offers a little more damage than the Type V. Type VII Phaser - (7 x d10 Damage per phaser) 7,000 CreditsThe standard Phaser on the Nova and Miranda Class Starships. This is also the highest phaser type that can be equipped to the Danube Class due to power and structural limitations. Type VIII Phaser - (8 x d10 Damage per phaser) 8,000 CreditsThese phasers offer a longer range than a Type VII Phaser, as well as increased damage to hull and shields. They are also the highest phaser type that can be deployed on a Nova Class Starship due to power limitations, and the default phaser assigned to the Valiant Refit and Excelsior Classes. Type IX Phaser - (9 x d10 Damage per phaser) 9,000 CreditsThese phasers are the default phasers equipped on the Saber Class, as well as the type of the single phaser onboard the Defiant Class. These phasers are also the highest phaser type that can equip the Miranda and Valiant Refit Classes due to power limitations. These phasers mark the beginning of "Starbase Class" phasers, meaning that these phasers are generally deployed on Starbases more often than Starships. Type X Phaser - (10 x d10 Damage per phaser) 10,000 CreditsThese phasers are the default equipment onboard the Intrepid, Akira, Nebula, and Galaxy Classes. They are the highest powered phasers that can be equipped to an Excelsior Class due to power limitations. These weapons cannot be purchased by any other Government. Type XI Phaser - (11 x d10 Damage per phaser) 11,000 CreditsThese phasers are top of the line weapons, generally deployed on heavily armed Starbases and also used for Planetary Defense Platforms. The enormous power drains from these weapons can only be handled by the most powerful of Starfleet's ships. Due to its older design, this is the highest phaser type that can be deployed on the Nebula Class Starship due to power limitations. The Intrepid, and Akira Classes can equip these as their one and only phaser upgrade. These weapons cannot be purchased by any other Government. Type XII Phaser- (12 x d10 Damage per phaser) 12,000 Credits (-750 to shields of Galaxy Class when equipped) These weapons were developed under the secret name of "Type 10+" which only hinted at their power. Until recently these powerful weapons were used exclusively for Planetary Defense as the last line defending planetary colonies. However, with recent advancements in starship design, these weapons were successfully equipped to the Sovereign Class Starship as default equipment, making them the epitome of phaser power. These weapons can be modified to equip the Galaxy Class Starship, but at a cost to its power systems. The only other ships known to equip these weapons as default equipment are the Sovereign Class, Prometheus Class, and the experimental Ragnarok Class Starship. These weapons cannot be purchased by any other Government. Pulse Phasers *All Starfleet Pulse Phasers do 110% damage to shields, and 80% to hull and systems*Type I Pulse Phaser Cannon - (8 x d10 Damage per Weapon) 9,000 CreditsThese weapons concentrate a single burst of phaser energy into a tiny pulse, making the most out of the initial burst before shields can adapt to the phaser's frequency. This makes them more deadly than regular phasers against shields and targets than normal beam phasers. Currently these weapons can be equipped to the Defiant and Miranda Class vessels. Likewise, Klingon and Romulan vessels that can equip weapons of the same power (8 x d10) can equip these weapons in place of their standard disruptors. Type II Pulse Phaser Cannon - (10 x d10 Damage per weapon) 11,000 CreditsThese weapons have an increased output, and as such require more power such as a bigger warp core. As such, only the Miranda Class, Defiant Class and the USS Ragnarok can currently equip these weapons. Likewise, Klingon and Romulan vessels that can equip weapons of the same power (10 x d10) can equip these weapons in place of their standard disruptors. Torpedoes *All Starfleet torpedoes (Unless otherwise stated) do 100% damage to hull and systems, and 70% to shields.*Type I Micro Photon Torpedoes - 60 Damage per Weapon 6,000 Credits to Upgrade - 3,000 ReplenishThese small munitions are commonly equipped onboard smaller vessels such as shuttles, fighters, and runabouts that cannot carry standard photon torpedoes. They are the stock armament on board the Danube Class Runabout. Type 2 Micro Photon Torpedoes - 70 Damage per Weapon 7,000 Credits to Upgrade - 3,500 ReplenishThese newer torpedoes have an increased yield, allowing more power to be placed into smaller craft. They are currently only available upon request and are not outfitted to any starship. Micro Quantum Torpedoes - 90 Damage per Weapon (80% Damage to shields/ 110% to hull and Systems) 9,000 Credits to Upgrade - 4,500 ReplenishThese powerful torpedoes have been modified with recent advances in torpedo technology and allowed the smaller devices to have a yield similar to that of a basic photon torpedo despite the smaller package. These weapons are top of the line for smaller ships and a good investment, if you can afford them. These weapons cannot be purchased by any other Government. Photon Torpedoes - 90 Damage per Weapon 9,000 Credits to Upgrade - 4,500 ReplenishThese weapons are the basic equipment installed on numerous Starfleet vessels. While there are multiple types, these are the most basic types available. Type VI Photon Torpedoes - 100 Damage per Weapon 10,000 Credits to Upgrade - 5,000 ReplenishThese upgraded weapons offer a larger yield as well as increased range. They are currently standard equipment on board the Intrepid Class Starship but can be fitted to any starship with standard photon torpedo launchers. Type VII Photon Torpedoes - 115 Damage per Weapon 11,500 Credits to Upgrade - 5,750 ReplenishThe Type VII Photon torpedoes make use of even higher quantities of matter and anti matter in their reaction chambers to increase damage yield even further without compromising torpedo size. Type VIII Photon Torpedoes - 130 Damage per Weapon 13,000 Credits to Upgrade - 6,500 ReplenishBy surrounding the reaction chamber with enhanced materials, the yield on the photon torpedo has once more been raised, but this time with slight side effects. This torpedo can only be equipped on Intrepid, Akira, Nebula, Excelsior, and Galaxy Class torpedo bays due to increased size and heat from plasma exhaust, and as such can only be fitted on Federation ships. These weapons can also not be purchased by any other government. Type IX Photon Torpedoes - 145 Damage per Weapon 14,500 Credits to Upgrade - 7,250 ReplenishBy more tightly compacting and agitating the mixture of matter and anti matter the torpedo gains a much faster initial reaction, increasing its explosive force further. Due to current issues with this weapon's exhaust, only Galaxy, Nebula, and Excelsior Class ships can equip this weapon. These weapons can also not be purchased by any other government. Type X Photon Torpedoes - 160 Damage per Weapon 16,000 Credits to Upgrade - 8,000 ReplenishThis is the peak of Photon Torpedo design. Due to limitations of many of the Federation's Beta Quadrant Starships, only the Galaxy Class can equip these weapons. However, the experimental Ragnarok class has these weapons as default equipment. These weapons can also not be purchased by any other government. Type I Quantum Torpedoes - 180 Damage per Weapon (80% Damage to shields/ 110% to hull and Systems) 18,000 Credits to Upgrade (9,000 Credits to Restock)The Quantum Torpedo was designed as the replacement for the Photon Torpedo arsenal. However, due to current limitations, only ships currently equipped with quantum torpedo launchers may utilize these powerful weapons. While in a strange twist of fate, the Excelsior Class launch system has several similarities to a quantum torpedo launcher, allowing conversion to take place. Conversion is also possible for the Intrepid Class Starship, and the "Pulse Fire Tubes" of the Akira/Outlaw Class are designed to handle these weapons as well. In the Beta Quadrant a strict limit of 30 Quantum Torpedoes per ship is allowed due to the complexity of their design and impossibility to reproduce via replicators. Only Starships designed to carry more than 30 of these weapons are allowed use of more than this limit. The only example of this in the Beta Quadrant is on the experimental Command Ship of the area, USS Ragnarok, which carries Type II Quantum Torpedoes, and the Akira/Outlaw and Excelsior Class Starships which can carry up to 60 with the right upgrades. The only way to restock these weapons is to purchase more at drydock. These weapons can also not be purchased by any other government. Type II Quantum Torpedoes - 200 Damage per Weapon (90% Damage to shields/ 120% to hull and Systems)These highly advanced weapons, like the Type I Quantum Torpedoes make use of Zero-Point-Energy to create a massive yield. Just like the Type I, the Type II Quantum Torpedo's different energy pattern upon detonation has more of an impact on energy shields, allowing less force to be distributed across the shield. This allows more damage to be done. Currently the only ship designed to carry these weapons in the Beta Quadrant is the USS Ragnarok. Deep Space 12 supplies these weapons only to the Ragnarok, and they cannot be purchased by any other captain or vessel. Parts (Federation Only Unless Otherwise Stated) Parts Improved Warp Coils - 5,000 CreditsThese improved warp coils will allow your ship to go faster than Warp 5 if it doesn't already have improved warp coils. If you ship states that this is a recommended upgrade, then it needs them in order to travel faster than Warp 5 without subspace damage. To do so would be in violation of Federation law. Luckily for you, they aren't too expensive. Can be purchased by Independent Governments as well. Weapon/Sensor Pod for Danube Class Runabout - 7,000 CreditsThese parts fit on top of the Danube Runabout and allow for more weapons to be carried and fired if it is a weapon pod, and a longer sensor range if equipped with a sensor pod. Only one of these pods may be equipped at any given time. Can be purchased by Independent Governments as well. Weapon Pod - Adds 10 more torpedoes and can fire two more forward and aft. Sensor Pod - Increases sensors by 250 points. "Rhode Island Refit" for Nova Class Starship - 40,000 CreditsWhile the Nova Class served quite well in its standard roles of planetary exploration and science missions, the end of the Dominion War left Starfleet searching for ways to expand its crippled fleet without draining its resources. While some teams of researchers went on to develop newer more multi-role ship classes (such as the Ragnarok Class), others focused on making refits to current vessels. One such project was the Nova Class Refit pioneered on the aging USS Rhode Island. This refit boosts many facets of the ship including hull armor, shielding, and weapons, making it capable of acting as an escort vessel and mid-range planetary exploration craft, and giving it the following changes to its stats... NOTE: This upgrade is done to the base stats of the Nova Class. Any additions to the ship that were done previously to the ship must be recalculated off of the new stats.Quote: System StatisticsHull: 2500 Shields: 1200 Shield Emitters: 600 Weapon StatisticsPhaser/Disruptor Types: Type VIII Phasers Torpedo Types: Type VI Photon Torpedoes Torpedo Stock: 40 Type VI Photon Torpedoes Ablative Armor - 50,000 Credits This technology can currently only be equipped on the Miranda, Valiant Refit, Defiant, Intrepid, Outlaw, and Excelsior Classes, but cannot be equipped with hull upgrades over Class II.
Ablative Armor - Reduces Hull Damage by 40%
Regenerative Shielding - 50,000 Credits This Technology can currently only be equipped on the Miranda, Valiant Refit, Akira, Nebula, and Galaxy Classes but cannot be equipped with shield upgrades over Class II.
Regenerative Shielding - Reduces Shield Damage by 40%
Miranda Only Upgrades Weapon/Sensor Pod for Miranda Class - 30,000 CreditsThis upgrade for the Miranda Class can boost the ship's Weapons by adding two more forward facing torpedo tubes, and two aft torpedo tubes, as well as more weapons. Or, it can boost the ship's sensor range, allowing it to have a great warning system for any enemy threats. Can be purchased by Independent Governments as well. Miranda Class Weapon Pod - Adds 40 more torpedoes and fire 2 more fore/aft. Miranda Class Sensor Pod - Boosts sensors by 550 points. Targeting Uplink Upgrade - Miranda Class - 45,000 Credits (Prerequisite: Sensor Pod Upgrade - Miranda Class)This upgrade for the Miranda Class allows the vessel to use its heightened sensors to send information about where enemy vessels are located, and allow friendly ships to fire at targets using the Miranda's increased sensor range as opposed to their own. However, if your sensors are taken out, you can not benefit from the Miranda's Uplink due to limitations in its technology. Is incompatible with a Firing Support Upgrade. Targeting Uplink - Allows firing at the Miranda's increased sensor range. Firing Support Upgrade - Miranda Class - 45,000 Credits (Prerequisite: Sensor Pod Upgrade - Miranda Class)This upgrade for the Miranda Class allows the vessel to use its heightened sensors to detect weaknesses in an enemy's shields or hull and systems, giving a boot of attack power to all weapons when hitting an enemy target. This ability is negated if the Miranda's sensors fall below 50%. In addition, this upgrade is incompatible with a Targeting Uplink Upgrade. Firing Support - Boosts all damage by a multiplier of 1.15. Miranda Class Supply Refit - 25,000This Refit to the Miranda Class removes the roll bar on the top of the vessel, and converts the shuttle bays, and some crew quarters, into larger Cargo Bays, allowing for transport of far more cargo. It also makes the ship lighter, increasing the maximum cruise speed. However, this also removes the 2 pulse phaser cannons and the aft torpedo launcher. This refit is compatible with the Weapon/Sensor Pod upgrade, but it will drop the cruise speed back to default, and will not replace the removed pulse phasers. The weapons pod WILL grant the 2 aft torpedoes, giving the ship aft weapons once more. Can be purchased by Independent Governments as well. Cargo Capacity - Increased to 600 Tons of Cargo Cruise Speed - Increased to Warp 8.5 Weapons Lost - 2 Pulse Phaser Cannons / 1 Aft Torpedo Launcher
Fighter Squadron Upgrade for Akira Class - 10,000 Credits While not generally used in this capacity, the Akira Class starship was designed to carry and field several squadrons of strike craft for use in combat operations, and to make up for the vessel's relatively weak phaser capability. This upgrade will add two squadrons of fighters to your Akira Class Starship. Any combination of 5 Valkyrie or 5 Peregrine Fighters may be added to your vessel's large hangar. So, you could have 2 Squadrons of Valkyrie Fighters, or 2 squadrons of Peregrine Fighter-Bombers, or one of each. However, you MUST purchase the fighters of your choice to fill your hangar. Costs and stats for the fighters can be found here.
Fighter Squadron Upgrade - Adds 2 Squadrons of Fighters to the Akira Class.
Hanger Size Upgrade for Akira Class - 30,000 Credits This upgrade will add two additional squadrons of fighters to your Akira Class Starship. Any combination of 5 Valkyrie or 5 Peregrine Fighters may be added to your vessel's large hangar. So, you could have 2 Squadrons of Valkyrie Fighters, or 2 squadrons of Peregrine Fighter-Bombers, or one of each. However, you MUST purchase the fighters of your choice to fill your hangar. Costs and stats for the fighters can be found here. In addition, your hangar size is increased by eliminating some of your ship's cargo bays, dropping your overall cargo capacity.
Hangar Size Upgrade - Adds 2 Squadrons of Fighters / Cargo Capacity -50%.
Nebula Only Upgrades Sensor System Overhaul for Nebula Class - 60,000 CreditsThis upgrade for the Nebula Class can boost the ship's sensors, allowing it to have a great warning system for any enemy threats. At maximum, its sensors match those of a Fully Upgraded Galaxy class. The Nebula was designed primarily as a science vessel and support for various other ships while part of a fleet. This sensor pod allows for access to the Targeting Uplink Upgrade and Firing Support Upgrade for the Nebula Class as well. Sensor System Overhaul - Boosts sensors by 1500 points. Firing Support Upgrade for Nebula Class - 90,000 Credits (Prerequisite: Sensor System Overhaul for Nebula Class)The Nebula's Weapon's Pod already has the capacity for high-powered sensors, but this upgrade changes their focus more towards assisting the ship's parent fleet. This specialized system allows for scanning of enemy vessels to determine their weakest point in shields, hull, and systems, and relays this information to friendly vessels for a damage boost to enemy targets. Is incompatible with the Targeting Uplink Upgrade for the Nebula Class. This system is compromised if more than 75% damage is done to the ship's sensors. Firing Support - Boosts damage of friendly vessels by a multiplier of 1.50. Targeting Uplink Upgrade for Nebula Class - 90,000 Credits (Prerequisite: Sensor System Overhaul for Nebula Class)This upgrade for the Nebula Class allows the vessel to use its heightened sensors to send information about where enemy vessels are located, and allow friendly ships to fire at targets using the Nebula's increased sensor range as opposed to their own. Even if your ship's sensors are taken out, you can still benefit from the Nebula's Uplink and fire with help from its sensors and your computer system working in tandem. Is incompatible with a Firing Support Upgrade. This system goes offline as soon as the Nebula's sensors are taken out. Targeting Uplink - Allows firing at the Nebula's increased sensor range for the fleet and when sensors are destroyed. Tactical Superiority Upgrade for Nebula Class - 200,000 Credits (Prerequisite: Sensor System Overhaul for Nebula Class)This upgrade for the Nebula Class combines the systems of both the Targeting Uplink and Firing Support to make a system unlike anything fielded on a starship before. The programming is so closely tied into the ship that it actually has its own system dedicated fully to this system (HP is equal to 50% of Sensor Stat) and requires a major overhaul to be integrated (refit time of 4 OOC Days). Not compatible with either the Targeting Uplink or Firing Support system separately. Tactical Superiority - Adds "Tactical Superiority" Subsystem to ship's systems with an individual HP of 50% of Maximum Sensors. Boosts damage for all friendly vessels by a multiplier of 1.5, allows firing at the Nebula's extended range for all friendly ships, and allows firing at enemy targets even if sensors are down on ships other than the Nebula itself.
Type I Burst-Fire Torpedo Tube - 20,000 Credits The Type I Burst-Fire Torpedo Tube is one of the greatest advances in Starship Weaponry since the Photon Torpedo. It allows a vessel to fire four torpedoes from a single tube. This Technology can currently only be equipped on the Nova, Miranda, Valiant Refit, Saber, Intrepid, Excelsior, and Nebula Class (on its aft tubes only) and can be purchased by Independent Governments as well.
Type I Burst-Fire Torpedo Tube - Allows launch of 4 torpedoes from tube each turn. (Must purchase one for each tube)
Type II Burst-Fire Torpedo Tube - 35,000 Credits Following the advancement of the first Burst-Fire Tube, the Type II allows a vessel to fire 8 torpedoes from a single tube. This Technology can currently only be equipped on the Saber, Miranda, Valiant Refit and Intrepid Classes and can not be purchased by Independent Governments. However, the Miranda Class can not equip this if upgraded with the Weapon Pod Upgrade due to crowding issues.
Type II Burst-Fire Torpedo Tube - Allows launch of 8 torpedoes from tube each turn. (Must purchase one for each tube)
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Eloquent Conversationalist
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Eloquent Conversationalist
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Posted: Sat Nov 17, 2007 9:16 pm
 Romulan Upgrades and Parts Phasers *All Romulan Phasers do 115% of their damage to shields, and 65% to hull and systems.*Phasers are the least common weapons on Romulan Vessels. Starfleet vessels have the ability to create powerful phaser bursts by charging the beam along the length of their phaser strips, making their beam weapons quite powerful. However, as both the Klingon Empire and the Romulan Star Empire have been unable to successfully create a working type of phaser strip of their own, they rarely use phasers as weaponry due to their far less powerful nature, and as such they are often left to secondary roles and last minute additions to Romulan ships. Sadly, this means that only Romulan ships with Phasers already installed can upgrade with them. This however does NOT mean that Independent parties cannot purchase these weapons for their own ships to replace the phasers already installed. And, due to the low priority the Romulan Government places of phaser weapons, all of them are available for Independent purchase. Light Romulan Phaser - (4 x d10 Damage per phaser) - 4,000 CreditsThe cheapest Romulan issue ship mounted phaser. Not the most powerful, but it offers multi-directional firing rather than the single direction firing of Disruptors. Medium Romulan Phaser - (7 x d10 Damage per phaser) - 7,000 CreditsThis weapon fires from mounted phaser emitters similar to the ones found on earlier Starfleet vessels, however these weapons can many times fire in many directions, unlike Disruptor weapons. This is the most powerful phaser that can be added to the Talon Class. Heavy Romulan Phaser - (10 x d10 Damage per phaser) - 10,000 CreditsThese phasers are the most powerful phasers that are equipped to any Romulan Vessel. The one bonus about there being so little advancement in Romulan Phaser Technology is that these weapons have very little restriction on buying, and thus, can be purchased by Independent individuals. Disruptor Cannons *All Romulan Disruptor Cannons do 120% damage to shields, and 70% to hull and systems*Mark IV Romulan Disruptor Cannon - (4 x d10 Damage per Weapon) 4,000 CreditsThese weapons concentrate a single burst of energy into a pulse, making the most out of the initial burst before shields can adapt to the weapon's frequency. This makes them more deadly than regular phasers against shields and targets than beam weapons. These are the cheapest main weapons in the Romulan fleet and equipped on the Talon Class vessel. Mark V Romulan Disruptor Cannon - (5 x d10 Damage per weapon) 5,000 CreditsThese weapons have an increased output. They are more expensive than the Mark IV's, but have more range as well. Mark VI Romulan Disruptor Cannon - (6 x d10 Damage per weapon) 6,000 CreditsThese weapons have an increased output, and as such require more power. Due to this these are the most powerful disruptor weapons that can be placed on the Talon Class. These weapons are the default for the Shrike Class. Mark VII Romulan Disruptor Cannon - (7 x d10 Damage per weapon) 7,000 CreditsThe Mark VII disruptors are the default weapons equipped on the Firehawk Class. These weapons, as well as all previous disruptors can be purchased by Independent individuals. Mark VIII Romulan Disruptor Cannon - (8 x d10 Damage per weapon) 8,000 CreditsThese weapons have an increased output, and are the default for many vessels in the Romulan fleet. The only vessels that have more powerful default weapons are the D'deridex and Norexan Class Warbirds. In addition these are the most powerful disruptor weapons that can be applied to the Shrike Class. Mark IX Romulan Disruptor Cannon - (9 x d10 Damage per weapon) 9,000 CreditsThese weapons, other than being the default for the Norexan and D'deridex Class Warbirds are the maximum any ship with Mark VIII disruptors as default can equip. All disruptors above this level can only be equipped to the Norexan and D'deridex Warbirds, and are also Romulan Government only. Mark X Romulan Disruptor Cannon - (10 x d10 Damage per weapon) 10,000 CreditsMore expensive and more powerful, these weapons can only be equipped to the Norexan and D'deridex Warbirds, and can also not be purchased by any other government. Mark XI Romulan Disruptor Cannon - (11 x d10 Damage per weapon) 11,000 CreditsThe top of the line for Romulan Disruptor Weapons. They don't get any more powerful than this, at the current time... These weapons can also not be purchased by any other government. Torpedoes *All Romulan Plasma Torpedoes do 70% damage to hull and systems, and 100% to shields.* *Plasma Torpedo damage is reduced by 25% instead of 40% when hitting Ablative Armor/Regen. Shields*Plasma Torpedoes use a ball of energy compressed into a tightly packed magnetic field to fire as a projectile weapon. They are the only race that has this form of weaponry that is currently in the Beta Quadrant. The Plasma does massive amounts of damage to energy based defenses, making them killer weapons on shield impact. Due to the extreme temperatures of the plasma, the weapons are also more powerful than conventional energy weapons when in use against Ablative Armor by being able to ablate more of the surface away with each strike. Romulan Micro Plasma Torpedoes - 70 Damage per Weapon 7,000 Credits to Upgrade - 3,500 ReplenishThese weapons are the basic equipment installed on the Talon Class scout, but can be equipped to any light vessel that can usually equip such small weapons. Any Romulan ship equipped with these weapons as default can upgrade to Light Romulan Plasma Torpedoes. Light Romulan Plasma Torpedoes - 100 Damage per Weapon 10,000 Credits to Upgrade - 5,000 ReplenishThe most basic Plasma Torpedoes across the Romulan Fleet. Any Romulan Ship equipped with these weapons as default can upgrade to Medium Romulan Plasma Torpedoes. Medium Romulan Plasma Torpedoes - 130 Damage per Weapon 13,000 Credits to Upgrade - 6,500 ReplenishOnly a few ships in the Romulan Star Empire can equip these weapons. Any Romulan ship equipped with these weapons as default can upgrade to Heavy Romulan Plasma Torpedoes. These are also the most powerful plasma torpedoes that can be purchased by Independent individuals. Heavy Romulan Plasma Torpedoes - 160 Damage per Weapon 16,000 Credits to Upgrade - 8,000 ReplenishThe Heavy Romulan Plasma torpedoes make use of even higher quantities of energy to increase damage yield even further. Only Romulan ships equipped with these weapons as default can upgrade to the Advanced Romulan Plasma Torpedoes. Advanced Romulan Plasma Torpedoes - 200 Damage per Weapon 20,000 Credits to Upgrade - 10,000 Replenish By energizing the plasma along the entire length of the launcher, the output of these weapons was able to be increased enormously. Equipable only by the most powerful Romulan Vessels, this weapon is a force to be reckoned with. These weapons can also not be purchased by any other government. Romulan Quantum-Plasma Torpedoes - 200 Damage per Weapon 140% damage to Shields, 100% damage to Hull and Systems These torpedoes are top of the line, and only equipped on the newest and most technologically advanced Romulan Vessels. They are so powerful, in fact, that the mighty D'Deridex is unable to equip these weapons without a full removal of her torpedo systems, after which the vessel can only fire these weapons. The Quantum-Plasma Torpedo makes use of similar technology to the Starfleet Quantum Torpedo, delving into the quantum level of atoms and the space-time continuum. The plasma is so hot and so tightly compacted that it disrupts molecules at the quantum level. When the plasma is released explosively, it literally dissolves atomic bonds, releasing even more energy, making these weapons terribly devastating in combat. Cloaking Device Basic Romulan Cloaking Device - 10,000 Credits This device can be purchased only by Independent individuals for their ships, and can only be used in the Beta Quadrant. As with all cloaking devices, your shields will be down for the duration of its use, and can be detected by scanning.
Basic Romulan Cloaking Device - Enemy must roll a 4 on a 4 Sided Dice to locate you. Parts (Romulan Only Unless Otherwise Stated) Parts Advanced Cloaking Device - 15,000 CreditsThis device hides your ship's signal better and makes it more difficult for your enemies to find you. Can be equipped to any Romulan ship. Advanced Romulan Cloaking Device - Enemy must roll a 6 on a 6 Sided Dice to locate you. Next-Gen Romulan Cloaking Device - 30,000 CreditsThis device is the newest and highest tier of cloaking technology generally availiable. It hides your ship's signal better and makes it more difficult for your enemies to find you. Can be equipped to any Romulan ship, but is only available for the Romulan Government. Next-Gen Romulan Cloaking Device - Enemy must roll a 10 on a 10 Sided Dice to locate you. Scimitar Class Cloaking Device - 100,000 CreditsThis device is the same type of cloaking device used on the Reman Warbird Scimitar. No type of scan is capable of detecting a ship using this device, however, it can still be located by use of blind firing. (Roll a 10 sided dice for each phaser you are firing and get a 10 on at least 2 of them.) Can only be equipped to the V'Melak, Norexan, and D'Deridex Class Warbirds, and is only available for the Romulan Government. Scimitar Class Cloaking Device - Enemy must roll a 10 sided dice for each phaser they are firing (no more than their max volley) and get a 10 on at least 2 of them to locate you. Mark I Romulan Burst-Fire Plasma Torpedo Tube (Must buy one for each tube) 10,000 CreditsBy purchasing this, a Romulan ship can fire two plasma torpedoes from a single tube. Currently equipable on all Romulan Vessels, and available to Independent GovernmentsMark I Burst-Fire Plasma Tube - Allows tube to fire 2 plasma torpedoes Mark II Romulan Burst-Fire Plasma Torpedo Tube (Must buy one for each tube) 20,000 CreditsBy purchasing this, a Romulan ship can fire four plasma torpedoes from a single tube. Currently equipable on all Romulan Vessels and is Romulan Government only. Mark II Burst-Fire Plasma Tube - Allows tube to fire 4 plasma torpedoes Romulan Homing Beacon (Available for Independent Purchase) 10,000 CreditsBy purchasing this, a Romulan vessel can be tracked anywhere, even under cloak (within 24 hours of its last position). This system uses tiny subspace tachyon transmissions hidden in the ionization frequencies caused by use of a ship's engines and/or cloaking device. It allows the owner of said ship to follow and trail their stolen vessel using nothing more than a common tricorder, or ship's sensors. Only the owner of the vessel in question is able to detect the signal, as only they know the specific frequency of the signal, and each product is different. However, the product does not allow for a weapons lock, and cannot be used for combat purposes. Romulan Homing Beacon - Allows accurate tracking of vessel within 24 hours of last position. Secondary Shielding - 50,000 CreditsSince the Battle of the Bassen Rift, the debris and the scans taken by the Enterprise-E of the Scimitar have been examined for quite some time by top Romulan scientists and engineers. While the "Perfect" cloaking technology is still under examination, the "Secondary Shielding" has been mostly reverse-engineered and is now available for Romulan Government vessels only. While the Reman Scimitar used seperate emitters for its dual shielding systems, and another for its cloaking device, the Romulan Secondary Shielding System uses a system similar to traditional deflector shielding, but uses emitters that are kept charged by a battery, allowing the vessel a secondary shield to protect the vessel from enemy fire. However, unlike traditional shielding, the emitter batteries do not recharge in a timely manner, and must be recharged over a long durration of time. (Secondary Shields do not recharge until after battle has fully ceased. Chain-battles don't count as a cease in combat.) In addition, the batteries can not hold the same level of power as traditional shielding, limiting them to one quarter of the power of the vessel's Primary Shields. (If your shields are normally 1000, your secondary shields would be 250 etc.) However, this adds another ability to the shields as well. As they do not run off of the standard shield emitter grid, they can be engaged during cloaking without hampering the effects of the cloaking field. (You can cloak with them engaged, and they will defend against damage if you are hit like Primary Shielding) They will, however, prevent transporters from functioning just as Primary Shields would. But this is easily circumvented if the Secondary Shielding is deactivated for a short time to allow transporters to function normally. With this new breakthrough, Romulan Vessels have an edge on the battlefield like never before. Secondary Shielding - Equips vessel with Secondary Shielding Technology.
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Posted: Sun Nov 18, 2007 1:06 am
 Klingon Upgrades and Parts Phasers *All Klingon Phasers do 65%% of their damage to shields, and 110% to hull and systems.*Phasers are the least common weapons on Klingon Vessels. Starfleet vessels have the ability to create powerful phaser bursts by charging the beam along the length of their phaser strips, making their beam weapons quite powerful. However, as both the Klingon Empire and the Romulan Star Empire have been unable to successfully create a working type of phaser strip of their own, they rarely use phasers as weaponry due to their far less powerful nature, and as such they are often left to secondary roles and last minute additions to Klingon ships. Sadly, this means that only Klingon ships with Phasers already installed can upgrade with them. This however does NOT mean that Independent parties cannot purchase these weapons for their own ships to replace the phasers already installed. And, due to the low priority the Klingon High Council places on phaser weapons, they are available for Independent purchase. Klingon Phasers - (9 x d10 Damage per phaser) - 9,000 CreditsThis weapon fires from mounted phaser emitters similar to the ones found on earlier Starfleet vessels, however these weapons can many times fire in many directions, unlike Disruptor weapons. This is the only type of Klingon Phaser know to exist, as Klingon ships have always favored Disruptor Weapons over phasers. However, these weapons do a large bit of damage against hull, making them an interesting addition to Independent ships. Disruptor Cannons *All Klingon Disruptor Cannons do 80% damage to shields, and 110% to hull and systems*Class V Klingon Disruptor Cannon - (5 x d10 Damage per Weapon) 5,000 CreditsThese weapons concentrate a single burst of energy into a pulse, making the most out of the initial burst before shields can adapt to the weapon's frequency. This makes them more deadly than regular phasers against shields and targets than many beam weapons. These are the cheapest main weapons in the Klingon fleet and equipped on the 22nd Century Bird of Prey vessel. Class VI Klingon Disruptor Cannon - (6 x d10 Damage per weapon) 6,000 CreditsThese weapons have an increased output. They are more expensive than the Class V's, but have more range as well. Due to the limitations of the smaller vessel, the 22nd Century Bird of Prey can equip weapons no stronger than this type. Class VII Klingon Disruptor Cannon - (7 x d10 Damage per weapon) 7,000 CreditsThese weapons have an increased output, and as such require more power. These weapons are the default for the main Bird of Prey lineage. Class VIII Klingon Disruptor Cannon - (8 x d10 Damage per weapon) 8,000 CreditsThe Mark VII disruptors are the default weapons equipped on the W'ked and D7 Classes, as well as all later Klingon Vessels except the Negh'Var. These weapons, as well as all previous disruptors can be purchased by Independent individuals. These are the most powerful weapons that can be equipped to the standard Bird of Prey Classes. Class IX Klingon Disruptor Cannon - (9 x d10 Damage per weapon) 9,000 CreditsThese weapons have an increased output, and are the default for the Negh'var. All Klingon Ships equipped with Class VIII Disruptors can be upgraded to these weapons. However, these weapons are the last weapons purchasable for Independent individuals. Class X Klingon Disruptor Cannon - (10 x d10 Damage per weapon) 10,000 CreditsThese weapons can be equipped on the K't'inga, Vor'cha, and Nech'var Classes only, and cannot be purchased by any other Government. Class XI Klingon Disruptor Cannon - (11 x d10 Damage per weapon) 11,000 CreditsMore expensive and more powerful, these weapons can only be equipped to the Vor'cha and Negh'var, and can also not be purchased by any other government. Class XII Klingon Disruptor Cannon - (12 x d10 Damage per weapon) 12,000 CreditsThe top of the line for Klingon Disruptor Weapons, and can be equipped only by the Negh'var Class. They don't get any more powerful than this, at the current time... These weapons can also not be purchased by any other government. Torpedoes *All Klingon Photon Torpedoes do 110% damage to hull and systems, and 65% to shields.*22nd Century Klingon Photon Torpedoes - 70 Damage per Weapon 7,000 Credits to Upgrade - 3,500 ReplenishThese weapons are the basic equipment installed on the 22nd Century Bird of Prey Class scout, but can be equipped to any light vessel that can usually equip such small weapons. Any Klingon ship equipped with these weapons as default can upgrade to 23rd Century Klingon Photon Torpedoes. 23rd Century Klingon Photon Torpedoes - 100 Damage per Weapon 10,000 Credits to Upgrade - 5,000 ReplenishThe most basic upgrade to torpedoes for the Klingon Empire. These weapons chased down the great Captain James T. Kirk! Any Klingon Ship equipped with these weapons as default can upgrade to 24th Century Klingon Photon Torpedoes. 24th Century Klingon Photon Torpedoes - 130 Damage per Weapon 13,000 Credits to Upgrade - 6,500 ReplenishOnly a few ships in the Klingon Star Empire can equip these weapons. Any Klingon ship equipped with these weapons as default can upgrade to Heavy Klingon Plasma Torpedoes. These are also the most powerful Klingon torpedoes that can be purchased by Independent individuals. Heavy Klingon Photon Torpedoes - 160 Damage per Weapon 16,000 Credits to Upgrade - 8,000 ReplenishOnly a few ships in the Klingon Star Empire can equip these weapons. Any Klingon ship equipped with these weapons as default can upgrade to Heavy Klingon Plasma Torpedoes. These weapons can also not be purchased by any other government. Advanced Klingon Photon Torpedoes - 200 Damage per Weapon 20,000 Credits to Upgrade - 10,000 ReplenishThe Advanced Klingon Photon Torpedoes make use of even higher quantities of energy to increase damage yield even further. Only the K't'inga, Vorcha' and Negh'var can equip these mighty weapons. These weapons can also not be purchased by any other government. Large Disruptor Cannons *All Klingon Large Disruptor Cannons do 80% of their damage to shields, and 150% to hull and systems.*What the Klingons lack in phaser power, they make up for with massively powerful weapons known as "Large Disruptor Cannons". These weapons are so powerful that the ship can only have one of these massive weapons firing at once lest the ship burn out its power relays. Even still, the weapons require time to recharge after being launched simply to cool down and not overheat. (One post) These powerful weapons are Klingon Government only. Klingon Large Disruptor Cannons - (30 x d10 Damage per weapon) 20,000 Credits These powerful weapons are only included on the Vor'cha and Negh'var Classes. Klingon Class II Large Disruptor Cannons - (40 x d10 Damage per weapon) 25,000 CreditsThese horrifying weapons are only equipable on the Vor'cha and Negh'var Classes. Klingon Class III Large Disruptor Cannons - (50 x d10 Damage per weapon) 30,000 CreditsThese nightmarish weapons are only equipable on the Negh'var Class Warship. To victory! Cloaking Device Basic Klingon Cloaking Device - 10,000 Credits This device can be purchased only by Independent individuals for their ships, and can only be used in the Beta Quadrant. As with all cloaking devices, your shields will be down for the duration of its use, and can be detected by scanning.
Basic Klingon Cloaking Device - Enemy must roll a 4 on a 4 Sided Dice to locate you. Parts (Klingon Only Unless Otherwise Stated) Parts Advanced Cloaking Device - 15,000 CreditsThis device hides your ship's signal better and makes it more difficult for your enemies to find you. Can be equipped to any Klingon ship. Advanced Klingon Cloaking Device - Enemy must roll a 6 on a 6 Sided Dice to locate you. Klingon Cloak-Fire Mechanism - 60,000 CreditsThis device allows for the firing of torpedoes while your vessel is cloaked. However, you can not fire disruptors or any other type of weapon. While the device does not enhance the power of your ship's cloaking device or make you any harder to detect, it does give you a perfectly different advantage in the heat of combat of firing on your enemy without them knowing of your exact position. Can be equipped to any Klingon vessel, but is Klingon Government only. Klingon Cloak-Fire mechanism - Allows firing of torpedoes while cloaked. Class I Klingon BoP Burst-Fire Photon Torpedo Tube (Must buy one for each tube) 10,000 CreditsBy purchasing this, a Klingon Bird of Prey can fire three torpedoes from a single tube. Only equipable on ALL the various Bird of Prey classes excluding the W'ked Class. Purchasable by Independent parties. Class I Klingon BoP Burst-Fire Torpedo Tube - Allows tube to fire 3 torpedoes Class I Klingon Burst-Fire Photon Torpedo Tube (Must buy one for each tube) 10,000 CreditsBy purchasing this, a Klingon ship can fire two torpedoes from a single tube. Only equipable the W'ked Class and the Klingon D7 Class. Purchasable by Independent parties. Class I Klingon Burst-Fire Torpedo Tube - Allows tube to fire 2 torpedoes Class II Klingon Burst-Fire Photon Torpedo Tube (Must buy one for each tube) 20,000 CreditsBy purchasing this, a Klingon ship can fire four plasma torpedoes from a single tube. Currently only equipable on the K'T'inga, Vor'cha, and Negh'var Classes. Class II Burst-Fire Torpedo Tube - Allows tube to fire 4 torpedoes Class II Klingon BoP Burst-Fire Photon Torpedo Tube (Must buy one for each tube) 20,000 CreditsBy purchasing this, a Klingon Bird of Prey can fire six torpedoes from a single tube. Only equipable on ALL the various Bird of Prey classes excluding the W'ked Class. Class II Klingon BoP Burst-Fire Torpedo Tube - Allows tube to fire 6 torpedoes Class III Klingon Burst-Fire Photon Torpedo Tube (Must buy one for each tube) 20,000 CreditsBy purchasing this, a Klingon ship can fire four torpedoes from a single tube. Only equipable the W'ked Class and the Klingon D7 Class. Class III Klingon Burst-Fire Torpedo Tube - Allows tube to fire 4 torpedoes Class IV Klingon Burst-Fire Photon Torpedo Tube (Must buy one for each tube) 20,000 CreditsBy purchasing this, a Klingon ship can fire eight plasma torpedoes from a single tube. Currently only equipable on the K'T'inga, Vor'cha, and Negh'var Classes. Class IV Burst-Fire Torpedo Tube - Allows tube to fire 8 torpedoes Structural Support Framework - 20,000 CreditsThis simply strengthens Klingon Hulls to make them more damage resistant to collision. Simply put, this allows Klingon Ships to take less damage from a Ramming Attack, either giving OR receiving. Takes 70% of damage that would normally be done to the ship from Ramming, both giving and receiving. Klingon Homing Beacon (Available for Independent Purchase) 10,000 CreditsBy purchasing this, a Klingon vessel can be tracked anywhere, even under cloak (within 24 hours of its last position). This system uses tiny subspace tachyon transmissions hidden in the ionization frequencies caused by use of a ship's engines and/or cloaking device. It allows the owner of said ship to follow and trail their stolen vessel using nothing more than a common tricorder, or ship's sensors. Only the owner of the vessel in question is able to detect the signal, as only they know the specific frequency of the signal, and each product is different. However, the product does not allow for a weapons lock, and cannot be used for combat purposes. Klingon Homing Beacon - Allows accurate tracking of vessel within 24 hours of last position. Ablative Neutronium Plating - 50,000 CreditsEver since the Dominion War the Klingons have been envious of the Ablative Armor Technology developed by the Federation Starfleet. The armor was able to vastly improve the survivability of the vessel in periods where the ship's shields were down, and when facing an enemy who could penetrate shields as if they weren't there, the technology saved many Starfleet lives after its introduction to vessels in the last half of the war. The technology, therefore, was seen as a mighty improvement in starship technology, and the Klingons, always warriors at heart, began their own armor program for their battleships. The result was Ablative Neutronium Plating. Neutronium was originally discovered and used as plating on what Starfleet once referred to as "The Doomsday Machine." It has since been discovered to form naturally inside the cores of neutron stars. However, after much trial and error, Klingon Engineers have found a way to artificially create small amounts of Neutronium by compressing many neutrons down using titanic forces of heat and pressure. The plating itself is less than the tickness of a piece of paper, but so incredibly strong and resistant to force that it can effectively protect a starship's hull and systems to extreme levels with just that small thickness in effect. The end result is that a starship's hull and all of its systems, aside from shields, take 25% less damage from all attacks, even special weapons. However, the sheer impact of a ramming attack still does normal damage, unless the vessel is outfitted with a Structural Support Framework to lessen it. With this armor, even the mightiest of foes will think twice before engaging a Klingon vessel. To victory!! Ablative Neutronium Plating - All damage to hull and systems reduced by 25%. Damage to shields remains unchanged.
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Eloquent Conversationalist
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Eloquent Conversationalist
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Posted: Sun Nov 18, 2007 5:47 pm
 Independent-Only Upgrades as written by Jacob Denning These Upgrades have been designed by the creative minds of Independent captains and their crews. While they may not have the backing of the larger governments, that does not mean they don't tinker with their own technology to try and improve their ships. You'd be daft not to, right? You don't have to be a famous Starfleet engineer to have a knack with your own ship, and these upgrades speak to that point. So get buying already!! Parts Polarized Hull Plating - 15,000 Credits (Prerequisites - 1 Power Cell - Refit Required at Station)Long ago, before the days of advanced shielding, the Earth Starfleet used a method of making their hull armor more resistant to damage called Polarization. An energy current was fed through the ship's hull, causing it to become harder and more resilient to damage from a variety of weapons. A simple refit is all that is needed to change the hull of your starship to accommodate this technology. However, you need a Power Cell to energize the plating. But this item can be purchased for 15,000 Credits at any station, and once installed does not need to be replaced. Polarized Hull Plating - Reduces Damage to both Hull and Systems by 15%. Multiphasic Shield Emitters - 25,000 CreditsStandard Deflector Shields operate by creating a bubble or envelope of energetic distortion around a ship, person, or other such objects to assist in halting damage from outside forces. Shield frequencies allow weapons or other objects to pass through these shields without damaging them. Multiphasic Shielding simply broadens the spectrum of fluctuation at which regular Deflector Shields operate, allowing them to more fully disrupt enemy weapons that come into contact with the shields. In short, this increases the dispersal rate of standard shields, which in turn grants more protection to a ship than standard shielding. Multiphasic Shield Emitters - Reduces Shield Damage by 20% Invasive Transporters - 15,000 CreditsIn the Dominion War, the Dominion were capable of transporting troops onto enemy vessels through the ship's shields. In addition, Borg vessels have showed a similar ability as well. This type of technology has come to be known as "Invasive Transporters." This technology works virtually the same as standard transporter technology, except that the matter stream is narrowed considerably, allowing penetration of shields. However, the drawbacks of this technology are that once beamed to a ship with its shields up, you cannot beam back until the shields of the ship are dropped. In addition, you cannot beam large weapons to a ship as their energetic nature prevents this. Standard transporter rules apply as well, meaning your shields must be down to allow transport from your own vessel, however, transport back TO your vessel can be done with shields up with these modifications. Invasive Transporters - Allow beaming to a ship while its shields are up. Torpedo Tube Conversion - 7,500 CreditsSometimes an Independent may "come into possession" of some torpedoes that may not be compatible with their ship's tubes. Thus, this re-purchasable upgrade allows for the conversion of a single tube to fire torpedoes it wasn't originally designed for. The downside is that the tube must be converted again before it can fire its original torpedoes again. This upgrade ONLY applies to torpedoes rewarded for missions, or stolen weaponry if you're a pirate. Your friends cannot give you their torpedoes and then get a conversion to use them, nor can you purchase torpedoes you generally cannot equip and convert to use them. Anyone found abusing this upgrade in any way will simply be banned. Energy Weapon Upgrades Any Independent captain worth his mettle is going to try and get the most out of his ship in every way possible. This includes his ship's offensive systems. These upgrades differ from any other Class upgrades in that they are general increases to the power of a starship's energy weapons. Torpedoes are unaffected by this series of improvements. Unlike other Class upgrades, these do not stack, however they still MUST be purchased in order. You cannot purchase a Class III Energy Weapon Upgrade without purchasing a Class I and II beforehand. Energy Weapon Upgrades Class I Energy Weapon Upgrade - 10,000 CreditsIncreases Energy Weapon Damage by 15%. Class II Energy Weapon Upgrade - 20,000 CreditsIncreases Energy Weapon Damage by 25%. Class III Energy Weapon Upgrade - 40,000 CreditsIncreases Energy Weapon Damage by 40%. Independent Torpedo Stock Upgrades Let's face it, no Independent captain is going to follow "strict regulations" when it comes to how many torpedoes he can carry on his ship. Ship classes be damned! Oh sure, the big factions may be able to hammer you with more fired at once, but can they outlast your seemingly never-ending supply of torpedoes? You laugh and dare them to find out. Not Compatible with Universal Torpedo Stock Upgrades! So if you've bought them, get a full refund and grab these ones instead! They're much better for Independents anyway. Independent Torpedo Stock Increases Class I Torpedo Stock Increase - 12,000 Credits Adds 10 additional Torpedoes to the ship's Torpedo Stock. Class II Torpedo Stock Increase - 24,000 Credits Adds 20 additional Torpedoes to the ship's Torpedo Stock. Class III Torpedo Stock Increase - 48,000 Credits Adds 30 additional Torpedoes to the ship's Torpedo Stock. Independent Engine Upgrades A ship is more than just a bunch of bulkheads and decks held together by a structural integrity field and packed full of weapons. It needs engines, and while bigger ships have some good warp speeds on them, Independents seem to get the short end of the stick when it comes to what the big factions will allow us to procure. But a little tinkering here and there can fix just about anything, can't it? Oh, and these are compatible with the Universal Upgrades if they apply. Enjoy. Independent Engine Upgrades Independent Class I Warp Upgrade - 15,000 CreditsIncreases ship cruise speed by .5 - Cannot exceed Warp 9.5 Independent Class II Warp Upgrade - 30,000 CreditsIncreases emergency speed by .25 - Cannot exceed Warp 9.75 Independent Class III Warp Upgrade - 45,000 CreditsIncreases length of emergency speed to five days. ************************************************************************************************ Independent Maneuvering Upgrade - 75,000 CreditsIncreases Movement Priority by 1 tier. No effect on Defiant Class (Since it rocks hard enough already).
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Posted: Mon Aug 03, 2009 3:17 am
 Universal Upgrades and Parts These Upgrades can be bought for any ship of any Government. However, A Class I upgrade is needed before a Class II upgrade can be purchased and so on. A Class III is the maximum that stat can be increased and you cannot buy anymore of these upgrades for that ship. Universal Upgrades Class I Hull Upgrade - 10,000 CreditsIncreases Hull Points by 5% of base. Class II Hull Upgrade - 20,000 CreditsIncreases Hull Points by 15% of base. Class III Hull Upgrade - 40,000 CreditsIncreases Hull Points by 30% of base. Class I Shield Upgrade - 10,000 CreditsIncreases Shield Points by 5% of base. Class II Shield Upgrade - 20,000 CreditsIncreases Shield Points by 15% of base. Class IIII Shield Upgrade - 40,000 CreditsIncreases Shield Points by 30% of base Class I Engine Upgrade - 10,000 CreditsIncreases Engine Points by 5% of base. Class II Engine Upgrade - 20,000 CreditsIncreases Engine Points by 15% of base. Class III Engine Upgrade - 40,000 CreditsIncreases Engine Points by 30% of base. Class I Sensor Upgrade - 10,000 CreditsIncreases Sensor Points by 5% of base. Class II Sensor Upgrade - 20,000 CreditsIncreases Sensor Points by 15% of base. Class III Sensor Upgrade - 40,000 CreditsIncreases Sensor Points by 30% of base. Class I Torpedo Stock Increase - 10,000 Credits (Ship Class 1-10/11) Adds 10 additional Torpedoes to the ship's Torpedo Stock. Class II Torpedo Stock Increase - 20,000 Credits (Ship Class 4-10/11) Adds 20 additional Torpedoes to the ship's Torpedo Stock. Class III Torpedo Stock Increase - 40,000 Credits (Ship Class 7-10/11) Adds 30 additional Torpedoes to the ship's Torpedo Stock. Class I Warp Upgrade - 15,000 CreditsIncreases ship cruise speed by .5 - Cannot exceed Warp 9.5 Class II Warp Upgrade - 30,000 CreditsIncreases ship emergency speed by .25 - Cannot exceed Warp 9.5. Class I Cargo Upgrade - 20,000 CreditsDoubles the base available cargo capacity of your vessel. Class II Cargo Upgrade - 50,000 CreditsTriples the base available cargo capacity of your vessel.
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Eloquent Conversationalist
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Eloquent Conversationalist
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Posted: Wed Sep 30, 2009 10:44 pm
 Valuable Commodities Space-faring civilizations may have many different uses for various items. Some of them may be useful for repairing damaged systems in the heat of combat, while others may be used to give an edge in various situations, and others still may simply be used for recreational activities. No matter what they are, they can be found here for purchase, at a price, for those looking for something more interesting than the typical upgrade. These items are stored within a vessel's cargo bay, but take up negligible weight. Emergency Repair Devices EPS Conduits - Cost 5,000 Credits EachElectro-Plasma System Conduits (EPS Conduits) are essential parts in the operation of most starships. These units take the high-energy plasma from the warp core or other power source and distribute it throughout the ship in order to power systems like sensors and shield emitters. By using a spare conduit, a ship's crew can effectively restore power to a system by rerouting energy through an alternate conduit. (200 HP regained to sensors or shield emitters after 2 turns of work - item is considered consumed after use) Systems repaired by these units are completely undetectable until their intended effects come into play. For example, shield emitters repaired would be undetectable until the shields came back online at 50% as per normal operations (5 posts), and sensors would be undetectable until weapons were fired or intensive scans were made. Plasma Injectors - Cost 10,000 Credits - Set of 2Plasma Injectors are an essential component within the warp nacelles of virtually all known starships. The injectors shoot warp plasma into the nacelle which is then used by the warp coils to generate the warp field that allows for faster-than-light travel. By replacing the plasma injectors within the warp nacelles, it is possible to repair the warp engines enough to allow for warp, albeit at a far lessened level than normal operations. (800 HP regained to engines after 2 turns of work - item is considered consumed after use) Systems repaired by these units are completely undetectable until their intended effects come into play. For example, the system would be undetectable until the vessel jumped into warp. However, the vessel could be followed even after repairs and the jump to warp speed. Impulse Packs - Cost 7,500 Credits EachImpulse Packs are a vital component within starship impulse engines. While not as technologically advanced as other major starship systems, these packs are routinely swapped out and replaced with new ones as a part of starship servicing. Damaged or destroyed Impulse Engines can be repaired by replacing the impulse packs, and can allow a crippled ship enough maneuverability to move behind cover, or continue on its own power after a raiding party has left it. (600 HP regained to engines after 2 turns of work - item is considered consumed after use) Systems repaired by these units are completely undetectable until their intended effects come into play. For example, the system would be undetectable until the vessel engaged its impulse engines. However, the vessel could be followed even after repairs and the system could still be attacked without shields. Special Weapons/Devices Tricobalt Device - (2000 Damage to target - one per tube - 2 per vessel) Used for demolition of large structures - 25,000 Credits EachTricobalt devices are highly potent explosive weapons used primarily for demolition and destruction of large structures. They are not normally carried on starships, but it never hurt one to be prepared. Unlike most weapons, they are not effected by different types of shielding or hull plating, and do an even level of damage upon delivering their explosive yield. Their power makes them ideal for attacking starbases or other such orbital facilities, but their price limits them to only the most well-funded individuals. It is important to note that these weapons can also be carried and deployed by ground forces or boarding parties. Gravimetric Torpedo - (500 damage to all systems - one per tube - 4 per vessel) 40,000 Credits Each Gravimetric Torpedoes make use of gravimetric fluctuations that cause a ship or other object to be damaged by gravity shearing at the systems and literally pulling them apart. The nature of the weapon is such that it is unaffected by hull plating or shielding and does even damage to all systems onboard a starship, making them incredibly dangerous and incredibly expensive to field on any starship. In addition to the damage, the force of the blast effectively stuns engines for a single turn, making maneuvering impossible while the systems adjust to the shock. However, no other systems are effected. Jamming Device - Cost 10,000 Credits Each - 4 per ship - 1 per battle Simply put, these devices do exactly what their name suggests, they effectively jam enemy communications, preventing distress calls from being sent, and even communications to and from vessels and away teams or boarding parties. Not only do they prevent communications, they also serve to jam and disrupt transporter functions, making them valuable commodities for pirates, as well as any captain finding himself under attack by hostile forces or boarders. It is important to note that communications of the vessel using the device are not jammed, and the same can be said of transporter functions. Of course, interference can be circumvented in most cases, and this remains true for the device. The device only lasts for a small window of time (10 posts), but can be circumvented by resetting the communications array (5 posts), or sometimes by boosting the signal gain (roll a d6 and get a 6). Of course, only one of these options can be attempted at a time as both involve the communications system. Personal Items "Safe" Tribbles - Cost only 250 Credits Per Pair!Once thought to be extinct, the tribble species miraculously reappeared on Deep Space Nine. Starfleet is still unsure as to the exact events, but the Department of Temporal Investigations was terribly unhappy after hearing about it through word of mouth. Either way, since then, the cuddly buggers have been genetically altered to prevent their numbers from jumping to insane levels, for the most part anyway... The genetic process has a 10% chance of going wrong, and leaving the tribbles super-virile. (When purchased, roll a d10. If you get a 1, you've got trouble with tribbles!) Normally, the tribbles will still reproduce, but at a controllable rate of two babies every month or so. This allows for the easy buying and selling of tribbles for a small profit. However, if you are left with a super-virile bunch, expect to be inundated with tribbles in less than a week. The average virile tribble gives birth to 20 babies in a day, and each of those babies can produce 20 babies in a day, and so on and so on. However, it is possible to stem the tide by starving the tribbles, therefore forcing them to discontinue breeding until a decent food source is located and slowing their metabolism. If let loose on a ship, a sizable amount of tribbles can effectively prevent combat operations as well as general maintenance until such a time that they are removed. Starfleet Phaser Rifles - Cost 5,000 Credits for 100 UnitsRomulan Disruptor Rifles - Cost 5,000 Credits for 100 UnitsKlingon Disruptor Rifles - Cost 5,000 Credits for 100 UnitsThese basic hand weapons are mainly used for self defense, or for attacking enemy forces. They are one step above the standard weapons that are usually used onboard starships, and are usually purchased by Independent factions to arm and supply their crews. These weapons are stored in storage facilities onboard the starship, and can be handed out in times of need. It is important to note if these are passed out through your vessel, or kept in storage so that all players involved know what you are carrying (in addition, these weapons allow the dropping of internal ship force fields after a full post of firing as long as 5 or more are firing on the field). Photon Grenades - Cost 2,000 Credits for 1 crate of 100 UnitsBased off of Photon Torpedo Technology, these grenades can be carried by ground troops and boarding parties. The detonations can scramble or destroy electronic equipment based on setting, destroy bulkhead force fields instantly, and be a steady deterrent for advancing hostile enemies. They have the ability to be magnetized to ship interiors, making them act like more familiar plasma charges as well, making them very versatile, and with a digital fuse, any countdown can be set for whatever task necessary. Ablative Body Armor - Cost 1,000 Credits for 5 UnitsWith the advent of Ablative Armor for most species, except the Romulans, most of them have decided that boarding parties or ground troops need more protection than their standard uniforms. While Klingon armor was good in physical combat, energy weapons still served to be dangerous. However, body armor made of ablative materials is now available for some protection against hostile weaponry. Ablative Body Armor - Protects wearer from 2 weapon shots. Personal Shield Emitters - Cost 2,000 Credits for 5 UnitsThe Borg are a terrifying enemy, not just because they assimilate entire civilizations into their collective mind, or because of their terrifying ability to adapt to weapons, but their ground troops have personal shielding that protects them from weapons fire. This technology, among other things, was brought back to Federation Space when the USS Voyager returned home from her 7-year-stay in the Delta Quadrant. Over the years it was refined and reverse engineered to create a new type of personal defense for protecting security teams or away teams from some level of hostile forces. (The device can recharge after two posts of no damage) Personal Shield Emitter - Protects wearer from 4 weapon shots (2 if rifle shots). Power Cells - 15,000 Credits EachThese handy devices can come in a variety of shapes and sizes, and be used for a variety of different things. They can power various devices in an emergency, as well as be used to supplement a starship's systems. Mr. Scott's Guide to Power Cells One might combine a Power Cell and a Starship weapon, along with the computer from a tricorder, and mount them together on an asteroid to make a simple but effective turret capable of firing up to 100 shots in a single direction. Several weapons could be combined with a single Power Cell in different areas to make a more effective turret, but likely not more than 6 weapons on a single asteroid. Those things get cluttered. Of course, the Power Cell itself could only fire a total of 100 shots, but it could prove useful when you've got nothin' else. Though, this doesn't work so well if you try to add weapons to your vessel, so I'd stick to stationary objects... If your vessel is ever left without power, a Power Cell can be used to re-energize vital systems like a battery, one per system of course, but separate from your ship's Auxiliary and Emergency Backups. I'd never leave spacedock without at least one in my cargo bay for this very reason. Besides, you can't keep up your reputation as a miracle worker if you don't have the tools to create them! Starfleet captains like nothing better than to be impressed with their engineers, let me tell you... Now here's the good part. If you ever find yourself in need of a power boost to a system for whatever reason, a Power Cell can be used to supplement a system and give it more power. Your lady doesn't have enough firepower to effectively damage shields? Well don't you worry, Laddie! A Power Cell can boost a system's output by approximately 20% for the duration of combat! Energy weapon damage, shield strength, sensor power, impulse power, and of course structural integrity can all be boosted by these little beauties. Though, using more than one at a time will overload the power conduits of your ship, and we wouldn't want that would we? Of course, when hostilities end the Power Cell will be drained and useless. But its better than trying to fly home in an escape pod now isn't it?
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