Troglodyte Specifications and deck layout Crimson Class Starship:

Production base: Moon Rock station.
Type: Medium Destroyer/Stealth Ship
Officers and guests: 25
Crew: 120
Maximum crew: 300 person evacuation limit
Power plant: Experimental
Computer: Experimental with liquid state circuitry

Dimensions: Length - 325 meters, beam - 135 meters, height - 75 meters
Number of decks: 15
Performance: Tested at Warp 9.7 for 20 hours
Max cruise warp: Warp 9.3
Impulse: Augmented Twin Impulse System
Armament: 2 Particle Cannons (swivelling 360 degrees) 4 Fwd fire Pulse Cannons, 2 Rear Pulse Cannons, 4 multi fire phaser emitters (around the body), 2 Type VII rear phasors
Armament: 3 Variable torpedoe launchers (2 fwd, 1 aft)
Shields: MLSS, Metaphasic Shield, Experimental cloaking device. (Hull conformal), experimental Biological cloaking device (under devlopement)

Shuttle Bay: 5 Personal fighters/shuttles
Attached Ship: 1 Marine landing craft/large support craft on the lower rear portion of the ship
Fighter Wing:10 Light fighters/interceptors, 5 Stealth Bombers, 10 Medium Fighters, 5 Heavy Fighters/Bombers

The Shell:
The Crimson Troglodyte's armor is equipped with an external shell for extra cargo and weapons space. If the shell is to be activated, it is referred to as the ship entering, infernal mode. (Infernal Troglodytes are the upgrade of regular troglodytes in Heroes of M&M3) The shell contains over 200 individual point defense units surrounding the entire ship, each equipped with a small individual power supply and when possible a small low capability shielding system (for protection from small fighters mostly). Some are mini launchers, or mini phasors. These devices must be refuled or replaced after/during combat. The shell and many of the Trog's systems are maintained by small repair droids rather than by a large maintenance crew. Sometimes however humans must get their hands dirty anyway. 200 may seem like an overkill but the systems are expected to fail or be destroyed quickly and so the number of defense units was increased dramatically to compensate. Typically a random 25% of the units will be non-functional when we attempt to activate them. Attempts are being made to imrpove this constantly.
Having the external cargo pods allows the ship to quickly rid itself of illegal cargo (even to hide it) upon site of federation partrols etc, and to have enough room to ship large amounts of cargo when the ships cargo bays are full. The pods can be fitted with small phasors, particle weapons, torpedo systems, phasors, even tractor beams. When an engagement is planned, if there is time the entire shell is outfitted with weapons... making the Troglodyte up to 3 times more powerful than at its standard weapons compliament. The power drain is incrediable and as such, the fuels used amount to a high price, but staying alive is worth the money. A full size secondary warp core is activated for when this process is going on. (this 2nd warp core was added after the troglodytes maiden voyage, for backup reasons) The Repair droids are cheap, easy to fix, and expendable. They are in the crawl spaces of the outer hull/shell throughout most of the combat. Repair droids are also used to maintain and defend systems inside the jeffrey's tubes. This keeps the troglodyte running moderately well, while remaining understaffed... convenient as the ship has no room for more people without sacrificing areas that have been designed for the sole purpose of giving the crew enough room to stay sane for long periods of time without shore leave. It is not uncommon to see repair droids buzzing down the hallway. (picture little black rectangles on wheels with tools and such)

The Troglodyte's scientists have been working on a biological cloaking device which is much more effective (and unpredictable) than regular cloacking devices and has much less of a power demand.

The Troglodyte has internal warp nacelles at the rear of the ship which can easily be ejected, and it uses 2 Augmented impulse engines to propel itself in combat making it equally as maneuverable as a Saber Class vessel. A Defiant is one of the only things that can out maneuver us. We are roughly 3 times as maneuverable and 3 times as powerful as an intrepid, and with only slightly larger dimensions. (however our ship is TIGHTLY packed and there is much less room for crew on our ship, and our ship is built like a box, there is no empty space in the measurements of the outermost dimensions, unlike where most starships are 400+ meters long because the nacelles stick out an extra 200 meters, and none of that inbetween space is being used for anything... this ship is packed) We're roughly 2.2 times the size of a defiant class. Still easily more powerful than a prometheous, at standard weapons capability. This ship was built for covert ops and all out war. It is strictly a walking gunboat with cargo space, stealth technology, maneuverability, and a fighter garrison, and it isn't the only tough intelligence ship in the world.

The Troglodyte's weapons are mostly designs invented or modified by the syndicates research department. The Main Cannons are about 1/2 as deadly as a standard phasor cannon but with a much shorter refire delay and much less energy drain.

The Main Cannon (Nickname: Ion Shotgun):
A group of metallic particles are suspended in a thick energy beam, and are then quickly prepared by a powerful controlled blast (the blast is necessary as a catalyst for the minerals to bond with the energy increasing the weapons effectiveness), as this is happening, the barrel (which is basically a rail gun) is being charged by means of batteries and special chemicals, the chamber doors open and allow the now superheated/ionized particle stream into the barrel. The shutters close behind the round, and the rail guns charge is spiked, the next door opens and the charge is tossed into space and barely less than the speed of light. The initial chamber has a piston like device that floods it with coolant after every shot, and then an outer vent opens, and the piston makes a second cycle to push the coolant out. (coolant which is at about 1000-1500 degrees celcius) Because of the way it vents coolent, it looks like a plasma flare is being pushed out of the ejection chamber after every shot. If a small craft were to pass too close to the weapon chamber during combat or testing it would risk severe damage or destruction. The Weapon can fire rapidly for 10 seconds and then must go through a 3-5 second cooling cycle. The piston is the most likely portion of the weapon to malfunction. Design compensations are being looked into at this time.

When the blast hits an enemy ship, it's a blast of phased/ionized energy, that has been bonded to metallic shards that are nearly moving at the speed of light. The shards are about the size of large icicles at best (1-1.5 feet long, 1-2 inches thick), and there are anywhere from 15-25 of them per round, and they can be composed of numerous different materials. Different materials require different amounts of energy to bond properly and sometimes different chemical blasts.

The mix of the energy blast, and the physical blast spread over a small area makes this gun dangerously effective. Against some shielding types the charge will often disable an undeterminable area around the impact point. (1-10 meter diameter) So far there is no design for this gun that is under 130 meters long. The gun is also capable of being raised or lowered, 360 degrees, and swivelled outward 20 degrees. 1 Gun can still be facing forward while the other faces backwards. There is one cannon on either side of the ship. These are the only 2 guns showing when the gun ports aren't open.

Ion Torpedoes:
Ion Shard torpedoes are a special design not unlike the concept behind the payload of the ships main cannon. It is used in many attempts to disable vital systems of enemy craft. The weapon concept was developed through observation of Breen technology, but was adapted (with full knowledge of federation (and allies) technology) to be effective against the federation and klingons new shield modifications. It is extremely effective against older vessels. Low Yield Ion shards can be used to disable most of the ship still leaving it intact, however newer vessels would require too many such low yeild torpedoes. The Troglodyte carries a mid sized compliament of these as well as the usual photon, quantom and other devices, and is equipped with variable launchers, which are prone to failure, but usually do the trick.

Armor:
The Trog has 1.25 meters of armour in its shell (the shell can be removed (in absolute emergencies) and must be to go over warp 9.6 at present.. improvements are being made) and a 2.25 meter double layered interphased hull. The material used to build the hull is modified using subspace and phasor technology. As a result, hull breaches smaller than 2 meters in diameter are covered by the metal naturally folding or pinching that area of space. The modified metal naturally has a strong warp field. This is what gives the metal it's structural integrety. Even when breached it maintains structural integrety very well. A breached area will no longer stop a blast, but the blast may be reflected or refracted or partly dissipated (if it hits the apparant opening) and will keep the area pressurized long enough for the force fields to be activated and for crew to get out. Activation of the warp fields is instantaneous based on the nature of the metal. The metals used for this hull construction are extremely expensive and their capabilities are unknown to most. The interphased hull is an edge that hopefully only this organization has. Like the federations metaphasic shielding.

Biological Cloacking Device:
This will soon have a page of its own as the story developes. The device is only in the concept stage at this point and a working model has not been developed.

Fighter and support craft:
Fighter and support craft as well will have a page of their own when the stats have finally been sorted and and have reached an html stage. Designs are in progress as we speak.

Liquid State Circuitry:
Liquid state circuitry is an experimental concept in use on only a few vessels. It involves large tubes of fluid (3 inches thick, as compared to tiny wires) and small cappilleries to reach computer pannels. As little solid state circuitry as possible is used to diminish the effect of ion weapons and exploding pannels that continually kill that ensign in the yellow shirt, or the red shirt... The design does have its problems. Potential freezing, or overheating is a big concern and many precautions have been taken to avoid this. (not that they'll always work) It does make the ship seem more like a living organism, and it does deliver the power fast, and to where it's needed. The fluid is not pumped, but must be pumped out and replaced every 5 years, and every 15, the tubing should be replaced. (acids are good conductors) Actual CPU's are still mostly solid state or experimental positronics.

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