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.