Freng Merchantile Republic.
D'Kora-Class Maurader.
Freng Merchantile Republic.
The D'Kora-Class Marauder is a type of advanced starship utilized by the Freng Mercantile Republic. This class of vessel has at times been referred to by several classifications, including
D'Kora-Class Marauder.
Bow Aspect.
Affiliation:Freng Mercantile Republic.
Active:21ˢᵗ Century-Present.
Crew Complement:450.
Speed:Warp 9+.
Armament:Forward missile launcher, torpedo launcher, directed energy weapon, electromagnetic pulse weapon.
Defenses:Deflector shields.
Starboard Aspect.
Stern Aspect.
Profile Views.
Affiliation:Freng Merchantile Republic.
Length:1,598 feet.
Beam:1,444 feet.
Clearance:263 feet.
Mass:4,188,783 tons.
  • 10 phaser banks.
  • 2 torpedo tubes (2,000 torpedos).
  • Defence Systems:
  • Shield System.
  • Standard Duranium/Tritanium Double Hull.
  • Independant Speed:
  • Cruise : 6.
  • Cruise : 9.
  • Maximum: 9.6 (10 hours).
  • warship, transport, attack vessel, and pirate ship. It is partly a reflection of the commenter's position which designation to give it: The Clingohn do not like the Freng, but do business with them, making them both raider and trader, whereas the Remulians have ordered all Freng out of their territories, making their presence, even invited, "piracy." This attitude is often effected by what the ship is currently doing as well; For example, one of the UGC's first contact events with the Freng was pursuing a D'Kora-Class after her crew stole a surveillance satellite; As a result, this ship was classified as a raider until boarded. Later on, D'Koras became the backbone of the UGC's Merchant Marines/Combat of the galaxies.
    Technical Data
    During the early 2360s, Starfleet had no specific data on the design of the vessel, and at the time of First Contact, possessed the general knowledge that Freng technology was estimated to be generally equal, but not identical, to Federation technology. Upon first view of this class, it is understandable why so many refer to them as "very impressive design."
    The D'Kora-Class was described as being "almost as fast" as a Fast Fleet Strike Ship (comperable to a UGC AZONIA LAPLAMIS- or ANDROMEDA-Class).
    Tactical Systems
    The D'Kora-Class are equipped with a variety of directed energy weapons, possessing placements for weapon ports at the "claws," positioned on the port and starboard sides, and a torpedo launcher located at the peak of the ship's primary hull. This class of vessel was also equipped with a forward missile launcher.
    In addition, the D'Kora-Class was equipped with a form of energy weapon emitted from the aft of the ship, detectable by a marked power surge prior to discharge. The resulting electromagnetic pulse was capable of weakening the deflector shield power of warship, as well as the capability of depleting the fusion generator and batteries by as much as thirty percent in a single discharge.
    In cases where a D'Kora's DaiMon is forced to surrender, the ship will extend its "neck," and open the ship's weapon ports to expose the ship's sensitive areas. This posture was also sometimes viewed as a preparation to attack.
    Defensive Systems
    The D'Kora-Class also have the usual array of defensive systems, including various ECM and an unusually heavy shield for such a small ship.
    Strategic Analysis
    The UGC's strategic analysis of the D'Kora-Class was not terribly favorable; The end result was that the ship's cargo capabilities were too limited to make them effective cargo ships, their weapons array was too weak to make them effective battleships, their maneuverability too limited to make them effective frigates (often the difference between a "heavy fighter" and "frigate" is the presence or absence of berthing areas), and the fact that they can't land on a planet means they can't be used as shuttles. They are, however, the perfect configuration for a raider/pirate ship, which means they make the perfect anti-piracy/convoy escort ships.
    None are currently in the REF's service, but some are being used by the Merchant Marine for anti-piracy work, and hundreds are being used to sustain the Freng Merchantile Republic (though these are slowly being withdrawn from service in favor of dedicated cargo ships).
    The D'Kora-Class is not typically available to non-Freng groups, but the ships are available on a consignment basis. However, the Freng have sold older hulls to the Beorge-mot... And usually as a front to selling them to the Beorge-Traue. The Freng, being one of the few friends the Beorge-Traue have, are all too happy to sell hulls to them- Along with new (or newer) weapons to fit to the hulls. Despite the limitations, the D'Kora-Class are ideal raiders, and the Freng really hate the Beorge. Not that anyone likes them, but the Freng are all too happy to sell weapons to anyone willing the fight them... At a hefty mark up of course.
    Name: D'Kora-Class Marauder.
    Model Type: Spaceship (Marauder).
    Crew: 160 officers, 2,900 enlisted men, 600 fighter pilots plus flight crews.
    Passengers: None.
    MDC By Location:
    * Main Hull-
    ** Main Engines (2)-
    *** Command Tower-
    *** Sensor Array (rear of Command Tower)-
    Twin Reflex Cannons (5)-
    5,000 each

    1,000 each
    Anti-Ship LRM Launchers (2)-
    Anti-Mecha Laser Turrets (12)-
    Airlocks/Access Hatches (40)-
    Outer Hull (per 402 ft area)-
    Interior bulkheads per 202 ft area, hatches, scuttles, and doors-
    700 each
    200 each
    200 each

    * Depleting the MDC of the main hull will put the ship out of commission. All internal systems will shut down, including life support and internal gravity. The carrier will be an unsalvageable floating wreck.
    ** Depleting the MDC of the main engines will force the ship to rely on its secondary engines. Depleting the MDC of the main engines AND secondary engines will leave the ship adrift in space.
    *** Destroying the command tower will instantly kill the command staff and deprive the ship of all forms of long range communications, radar and targeting. The range and targeting capabilities of the secondary systems are equal to that of a VF-1 Veritech. The ship can still operate, but is at -3 on initiative, -3 to strike, and number of attacks per melee of the weapon systems are reduced by half.
    *** Destroying the main sensory array on top of the command tower will have the same effect, but the command staff will not be killed.
    Speed and Statistical Data:
    Space Fold: Equipped.
    Sublight: O.20 speed of light (37,200 miles per second)
    Auxiliary Drives: Mach 25
    Maximum Range: Unlimited within system only.
    NOTE: The ARMOR-Class are TOTALLY space bound: They are not designed for atmospheric use. Any attempt to take the ARMOR-Class vessel into an atmosphere would cause it to crash, and create TONS of debris; Furthermore, it will cause an atmospheric shockwave felt world-wide, and millions would die.
    Length: 2000 ft (430 m
    Beam: 500 ft (220 m)
    Clearance: 300 ft ( m)
    Weight: 174,000 tons
    Cargo: Crew supplies.
    Power Systems:
    Primary: GHA-216 Heat Piles Lifespan: 60 Years
    Secondary: Solar Sails Lifespan: 25 Light-Hours
    Sublight Drive: Standard Tech GHA-216 Advanced Heat Pile System Clusters
    Gravity Control System: Standard Internal Gravity Control System
    Auxiliary Engine:
    Primary: DTT-466 Traction Drives Range: 250 Light-Hours
    Secondary: Bleed off from GHA-216 Heat Piles via nozzle cluster Range: 25 Light-Hours
    Cost and Availability: 250 million credits; One can be built in about 3 to 6 months.
    Estimated Black Market Cost and Availability: Between 20 and 100 million credits, depending on quality. NOTE: Cost and Availability under each system refers to the black market.
    Weapons Systems:
    1. Heavy Beam Cannons (2): Fixed forward; Located in the "claws."
    Purpose: Anti-Warship
    MD: 3D4 times 10 MD
    Rate of Fire: Each cannon can fire up to 4 times per melee.
    Range: 150 miles (240 km)
    Payload: Unlimited.

    2. Anti-Mecha/Fighter Laser Turrets (12): Arrayed with four on the port and starboard hull. Designed to defend against any close in threats to the platform.
    Purpose: Anti-Mecha/Fighter.
    MD: 1D4 times 10 MD each.
    Rate of Fire: Each laser can fire four times per melee.
    Range: 60 miles (96 km).
    Payload: Unlimited.
    2. Anti-Ship Proton Torpedo Launchers (2): One forward, one aft.
    Purpose: Anti-Ship
    MD: 3D4 times 10 MD
    Range: 3,400 miles.
    Rate of Fire: Each launcher can fire twice every melee.
    Payload: Unlimited.

    3. Mecha/Robots/PA: 5 Robots/Destroids, 30 power armors, or 2 fighter.

    • ESM: Radar Detector. Passively detects other radars being operated.
    • Radar: Combat grade radar. Range 100 miles, can track up to 50 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
    • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
    • GPS: Standard tracking device. Ties into the Blue Force Tracker.
    • Anti-Jamming System: Reduces Electronics Countermeasure by 25% (decrease skill level appropriately).
    • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user. One is located at each weapons control station, and another makes up the majority of the bridge.
    • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
    • Virtual Map: Displays a continuously-updating map of local terrain for the bridge. Takes data from and gives data to other friendly units in the area. Effective navigation of 85% as updates come. Good to 500 miles. Specific range can be adjusted in 10,000 mile increments.
    • 1 MC: Internal loudspeaker.
    • Video Camera: Records from the HUD. 5,000 hours of recording available.
    • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager.Range: About 200 miles for MOST sensors.
    • Escape Pods: 300 20-man escape pods. Each has 60 survival kits.
      Combat Bonuses from D'Kora-Class Maurader Combat Elite:
    • 1 additional attack per melee.
    • +1 to strike.
    • -2 dodge (only parry and roll).
    • +3 to roll with a punch or fall with an impact, reducing damage by half.