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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
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. By current UGC standard the D'Kora-Class is a little on the weak side, but still full capable of protecting themselves from chance encounters by pirates. 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. Legal Status The Freng Merchantile Republic's unique status of not having any territorial claims (while at the same time every member of the Freng have their homeworld) means each ship is effectively a state unto herself. She's also the home of the captain and her crew, making many searches difficult to enforce without a warrant, although none is needed for an ISI nor customs inspection, making most parts of the ship and all cargo holds free (only personal spaces are restricted).This doesn't extend to the captain however, who can search any space on his ship at will. Since ISI's and customs inspections are typically conducted in high trafficked areas Freng captains have avoided the authorities by conducting their cargo transfers in largely unpatrolled systems, then change a few chart logs and you're in the clear. The SPAES has become aware of this trick, and thus during their ISI's have reviewed computer compression status- A navigational computer with excess or deficient compression shows logs have been changed, and can then potentially be reviewed to see how they've been altered (like searching for impressions on classical paper charts). Customs inspectors who suspect a ship has been engaged in some kind of smuggling will simply turn the craft away, or escort them to a landing area awaiting a warrant (which might very well come before she's landed). Captains who have nothing to hide will often escort inspectors through their ship- Since she is his ship, he holds the right to search her without cause. 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)- | 10,000 5,000 each 1,000 500 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 700 20 | ||||||||||||||||||||||||||||||||||||||||||||||||||
| Notes: * 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. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
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| 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. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
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