Star Trek Star Trek: 477th Squadron Interest Thread

Hlaalu Agent

Nerevar going to let you down
Founder
Thanks. I'll use that to organize my thoughts and then produce a normal profile with that as a reference.
 

The Original Sixth

Well-known member
Founder
How's this for an alternative to how we approach ST fighters?

Peregrine Class
The Peregrine Class is the old bird of the Federation. A versatile fighter, it was designed to have a long operational range of 20 LY (roundtrip). The Peregrine is an older design, with a large warp signature and a low high warp speed, but the fighter has remained in service and is a favored amongst the logistic analysts of the Federation for her power efficiency; her range operational range is often twice that of what other fighters have. Ranges that the more stealthy Klingon and Romulan fighters do not have. Peregrines are typically deployed to Starbases and Colonies, making in-expensive, but capable strike platforms.

  • Warp Speeds: 4.0/7.4/8.6
    • Warp Signature -- Federation, Maquis
    • Warp Signature Size: Large for Size
      • High Warp -- Low Resolution Identification Range
      • Moderate Warp -- ½ of Low Resolution Identification Range
      • Low Warp -- High Resolution Identification Range
      • Impulse -- 400,000 km
  • Operational Range: ~20 LY(roundtrip)
  • Sensor Range (Standard)
    • High Resolution: 5/2.5 LY
    • Low Resolution: 12/6.5 LY
  • Communication Range
    • Real-Time: Within ~12 million KM
    • High-Speed: Warp 9.9999 out to 22.65 LY
    • Low-Speed: Warp 5, out to 45 LY
    • Max Range: Warp 1, out to 100 LY
  • Transporters
    • 1x 2 Person Pad -- Range; 15,000 km
    • 1x 2 Person Emergency Beam-Out -- Range: 15,000 km or redundant 5,000 km
  • Defense Systems
    • Deflector Field
      • Output: 10 MW
      • Primary Heatsink: 30 MJ
      • Secondary Heatsink: 15 MJ
      • Heat Dissipation Rate (HDR): 2 MW (1 MW for secondary)
      • (Essentially, the shields ‘spike’ in power output before weapons impact, up to 10 MWs. The heatsink can handle a total of 30 MJs before shutting down and the secondary can handle 15 MJs. Every second the ship can remove 2 MWs from the primary and 1 MW for the secondary)
  • Weapon Systems (Standard)
    • 6x Forward Pulse Phasers
      • Type 4b -- 2.5 MW Pulse Cannons
        • Optimal Range: 15-30 km
        • Maximum Range: 30-45 km
    • 1x Photon Torpedo Launcher (Can carry roughly 8 missiles/torpedoes)
      • 4x Anti-Fighter Missiles, (150 MJ or a 3.588 kilos of tnt)
      • 2x Anti-Frigate Torpedoes (4.184 GJ or 1 ton of tnt)
      • 2x Space-to-Surface “Archer” Torpedoes (41.84 GJ or 10 tons of tnt)
    • 8x Hardpoints (Non-Standard)
    • Hardpoint Devices
      • Space-to-Surface “Garth” Torpedoes (18.828 PJ or 4.5 megatons)
      • Anti-Ship Photon “Pike” Torpedoes (29.288 TJ or 7 kilotons)
      • Anti-Ship Quantum “Kirk” Torpedoes (41.84 TJ or 10 kilotons)
      • Anti-Matter Pods (each pod extends operation range by 10 LY)
      • Type 5 Sensor Pod (High Resolution 5 LY, Low Resolution 15 LY)
      • Subspace Booster (Boosts communication range by another 22.65 light years)
      • Type 8 Phaser Pod -- 30 MWs
        • Optimal Range: 50 km
        • Maximum Range: 75 km
        • Charges: 6 Full Powered Shots
      • Electronic Warfare Pod (Sends out false subspace returns, creating ‘ghosts’ on sensor readouts)
      • Jammer Pod (Jams subspace communications of one target within 500 km)
      • Enhanced Transporter Emitter (Increases Transporter Range to 40,000 km)
      • Decoy Drone (Attempts to match with pre-programmed warp signature)
 

The Original Sixth

Well-known member
Founder
Phoenix-Class Interceptor

During the Dominion War, the Federation needed a cheap, easily produced fighter that
could act as a stopgap against the swarm of Dominion fighters. The answer came in the Phoenix-Class Interceptor. The interceptor combined the latest ‘smart’ technologies to present a fragile, but quick-thinking platform that could outperform a superior fighter craft. The fighter, although capable, was nevertheless limited, due to her low warp capability and limited armament, being roughly half of the Peregrine.
During the Dominion War, the Phoenix excelled in forcing the Dominion to waste much-needed ammunition and making several surprise strikes while masquerading as harmless long-range shuttlecraft.
  • Warp Speeds: 4.0/5.0/6.4
    • Warp Signature -- Federation, Variable (Includes Cardassian, Klingon, Dominion, Romulan, Breen, and various others)
    • Warp Signature Size: Small for Size
      • High Warp -- ½ of Low Resolution Identification Range
      • Moderate Warp -- ¼ of Low Resolution Identification Range
      • Low Warp -- ½ of High Resolution Identification Range
      • Impulse -- 300,000 km
  • Operational Range: ~5 LY(roundtrip)
  • Sensor Range (Standard)
    • High Resolution: 5 LY (2.5 passive)
    • Low Resolution: 10 LY(5 passive)
  • Communication Range
    • Real-Time: Within ~12 million KM
    • High-Speed: Warp 9.9999 out to 22.65 LY
    • Low-Speed: Warp 5, out to 45 LY
    • Max Range: Warp 1, out to 100 LY
  • Transporters
    • 1x 2 Person Pad -- Range; 15,000 km
    • 1x 2 Person Emergency Beam-Out -- Range: 15,000 km or redundant 5,000 km
  • Defense Systems
    • Chameleon Warp Geometry
      • Designed using neural gel packs, the ship would continuously alter its warp geometry once a torpedo or missile had locked on. Since all warheads lock onto a target’s warp field, the Phoenix mimics a signature friendly to the incoming torpedo/missile, causing the missile or torpedo to disengage. The limited sensor capabilities of torpedoes and missiles make this possible, but nearby ships or stations can override the warhead’s safeties or send more accurate data to expose the fraud.
      • A second use of this design is to allow the Phoenix to appear as a small friendly shuttle or fighter on subspace sensors by altering the fighter’s warp signature. This is a complicated process and the fighter must be pre-programmed with the specific signature before mission launch, but typically has 4-6 warp aliases to choose from.
      • Subspace Jammer -- 100 KM range; allows the fighter to jam the communication system of equal or lesser system within range. The hope was to reduce the response time of an enemy by cutting them off from the commanding vorta.
    • Defense Shield
      • Output: 12 MW
      • Primary Heatsink: 20 MJ
      • Secondary Heatsink: 10 MJ
      • Heat Dissipation Rate (HDR): 2 MW (1 MW for secondary)
      • (Essentially, the shields ‘spike’ in power output before weapons impact, up to 10 MWs. The heatsink can handle a total of 30 MJs before shutting down and the secondary can handle 15 MJs. Every second the ship can remove 2 MWs from the primary and 1 MW for the secondary)
  • Weapon Systems (Standard)
    • 2x Pulse Phasers
      • Type 5b -- 6 MW Pulse Cannons
        • Optimal Range: 15-30 km
        • Maximum Range: 30-45 km
    • 1x Photon Torpedo Launcher (Can carry roughly 4 missiles/torpedoes)
      • 2x Anti-Fighter Missiles, (150 MJ or a 3.588 kilos of tnt)
      • 2x Anti-Frigate Torpedoes (4.184 GJ or 1 ton of tnt)
      • 2x Space-to-Surface “Archer” Torpedoes (41.84 GJ or 10 tons of tnt)
    • 4x Hardpoints (Non-Standard)
 
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The Original Sixth

Well-known member
Founder
Valkyrie-Class Strike Fighter


The Valkyrie was made as the Federation’s new strike fighter. Designed to incorporate the latest technologies, the Valkyrie was delayed numerous times in production, impart due to the difficulties of size, engine design, and warp signature variable technologies. She also carried the newest, most capable launcher for modern quantum torpedoes.
In addition, the Valkyrie did what even the Peregrine had difficulty in achieving; acting in atmosphere. Capable of a comfortable Mach 5 cruise in atmosphere and could reach up to a safe maximum speed of Mach 10, though speeds as high as Mach 10.4 have been achieved at great risk and moderate shield strain.
The Valkyrie’s combined atmospheric capabilities and variable warp signature allowed her to make several sneak attacks against critical Dominion and Cardassian infrastructure during the Dominion War. The fighters would approach from separate vector, cloaked as regular civilian ships, then make a quick run on the ground facility, destroying the target, evading ground defenses, and escaping to orbit, where they would either flee the system or ‘blend’ in with normal traffic.
  • Warp Speeds: 7.0/8.2/9.0
    • Warp Signature -- Federation, Variable
    • Warp Signature Size: Large for Size
      • High Warp -- ½ Low Resolution Identification Range
      • Moderate Warp -- ¼ of Low Resolution Identification Range
      • Low Warp -- ½ High Resolution Identification Range
      • Impulse -- 200,000 km
  • Operational Range: ~12 LY(roundtrip)
  • Sensor Range (Standard) Type 5 Sensor Pod (High Resolution 5 LY, Low Resolution 15 LY)
    • High Resolution: 5 LY (2.5 passive)
    • Low Resolution: 15 LY(7.5 passive)
  • Communication Range
    • Real-Time: Within ~12 million KM
    • High-Speed: Warp 9.9999 out to 22.65 LY
    • Low-Speed: Warp 5, out to 45 LY
    • Max Range: Warp 1, out to 100 LY
  • Transporters
    • 1x 2 Person Pad -- Range; 15,000 km
    • 1x 2 Person Emergency Beam-Out -- Range: 15,000 km or redundant 5,000 km
  • Defense Systems
    • Chameleon Warp Geometry
      • Designed using neural gel packs, the ship would continuously alter its warp geometry once a torpedo or missile had locked on. Since all warheads lock onto a target’s warp field, the Valkyrie mimics a signature friendly to the incoming torpedo/missile, causing the missile or torpedo to disengage. The limited sensor capabilities of torpedoes and missiles make this possible, but nearby ships or stations can override the warhead’s safeties or send more accurate data to expose the fraud.
      • A second use of this design is to allow the Valkyrie to appear as a small friendly shuttle or fighter on subspace sensors by altering the fighter’s warp signature. This is a complicated process and the fighter must be pre-programmed with the specific signature before mission launch, but typically has 4-6 warp aliases to choose from.
      • Subspace Jammer -- 150 KM range; allows the fighter to jam the communication system of equal or lesser system within range. The hope was to reduce the response time of an enemy by cutting them off from the commanding vorta.
    • Defense Shield
      • Output: 12 MW
      • Primary Heatsink: 50 MJ
      • Secondary Heatsink: 20 MJ
      • Heat Dissipation Rate (HDR): 3 MW (1 MW for secondary)
      • (Essentially, the shields ‘spike’ in power output before weapons impact, up to 10 MWs. The heatsink can handle a total of 30 MJs before shutting down and the secondary can handle 15 MJs. Every second the ship can remove 2 MWs from the primary and 1 MW for the secondary)
  • Weapon Systems (Standard)
    • 2x Phaser Banks
      • Type 9b -- 48 MW Pulse Cannons
        • Optimal Range: 30 km
        • Maximum Range: 45 km
    • 1x Photon Burst 4 Torpedo/Quantum Launcher (Can carry roughly 10 missiles/torpedoes)
      • 6x Anti-Fighter “Real McCoy” Missiles (150 MJ or 3.588 kilos of tnt)
      • 4x Anti-Ship Quantum “Kirk” Torpedoes (41.84 TJ or 10 kilotons)
    • 10x Hardpoints (Non-Standard)


EDIT

Some Enemy Fighter Craft


Cardassian/Bajoran Impulse Fighter
The Impulse is the pride of the Cardassian Space Force. Originally a Sub-Orbital Fighter, the Impulse was intended to be used as a multi-role strike fighter. As Central Command’s need for a space-faring fighter grew, the Mark II was introduced, designed for space combat. The Mark III quickly replaced it and was the mainstay for many years, until the recent Mark IV upgrade.
The Impulse is known for having no internal weapons bays, but rather using its hardpoints both to load on weapons and pods designed to enhance its capabilities. The most famous was when a the 133rd Squadron struck a Cardassian Military Outpost on the edge of a Cardassian system. The commander had been confident that the Cardassan Mark IV Impulse Fighters wouldn’t arrive sooner than 20 hours, but the Cardassians had armed eight of their Impulse Fighters with four warp pods, allowing them to arrive in less than a minute after they’d been scrambled.
The Impulse is mostly used in large-scale engagements or in sectors near or within Cardassian space, where the fighter can be deployed by capital ships or via warp pods to nearby targets.

  • Impulse Ship (Two-Seater)
    • Impulse Signature: Bajoran/Cardassian
    • Secondary Ramjet: 1,560 m/s or Mach 4.7
  • Operational Range: 400,000 km
  • Sensor Range (Standard)
    • Low Resolution: 12 million km
    • High Resolution: 400,000 km
  • Communication Range
    • Real-Time: Within ~12 million KM
  • Transporters
    • 1x Person Emergency Beam-Out -- Range: 15,000 km or redundant 5,000 km
  • Defense Systems
    • Defense Shield (Cardassian Mark IV or Bajoran Mark III only)
      • Output: 4 MW
      • Primary Heatsink: 25 MJ
      • Secondary Heatsink: 5 MJ
      • Heat Dissipation Rate (HDR): 2 MW (1 MW for secondary)
      • (Essentially, the shields ‘spike’ in power output before weapons impact, up to 10 MWs. The heatsink can handle a total of 30 MJs before shutting down and the secondary can handle 15 MJs. Every second the ship can remove 2 MWs from the primary and 1 MW for the secondary)
    • Flares (x2) (Cardassian & Bajoran Mark I)
    • Chaff (x2) (Cardassian & Bajoran Mark I)
    • Decoy Drone (x2) (Cardassian Mark II and Bajoran Mark III)
  • Weapon Systems (Standard)
    • 6x Pulse Phasers
      • Type 4b -- 2.5 MW Pulse Cannons
        • Optimal Range: 15-30 km
        • Maximum Range: 30-45 km
    • 8x Hardpoints (Non-Standard)
    • Hardpoint Devices
      • Redundant Warp Nacelle
        • Distance depends upon the nacelles
          • 1) Carries enough fuel to carry the fighter across something the size of the Sol System. Warp Speed is Warp 2.
          • 2) Carries enough fuel to carry the fighter about 5 LY. Warp Velocity is 4.0
          • 3) Enhances the warp field and increases speed to Warp 5.
          • 4) Enhances the warp field and increases speed to Warp 6.
      • Disposable Heat Sink
        • This Heat Sink adds an additional 10 MJ Heat Sink. However, once it’s used, the device is burnt out and must be discharged or repaired at a dedicated facility.
      • 4x Anti-Fighter “Defender” Missiles, (50 MJ or a 1.196 kilos of tnt)
      • 2x Anti-Frigate “RIghteous” Torpedoes (2.092 GJ or .5 tons of tnt)
      • 2x Space-to-Surface “Devastator” Torpedoes (418.4 GJ or 100 tons of tnt)


Cardassian Hideki “Strike Fighter”
The Hideki “Strike Fighter” was designed by retrofitting old Cardassian gunboats that had been mothballed over a century ago. After the Cardassians had conquered Bajor and several other systems, the Cardassians needed a long-range bomber that could pacify a rebellious system. The Hideki had been mothballed decades before, having once been a gunboat to help screen older, more vulnerable cruisers from fighters and bombers.
The Hideki Block I was composed of the original 75 Hideki that had been retrofitted into long-range bombers. Simply re-armed with almost a megatons worth of explosives, the Block I had been very successful, able to perform pin-point strikes against targets from orbit while fending off attack fighters.
The Block II replaced the original 75, who had begun to show their age only 10 years into service. The Block II used an upgraded warp core, more efficient nacelles, less armor, more capable shields, and upgraded sensors and communications.
The Block III was the most produced and is the oldest still in service. The Block III incorporated dedicated troop transporters, advanced sensor systems, more powerful phasers, and replaced the old launcher with a Burst 4 launcher with varying loadout and quicker reload times.
An upgraded Block IV was introduced during the Dominion War, with upgraded Dominion technology for greater accuracy, shield capability, and transporter master control system.
The Hideki's main purpose is to project Cardassian power at low cost. The Hideki can travel from Cardassia to a planet near the DMZ, shell a rebellious city, beam troops to secure key figures, destroy a bunker, and travel back to Cardassia on. During the frequent raids on Cardassian assets by the Maquis, the Hideki was considered a formidable opponent, typically requiring a full squadron (or two) of Maquis raiders to overpower a single Hideki. It was not uncommon for Central Command to send three of these 'strike fighters' as a show of force or to quickly wipe out a Maquis hideout.


  • 30 Crew “Strike Fighter”
  • Warp Speeds: 6.0/7.0/9.0 (Block IV -- Warp 6.4/7.2/9.1)
    • Warp Signature -- Cardassian
    • Warp Signature Size: Average for Size
      • High Warp -- Low Resolution Identification Range
      • Moderate Warp -- ½ of Low Resolution Identification Range
      • Low Warp -- High Resolution Identification Range
      • Impulse -- 400,000 km
  • Operational Range: ~60 LY(roundtrip)
  • Sensor Range (Standard) Type 6
    • High Resolution: 5 LY (2.5 passive)
    • Low Resolution: 16 LY (8 LY passive)
  • Communication Range
    • Real-Time: Within ~12 million KM
    • High-Speed: Warp 9.9999 out to 22.65 LY
    • Low-Speed: Warp 5, out to 45 LY
    • Max Range: Warp 1, out to 100 LY
  • Transporters
    • 1x 5 Person Pad -- Range; 40,000 km
    • 2x 4 Person Emergency Beam-Out -- Range: 15,000 km or redundant 5,000 km
  • Defense Systems
    • Defense Shield
      • Output: 80 MW
      • 2x Primary Heatsinks: 60 MJ
      • 2x Secondary Heatsink: 30 MJ
      • Heat Dissipation Rate (HDR): 6 MW (3 MW for secondary)
      • (Essentially, the shields ‘spike’ in power output before weapons impact, up to 10 MWs. The heatsink can handle a total of 30 MJs before shutting down and the secondary can handle 15 MJs. Every second the ship can remove 2 MWs from the primary and 1 MW for the secondary)
  • Weapon Systems (Standard)
    • 1x Forward Spiral Phase Cannon
      • Type 8a -- 30 MW Phaser Bank
        • Optimal Range: 45 KM
        • MAximum Range: 75 KM
    • 1x Aft Spiral Phase Cannon
      • Type 7a -- 20 MW Phaser Bank
        • Optimal Range: 45 km
        • Maximum Range: 70 km
    • 4x Spiral Phasers
      • Type 6a -- 8 MW Phaser Bank
        • Optimal Range: 30 km
        • Maximum Range: 45 km
    • 1x Burst 4 Photon Torpedo Launcher (Can carry 50 torpedoes, Standard Loadout)
      • 5x Space-to-Surface “Avenger” Missiles (Carries MIRV warhead which disperses fast-burning liquid over the target zone, creating an immediate firestorm over an area of .5-5 km)
      • 25x Space-to-Surface “Inquisitor” Missile (20.92 GJ or 5 tons of tnt)
      • 10x Anti-Frigate “Righteous” Torpedoes (2.092 GJ or .5 tons of tnt)
      • 5x Space-to-Surface “Devastator” Torpedoes (418.4 GJ or 100 tons of tnt)
      • 5x Space-to-Surface “Reprisal” Torpedoes (104. PJ or 25 megatons)
 
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The Original Sixth

Well-known member
Founder
Caitian Stalker Class Fighter
The Stalker is a miracle of Caitian engineering. A combination of sensor-absorbing materials, warp geometry, and hull design has made the Stalker the stealthiest fighter ever fielded by the Federation. The fighter has only one weapon; a burst 4 quantum torpedo launcher, designed to get off a quick payload and escape before meaningful resistance can be mounted.
At first glance, the Stalker has a low range and uninspiring warp speeds, but is actually one of Starfleet’s most prized fighters. Produced in low numbers due to production and maintenance costs, the Stalker operates on an elaborate game of cat and mouse. Its low warp signature allows only for detection at an incredibly short range and its high burst torpedo launcher allows for devastating attacks.
In the Low Warp Observation Competition, the prototype; the NX-64 Nighthawk was able to penetrate Sector 001’s long range sensors from a deployment at Starbase 235, where took a roundabout course of 16 LY to Sol. Whenever the Nighthawk approached the sensor net of a system, the Nighthawk would drop down to low warp and slip through before returning to a cruise or even high warp. When the Nighthawk had arrived in the Sol system, it had fallen to impulse and cruised toward the asteroid belt, where it fell to a low impulse and crept to Earth, then dropped a simulated payload.
Starfleet was impressed with the Stalker’s stealth capabilities, but aghast when the Caitians not only avoided immediate retaliation from Earth’s defense network, but led three of the participating ships on a one week chase around the system until finally cornered over Mars, when it simply jumped to warp and was lost to sensors within minutes.
  • Warp Speeds: 5.0/6.0/7.0
    • Warp Signature -- Federation, Maquis
    • Warp Signature Size: Very Low for Size
      • High Warp -- ¼ of Low Resolution Identification Range
      • Moderate Warp -- 1/4th High Resolution Identification
      • Low Warp -- 10 million km
      • Impulse -- 10,000 km
      • Low Impulse -- 80 km
  • Operational Range: 20 LY(roundtrip)
  • Sensor Range (Standard) Type 5 Sensor
    • High Resolution: 5 LY (2.5 passive)
    • Low Resolution: 15 LY(7.5 passive)
  • Communication Range
    • Real-Time: Within ~12 million KM
    • High-Speed: Warp 9.9999 out to 22.65 LY
    • Low-Speed: Warp 5, out to 45 LY
    • Max Range: Warp 1, out to 100 LY
  • Transporters
    • 1x 2 Person Pad -- Range; 15,000 km
    • 1x 5 Person Emergency Beam-Out -- Range: 15,000 km or redundant 5,000 km
  • Defense Systems
    • Defense Shield
      • Output: 4 MW
      • Primary Heatsink: 15 MJ
      • Secondary Heatsink: 5 MJ
      • Heat Dissipation Rate (HDR): 1 MW (.5 MW for secondary)
      • (Essentially, the shields ‘spike’ in power output before weapons impact, up to 10 MWs. The heatsink can handle a total of 30 MJs before shutting down and the secondary can handle 15 MJs. Every second the ship can remove 2 MWs from the primary and 1 MW for the secondary)
    • Caitian Stealth System
      • Low-Warp Observability -- The Caitian Warp Geometry is so low and so sophisticated that it is almost undetectable. The downside is low warp efficiency and thus, the Stalker can only maintain low warp speeds and has a fairly low warp range. This can be amended by the two hardpoints on the wings, at the cost of stealth, but for long-range missions, pilots typically dispose of the antimatter pods before getting too close to enemy sensors.
  • Weapon Systems (Standard)
    • 1x Burst 4 Quantum Torpedo Tube (Carries 8x Torpedoes)
      • 2x Anti-Fighter “Real McCoy” Missiles (150 MJ or 3.588 kilos of tnt)
      • 6x Space-to-Surface “Archer” Torpedoes (41.84 GJ or 10 tons of tnt)
    • 2x Hardpoints (Non-Standard)
 

The Original Sixth

Well-known member
Founder
Hey all, putting together some info out so we can get our heads wrapped around the geography (astrology?) of the area we'll be playing in.


This site is basically an interactive map of main Federation Space and its neighbors.

We're mostly in the Bajor Sector. Just look on the right-northern side of Cardassian Space and you'll find her. Play around with it a little and you can see the linear 2-dimensional distance between the areas in the story. An here is a warp factor chart.



And in my ever expanding quest to avoid math, I would suggest that everyone else follow my lead and eyeball it if it doesn't fall within the simple distance chart. I'd personally aim on the higher end myself, but I find something like "the subspace eddies are in our favor sir, we can probably get there in ____" to be useful if you need to get there just a bit faster than the engines should actually allow you to.

Anyway, some interesting locations to note.

Starbase 310


A plant-side base Federation base, it's hidden under a soup-looking atmosphere and containing Starfleet's local eldritch horror; Admiral Alynna Nechayev. It looks to be a cold and desolated wasteland. Starfleet suspects it's from years of exposure to Admiral Nechayev.


Starbase 257 is a Sigma Class station. They're able to house small ships and hold a few hundred to a couple thousand people. They're armed with phaser banks and protected by deflector shields. Starbase 257 is near on the frontier, similar to Starbase 310, roughly 6 LY from the DMZ.

Starbase 375
Also a Sigma Class Station, Starbase 375. It's located roughly 30 LY from Deep Space Nine and 17 LY from the DMZ. It was well known during the Dominion War as being a gathering point for fleet operations against the Dominion. In the event that DS9 were attacked, forces stationed at Starbase 211 would move to assist Deep Space Nine.

Starbase 112 (Armada Base)
A ground-based station, Armada base is primarily used for the distribution and protection of the crop world it's located on.


Starbase 211
Located on the 'eastern' portion of the DMZ, Starbase 211 is another Sigma Class Station. In the event that DS9 was attacked, forces stationed near Starbase 211 would move to assist Deep Space Nine.


The Argus Array is a massive subspace telescope capable of long-range observation. The Argus Array has eighteen clusters, each cluster contains six subspace antenna, allowing the telescope to observe up to 108 subspace phenomenons within 80 lightyears and is located 3 lightyears away from Cardassian space. Entirely by coincidence, it allows Starfleet to observe ANY subspace phenomenon within and immediately around Cardassian space.

Starbase 371
A starbase of unknown type, but with hospital facilities.

Starbase 47 -- Vanguard II
A reconstruction of the original Vanguard, Starbase 47 is a Watchtower Class Station. Starbase 47 was also responsible for new ship construction designs and suspected to be used for intelligence gathering by Starfleet Intelligence. Located roughly 8 LY from the DMZ


Starbase 129
Also located about 8 LY away. Starbase 129 is also used by Starfleet Intelligence to monitor Cardassian activity. It is located a convenient 12 LY from the Argus Array.

Volan II and Volan III
A major colony world that came under Cardassian administration after a peace treaty with the Federation. Volan II and III were both Class-M worlds. Volan III had a city and had a Starfleet Office located on the surface for coordination and communication to the DMZ colonies. These colonies had several terrorist attacks between Federation and Cardassian terrorists.

Seltik III
A Federation outpost, it was attacked by the Cardassians in what was known as the Seltik III Massacare. Cardassian High Command had thought that the outpost had been a staging ground for a Federation attack force and had launched a 'pre-preemptive strike', leading to roughly a hundred Federation civilians being killed.
 

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