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)
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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)