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Thread: Questions about the Scimitar

  1. #1

    Questions about the Scimitar

    The other day we were looking at some pictures of the Scimitar and talking stats for her. With 52 Disruptors and 27 torpedo launchers the SUs would leave nearly nothing for the rest of the ship let alone the Thalaron weapon system.

    Though we were able to place most of the forward weapons (Disruptors and Torpedo Launchers) in the bow, whings and six additional exstended weapons pods.

    The Scimitar is a big ship with too many guns for my taste.

  2. #2
    REMAN SCIMITAR CLASS STARSHIPS Part 1

    I worked out some of the details of the Scimitar. Over gunned underpowered. It is a ruff draft but illustrates that some ships are just too big. A little too big for may taste.

    I left the Tharilon weapon off, as it is an unprecedented weapon system. I also grouped the weapons into groups to keep track of their locations about the hull area.

    For size she could have easily been in the size 12 but closer to 11 in my opinion. I scrimped on some of the weapons to keep the Su's down as it is. Originally I had figures out on paper with type 13 disruptors and 10 shot torpedo launchers. I cut her back to only 4 type 13 and the rst as type 11 and a hand full of 6 shot torpedo launchers.

    REMAN SCIMITAR CLASS STARSHIPS
    Class and Type: Scimitar-Class Heavy Warbird
    Commissioning Date: Mid-24th century

    HULL SYSTEMS
    Size: 11
    Length: 890.6 meters
    Beam: 1351.15 meters
    Height: 245 meters
    Decks: 70
    Mass: ??????????? metric tones
    SUs Available: 4,000
    SUs Used: 8208

    Hull
    Outer <44>
    Inner <44>

    Resistance
    Outer Hull: 10 <12>
    Inner Hull: 10 <12>
    Ablative Armor: 1500 <150>

    Structural Integrity Field
    Main: Class 7 (Protection 100/150) <40>
    [1 Power/10 Protection/round]
    Backup 1: Class 7 (Protection 50) <20>
    [1 Power/10 Protection/round]
    Backup 2: Class 7 (Protection 50) <20>
    [1 Power/10 Protection/round]

    PERSONNEL SYSTEMS
    Crew/Passengers/Evac: 600/1200/10,000
    Crew Quarters
    Barracks: Houses 1020 Crewmembers <17>
    Spartan: 400 <20>
    Basic: 300 <30>
    Expanded: 60 <12>
    Luxury: 20 <20>
    Unusual: 10 <10>

    Environmental Systems
    Basic Life Support [12 Power/round] <44>
    Reserve Life Support [6 power/round] <22>
    Emergency Life Support (60 emergency shelters) <22>
    Gravity [6 Power/round] <11>
    Consumable: 3 years' worth <33>

    Food Replicators [11 Power/round] <11>
    Industrial Replicators <20>
    Type: Network of small Replicators [2 Power/round]
    Type: 3 Large unit [2 power/replicator/round]

    Medical Facilities: 8 (+2) [8 Power/round] <40>
    Recreation Facilities: 6 [2 Power/round] <48>
    Location & type: 2 main holodecks; 10 personal holodecks; 1 large pleasant eating facility; 1 large lounge; 2 small lounges

    Personnel Transport: Turbolifts, Jefferies Tubes [2 Power/round] <44>
    Fire Suppression System [1 Power/round when active] <11>

    Cargo Holds: 500,000 cubic meters <15>
    Locations: aft hull and 20 other locations

    Escape Pods <16>
    Number: 300
    Capacity: 8 person per pod


    PROPULSION SYSTEMS
    Warp drive
    Nacelles: Type 7C9 <137>
    Speed: 7.0/9.6/9.9 [1 power/.2 warp speed]
    PIS: Type H (12 hours of Maximum warp) <16>
    Special Notes: Embedded warp nacelles <44>

    Impulse Engine
    Type: 4 Class 8 (.75c/.95c) [7/9 Power/round] <22 (x 4 = 88)>
    Location: Main aft hull
    Reaction Control System (.025c) [2 Power/round when in use] <10>

    POWER SYSTEMS
    Type: 1 modified Class 13/S Quantum Singularity Engine (generates 2254 Power/round) <301>
    Location: Main hull
    Impulse Engine[s]: 2 class 8 (generates 128 Power/engine/round)
    Auxiliary Power: 12 reactors (generates 5 Power/reactor/round) <26>
    Emergency Power: Type F (generates 50 Power/round) <50>
    EPS: Standard Power flow, +1200 Power transfer/round <165>
    Standard Usable Power: 2382

    OPERATIONS SYSTEM
    Bridge: Saucer section dorsal <55>

    Computers
    Core 1: Main Hull, [5 Power/round] <20>
    Core 2: Main Hull [5 Power/round] <20>
    Uprating: Class Beta (+2) [2 Power/computer/round] <12>
    ODN <33>

    Navigational Deflector [5 Power/round] <44>
    Range: 10/20,000/50,000/150,000
    Accuracy: 5/6/8/11
    Location: Ventral
    Auxiliary Deflector [5 power/round] <11>

    Sensor Systems
    Long-range Sensors [5 Power/round] <40>
    Range Package: Type 7 (Accuracy 3/4/7/10)
    High Resolution: 5 Light-year (.5/.6-1.0/1.1-3.5/3.6-5.0)
    Low Resolution: 17 Light-Years (1/1.1-3.5/3.6-10.0/10.1-14)
    Strength Package: Class 9 (Strength 9)
    Gain Package: Class Beta (+2)
    Coverage: Standard

    Lateral Sensor [5 Power/round] <24>
    Strength Package: Class 9 (Strength 9)
    Gain Package: Class Beta (+2)
    Coverage: Standard

    Navigational Sensor [5 Power/round] <24>
    Strength Package: Class 9 (Strength 9)
    Gain Package: Class Beta (+2)

    Probes: 100 probes of varying types <10>
    Sensors Skill: 4

    Flight Control Systems
    Autopilot: Shipboard systems (flight Control) 3, Coordination 2 [1 Power/round in use] <11>

    Navigational Computer
    Main: Class 3 (+2) [2 Power/round] <4>
    Backup: 2 <2>
    Inertial Damping Field
    Main <132>
    Strength: 9 [3 Power/round}
    Number: 5
    Backup <33>
    Strength: 6 [2 Power/round]
    Number: 5
    Attitude control [2 power/round] <3>

    Communications Systems
    Type: Class 8 [2 Power/round] <30>
    Strength: 9
    Security: -5 (Class Gamma Uprating)
    Basic Uprating: Class Beta (+2)
    Security Uprating: Class Epsilon (-3)
    Emergency Communications: Yes [2 Power/round] <1>

    Tractor Beams
    Emitter: Class Delta [3 Power/Strength used/round] <12>
    Accuracy: 4/5/7/10
    Location: Forward Dorsal
    Emitter: Class Delta [3 Power/Strength used/round] <12>
    Accuracy: 4/5/7/10
    Location: aft Dorsal
    Emitter: Class Delta [3 Power/Strength used/round] <12>
    Accuracy: 4/5/7/10
    Location: Forward ventral
    Emitter: Class Delta [3 Power/Strength used/round] <12>
    Accuracy: 4/5/7/10
    Location: Aft ventral
    Emitter: Class Alpha [3 power/Strength used/round] <3 <x 4 = 12>>
    Accuracy: 5/6/8/11
    Location: 1 each Shuttle bays


    Transporters
    Type: Personnel [5 Power/use] <144>
    Pads: 6
    Emitter/Receiver Array: Personnel Type 6 (40,000 km range)
    Energizing/Transition coils: Class I (Strength 9)
    Number and Locations: Four in command hull, four in main hull

    Type: Emergency [7 power/use] <144>
    Pads: 24
    Emitter/Receiver Array: Emergency Type 3 (15,000 km range)
    Energizing/Transition Coils: Class I (Strength 9)
    Number and Location" Four in Command hull, four in main hull

    Type: Cargo [4 Power/use] <102>
    Pads: 400 kg
    Emitter/Receiver Array: Cargo Type 3 (40,000 km range)
    Energizing/Transition Coils: Class I (Strength 9)
    Number and location: two in command hull, six in main hull

    Cloaking Device: Class 10 [40 Power/class/round] <40>

    Security Systems
    Rating: 5 <20>
    Anti-Intruder System: Yes [1 Power/round] <11>
    Internal Force Fields [1 Power/3 Strength] <11>

    Science Systems
    Rating 3 (+2) [3 Power/round] <21>
    Specialized Systems: None
    Laboratories: 2 <2>

  3. #3
    REMAN SCIMITAR CLASS STARSHIPS Part 2

    TACTICAL SYSTEMS
    UPPER PORT EXTENDED WEAPONS POD
    2 port upper weapons pod Disruptor Array <50 <x 2 = 100>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting Systems: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: one forward aimed and aft aimed
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    Torpedo Launcher <28 <x 2 = 56>
    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 10
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: one forward and one aft aimed
    Firing Arc: forward and aft, but are self-guided

    Torpedo Launcher <18 <x 3 = 54>
    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 6
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: two forward, one aft aimed mounted along the above Launchers
    Firing Arc: forward and aft, but are self-guided

    UPPER STARBOARD EXTENDED WEAPONS POD
    2 Starboard upper weapons pod Disruptor Array <50 <x 2 = 100>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting Systems: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: one forward aimed and aft aimed
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    Torpedo Launcher <28 <x 2 = 56>
    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 10
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: one forward and one aft aimed
    Firing Arc: forward and aft, but are self-guided

    Torpedo Launcher <18 <x 3 = 54>
    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 6
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: two forward, one aft aimed mounted along the above Launchers
    Firing Arc: forward and aft, but are self-guided

    LOWER PORT EXTENDED WEAPONS POD
    Lower Port weapons pod Disruptor Array <50 <x 2 = 100>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting Systems: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: port side below the wing one Disruptor firing forward aimed and one aimed back
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    Torpedo Launcher <28 <x 2 = 56>
    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 10
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: one forward and one aft aimed
    Firing Arc: forward and aft, but are self-guided

    Torpedo Launcher <18 <x 3 = 54>
    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 6
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: two forward, one aft aimed mounted along the above Launchers
    Firing Arc: forward and aft, but are self-guided

    LOWER STARBOARD EXTENDED WEAPONS POD
    Lower Starboard weapons pod Disruptor Array <50 <x 2 = 100>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting Systems: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: starboard side below the wing one Disruptor firing forward aimed and one aimed back
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    Torpedo Launcher <28 <x 2 = 56>
    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 10
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: one forward and one aft aimed
    Firing Arc: forward and aft, but are self-guided

    Torpedo Launcher <18 <x 3 = 54>
    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 6
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: two forward, one aft aimed mounted along the above Launchers
    Firing Arc: forward and aft, but are self-guided

    BOW MOUNTED WEAPONS
    Forward Disruptor Array <58 <x4 = 232>
    Type: type 13
    Damage: 280 [28 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting Systems: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: Forward bow hull in two locations port and starboard
    Firing Arc: 405 degrees dorsal
    Firing Modes: Standard, Pulse,

    Bow Disruptor Array <50 <x 4 = 200>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting Systems: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: four bow-mounted disruptor mounted
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    Forward Torpedo Launcher <28 <x 4 = 112>
    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 10
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: forward bow
    Firing Arc: Forward, but are self-guided

    AFT MOUNTED WEAPONS
    Aft Disruptor Array <50 <x 6 = 300>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting Systems: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: 6 aft mounted disruptors one near each of the impulse thruster’s port and starboard
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    Forward Torpedo Launcher <28>
    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 10
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: mid aft section
    Firing Arc: aft, but are self-guided

    Forward Torpedo Launcher <18 <x 2 = 36>
    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 6
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: Port and starboard the aft section
    Firing Arc: aft, but are self-guided

    DORSAL WEAPONS
    Dorsal Disruptor Array <50 <x 6 = 300>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting Systems: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: six equally spaced along the dorsal three to port and three to starboard
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    VENTRAL WEAPONS
    Ventral Disruptor Array <50 <x 6 = 300>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting Systems: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: six ventral disruptors equally spaced three to port, three to starboard
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    PORT SIDE WEAPONS
    Port Disruptor Array <50 <x 8 = 400>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting Systems: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: six disruptor arrays aligned along the wing connections of the hull two mounted at the top edge of the warp nacelles
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    STARBOARD WEAPONS
    Starboard Disruptor Array <50 <x 8 = 400>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting Systems: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: six disruptor arrays aligned along the wing connections of the hull two mounted at the top edge of the warp nacelles
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    PORT WING MOUNTED WEAPONS
    Port wing tip Disruptor Array <50 <x 3 = 150>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting Systems: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: two forward mounted, one aft mounted wing tip
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    Port Mid wing Disruptor Array <50>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting Systems: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: mid wing Disruptor weapons pod
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    STARBOARD WING MOUNTED WEAPONS
    Starboard wing tip Disruptor Array <50 <x 3 = 150>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting Systems: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: two forward mounted, one aft mounted wing tip
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    Starboard Mid wing Disruptor Array <50>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting Systems: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: mid wing Disruptor weapons pod
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    Torpedoes Carried: 3000 <300>

    TA/T/TS: Class Gamma [2 Power/round] <12>
    Strength: 9
    Bonus: +2
    Weapon Skill: 5

    Primary Shields (Forward, Aft, Port, Starboard) <160 (x 4)>
    Shield Generator: Class 7 (Protection 1400) (embedded Nacelles + 100)
    [130 Power/shield/round]
    Shield grid: Type C (50 % increase to 2100 Protection)
    Subspace Field Distortion Amplifiers: Class Iota (Threshold 450) (+ 10)
    Recharging System: Class 1 (45 seconds)
    Backup Shield Generators: 4 (1 per shield) <12>

    Secondary Shields (Forward, Aft, Port, Starboard) <160 (x 4)>
    Shield Generator: Class 7 (Protection 1400) (embedded Nacelles + 100)
    [130 Power/shield/round]
    Shield grid: Type C (50 % increase to 2100 Protection)
    Subspace Field Distortion Amplifiers: Class Iota (Threshold 450) (+ 10)
    Recharging System: Class 1 (45 seconds)
    Backup Shield Generators: 4 (1 per shield) <12>

    Auto-Destruct System <10>

    AUXILIARY SPACECRAFT SYSTEM
    Shuttle bay(s): Capacity for 320 size worth of ships <640>
    Standard Compliment: 300 Reman Stinger fighters, 10 shuttles, 10 shuttlepods
    Location(s): 4 Main hull

  4. #4
    Omega1967,
    Here's part of the weapon problem fix I thought of. There are 22 emitter points for the 'Thalaron weapon system' (count based on CGI model), take in to account the computer and Worf really didn't know what they were looking at, and that could account for part of the obscene number. Now if you subtract the 22 emitters from the conventional weapons systems you end up with 30 disruptors, and 5 torpedo launchers (starting to become more reasonable).

    Mentioned in the TNG: Tech Manual there are type 3 (or 4) phasers mounted at entry points on the Enterprise-D (that have not been mentioned in game stats or as canon, but hey why not), this could also account for several of the disruptors.

    Just some thoughts, that might help
    Phoenix...

    "I'm not saying there should be capital punishment for stupidity,
    but maybe we should just remove all the safety lables and let nature take it's course"

    "A Place For Everything & Nothing In It's Place"

  5. #5
    Join Date
    Dec 2000
    Location
    Fairbanks, Alaska, USA
    Posts
    137

    Phasers at entry ports?

    Phoenix said:
    > Mentioned in the TNG: Tech Manual there are type 3 (or 4)
    > phasers mounted at entry points on the Enterprise-D (that
    > have not been mentioned in game stats or as canon, but hey
    > why not), this could also account for several of the disruptors.

    Where in the TNG: Tech Manual did it say this?
    Just remember, even though it’s a vacuum,
    In space no one can hear you Clean.
    -J.T.

    For the complete Star Trek equipment list see
    http://www.geocities.com/willbswift/startrek.html

  6. #6
    Sorry I quoted the wrong book, I remember reading it some place...FASA's TNG Officers Manual maybe, or some other non-canon source...Still I think it's a good idea(and now I go on the defensive to save some ammount of face)
    Phoenix...

    "I'm not saying there should be capital punishment for stupidity,
    but maybe we should just remove all the safety lables and let nature take it's course"

    "A Place For Everything & Nothing In It's Place"

  7. #7
    This was just to keep buisy and out of trouble, for two hours when my boss scheduled too early for a shift when the production was not in until later.

    If someone wants to clean her be my guest. It was to show that there are an insane amount of weapons for a ship to carry. Let alone a heavy death weapons to obliterate an entire planets population.

    On screen I liked the Scimitar, as she was a death machine. A great end of the movie series villains ship for the TNG movies.

  8. #8
    THE RESURRECTION OF THE SCIMITAR.
    I finally found time to work on the design of the Scimitar and test out her systems. I took the advice for the Thalaron weapons to integrate it into the ship.

    REMAN SCIMITAR CLASS STARSHIPS
    Class and Type: Scimitar-Class Heavy Warbird
    Commissioning Date: Mid-24th century

    Hull Systems
    Size: 11
    Length: 890.6 meters
    Beam: 1351.15 meters
    Height: 245 meters
    Decks: 70
    Mass: 5,529,000 metric tones
    SUs Available: 4,000
    SUs Used: 8000 plus

    Hull
    Outer <44>
    Inner <44>

    Resistance
    Outer Hull: 10 <12>
    Inner Hull: 10 <12>
    Ablative Armor: 1500 <300>


    Structural Integrity Field
    Main: Class 7 (Protection 100/150) <40> [1 Power/10 Protection/round]
    Backup 1: Class 7 (Protection 50) <20> [1 Power/10 Protection/round]
    Backup 2: Class 7 (Protection 50) <20> [1 Power/10 Protection/round]

    Personnel Systems
    Crew/Passengers/Evac: 600/1200/10,000

    Crew Quarters
    Barracks: Houses 1020 Crewmembers <17>
    Spartan: 400 <20>
    Basic: 300 <30>
    Expanded: 60 <12>
    Luxury: 20 <20>
    Unusual: 10 <10>
    Environmental Systems
    Basic Life Support [12 Power/round] <44>
    Reserve Life Support [6 power/round] <22>
    Emergency Life Support (60 emergency shelters) <22>
    Gravity [6 Power/round] <11>
    Consumable: 3 years' worth <33>

    Food Replicators [11 Power/round] <11>
    Industrial Replicators <20>
    Type: Network of small replicators [2 Power/round]
    Type: 3 Large unit [2 power/replicator/round]

    Medical Facilities: 8 (+2) [8 Power/round] <40>
    Recreation Facilities: 6 [2 Power/round] <48>
    Location & type: 2 main holodecks; 10 personal holodecks; 1 large pleasant eating facilities; 1 large lounges; 2 small lounges
    Personnel Transport: Turbolift, Jefferies Tubes [2 Power/round] <44>
    Fire Suppression System [1 Power/round when active] <11>

    Cargo Holds: 500,000 cubic meters <15> Locations: aft hull and 20 other locations

    Escape Pods <16>
    Number: 300
    Capacity: 8 person per pod

    PROPULSION SYSTEMS
    Warp drive
    Nacelles: Type 7C9 <137>
    Speed: 7.0/9.6/9.9 [1 power/.2 warp speed]
    PIS: Type H (12 hours of Maximum warp) <16>
    Special Notes: Embedded warp nacelles <44>
    Impulse Engine
    Type: 2 Class 8 (.75c/.95c) [7/9 Power/round] <22 (x 2 = 44)>
    Location: Main aft hull
    Reaction Control System (.025c) [2 Power/round when in use] <10>

    POWER SYSTEMS
    Type: 1 modified Class 13/S Quantum Singularity Engine (generates 2254 Power/round) <301>
    Location: Main hull
    Impulse Engine[s]: 2 class 8 (generates 128 Power/engine/round)
    Auxiliary Power: 12 reactors (generates 5 Power/reactor/round) <26>
    Emergency Power: Type F (generates 50 Power/round) <50>
    EPS: Standard Power flow, +1200 Power transfer/round <165>
    Standard Usable Power: 2382

    OPERATIONS SYSTEM
    Bridge: Saucer section dorsal <50>

    COMPUTERS
    2 Core: Main Hull, amid ship [5 Power/round] <20 <x 2 = 40>
    Uprating: Class Beta (+2) [2 Power/computer/round] <12>
    ODN <33>

    Navigational Deflector [5 Power/round] <44>
    Range: 10/20,000/50,000/150,000
    Accuracy: 5/6/8/11
    Location: Ventral
    Auxiliary Deflector [5 power/round] <11>

    SENSOR SYSTEMS
    Long-range Sensors [5 Power/round] <40>
    Range Package: Type 7 (Accuracy 3/4/7/10)
    High Resolution: 5 Light-year (.5/.6-1.0/1.1-3.5/3.6-5.0)
    Low Resolution: 17 light-years (1/1.1-3.5/3.6-10.0/10.1-14)
    Strength Package: Class 9 (Strength 9)
    Gain Package: Class Beta (+2)
    Coverage: Standard

    Lateral Sensor [5 Power/round] <24>
    Strength Package: Class 9 (Strength 9)
    Gain Package: Class Beta (+2)
    Coverage: Standard

    Navigational Sensor [5 Power/round] <24>
    Strength Package: Class 9 (Strength 9)
    Gain Package: Class Beta (+2)
    Probes: 100 probes of varying types <10>
    Sensor Skill: 4

    Flight Control Systems: Autopilot: Shipboard systems (flight Control) 3, Coordination 2 [1 Power/round in use] <11>

    Navigational Computer
    Main: Class 3 (+2) [2 Power/round] <4>
    Backup: 2 <2>

    Inertial Damping Field
    Main <132>
    Strength: 9 [3 Power/round}
    Number: 5
    Backup <33>
    Strength: 6 [2 Power/round]
    Number: 5
    Attitude control [2 power/round] <3>

    Communications Systems
    Type: Class 8 [2 Power/round] <30>
    Strength: 9
    Security: -5 (Class Gamma Uprating)
    Basic Uprating: Class Beta (+2)
    Security Uprating: Class Epsilon (-3)
    Emergency Communications: Yes [2 Power/round] <1>

    Tractor Beams
    Emitter: Class Delta [3 Power/Strength used/round] <12 <x 4 = 48>
    Accuracy: 4/5/7/10
    Location: Forward and aft Dorsal, Forward and Aft Ventral
    Emitter: Class Alpha [3 power/Strength used/round] <3 <x 4 = 12>>
    Accuracy: 5/6/8/11
    Location: 1 each Shuttlebays

    Transporters
    Type: Personnel [5 Power/use] <144>
    Pads: 6
    Emitter/Receiver Array: Personnel Type 6 (40,000 km range)
    Energizing/Transition coils: Class I (Strength 9)
    Number and Locations: eight in main hull

    Type: Emergency [7 power/use] <144>
    Pads: 24
    Emitter/Receiver Array: Emergency Type 3 (15,000 km range)
    Energizing/Transition Coils: Class I (Strength 9)
    Number and Location: Eight in main hull

    Type: Cargo [4 Power/use] <102>
    Pads: 400 kg
    Emitter/Receiver Array: Cargo Type 3 (40,000 km range)
    Energizing/Transition Coils: Class I (Strength 9)
    Number and location: Eight in the lower main hull

    Cloaking Device: Class 10 [40 Power/class/round] <40>

    Security Systems
    Rating: 5 <20>
    Anti-Intruder System: Yes [1 Power/round] <11>
    Internal Force Fields [1 Power/3 Strength] <11>
    Science Systems
    Rating 3 (+2) [3 Power/round] <21>
    Specialized Systems: None
    Laboratories: 2 <2>

  9. #9
    TACTICAL SYSTEMS
    BOW MOUNTED WEAPONS
    Forward Disruptor Array <58 <x 2 = 116>
    Type: type 13
    Damage: 280 [28 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting System: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: Forward bow hull in two locations port and starboard
    Firing Arc: 405 degrees dorsal
    Firing Modes: Standard, Pulse,

    Bow Disruptor Array <50 <x 2 = 100>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting System: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: four bow mounted disruptor mounted
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    Forward Torpedo Launcher <28 <x 2 = 56>
    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 10
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: forward bow
    Firing Arc: Forward, but are self-guided

    UPPER PORT EXTENDED WEAPONS POD
    1 port upper weapons pod Disruptor Array <50>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting System: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: one forward aimed
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    Torpedo Launcher <28>
    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 10
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: one forward
    Firing Arc: forward, but are self-guided

    Torpedo Launcher <18>
    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 6
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: one aft aimed mounted along the above the forward Launchers
    Firing Arc: forward and aft, but are self-guided

    UPPER STARBOARD EXTENDED WEAPONS POD
    1 starboard upper weapons pod Disruptor Array <50>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting System: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: one forward aimed
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse
    Torpedo Launcher <28>

    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 10
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: one forward
    Firing Arc: forward, but are self-guided

    Torpedo Launcher <18>
    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 6
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: one aft aimed mounted along the above Launchers
    Firing Arc: aft, but are self-guided

    LOWER PORT EXTENDED WEAPONS POD
    Lower Port weapons pod Disruptor Array <50>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting System: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: port side below the wing one Distuptor forward aimed
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    Torpedo Launcher <28>
    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 10
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: one forward
    Firing Arc: forward and aft, but are self-guided

    Torpedo Launcher <18>
    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 6
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: one aft aimed mounted along the above Launchers
    Firing Arc: forward and aft, but are self-guided

    LOWER STARBOARD EXTENDED WEAPONS POD
    Lower Starboard weapons pod Disruptor Array <50>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting System: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: starboard side below the wing one Distuptor firing forward aimed
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    Torpedo Launcher <28>
    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 10
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: one aft aimed
    Firing Arc: forward and aft, but are self-guided

    Torpedo Launcher <18>
    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 6
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: aft aimed mounted along the above Launchers
    Firing Arc: forward and aft, but are self-guided

    AFT MOUNTED WEAPONS
    Aft Disruptor Array <50 <x 2 = 100>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting System: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: 6 aft mounted disruptors one near each of the impulse thrusters port and starboard
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    Forward Torpedo Launcher <28>
    Standard Load: Type II photon torpedo (200 Damage) Plasma torpedoes
    Spread: 10
    Range: 15/350,000/1,500,000/3,500,000
    Targeting System: Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: mid aft section
    Firing Arc: aft, but are self-guided

    DORSAL WEAPONS
    Dorsal Disruptor Array <50 <x 4 = 200>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting System: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: 4 equally spaced along the dorsal 2 to port and 2 to starboard
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    VENTRAL WEAPONS
    Ventral Disruptor Array <50 <x 4 = 200>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting System: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: 4 ventral disruptors equally spaced 2 to port, 2 to starboard
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    PORT SIDE WEAPONS
    Port Disruptor Array <50 <x 3 = 150>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting System: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: 2 disruptor arrays aligned along the wing connections of the hull 1 mounted at the top edge of the warp nacelles
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    STARBOARD WEAPONS
    Starboard Disruptor Array <50 <x 3 = 150>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting System: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: 2 disruptor arrays aligned along the wing connections of the hull one mounted at the top edge of the warp nacelles
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    PORT WING MOUNTED WEAPONS
    Port wing tip Disruptor Array <50>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting System: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: forward mounted
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    Port Mid wing Disruptor Array <50>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting System: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: mid wing Disruptor weapons pod
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    STARBOARD WING MOUNTED WEAPONS
    Starboard wing tip Disruptor Array <50>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting System: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: forward mounted
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    Starboard Mid wing Disruptor Array <50>
    Type: Type 11
    Damage: 240 [24 Power]
    Number of Emitters: (up to 5 shots per round)
    Targeting System: Accuracy: 4/5/7/10
    Range: 10/30,000/100,000/300,000
    Location: mid wing Disruptor weapons pod
    Firing Arc: 360 degrees
    Firing Modes: Standard, Pulse

    Thalaron Weapon System <1024>
    Type: Thalaron Radiation Weapon System
    Damage: See notes [Power See notes]
    Number of Emitters: (up to 1 shots per every 3 minutes (60 rounds)
    Targeting System: Accuracy: 4/5/7/10
    Range: 1/3,000/10,000/30,000
    Location: see notes
    Firing Arc: 405 degrees
    Firing Modes: Standard,

    Torpedoes Carried: 3000 <300>

    TA/T/TS: Class Gamma [2 Power/round] <12>
    Strength: 9
    Bonus: +2
    Weapon Skill: 5

    Primary Shields (Forward, Aft, Port, Starboard) <160 (x 4)>
    Shield Generator: Class 7 (Protection 1400) (embedded Nacelles + 100)
    [130 Power/shield/round]
    Shield grid: Type C (50 % increase to 2100 Protection)
    Subspace Field Distortion Amplifiers: Class Iota (Threshold 450) (+ 10)
    Recharging System: Class 1 (45 seconds)
    Backup Shield Generators: 4 (1 per shield) <12>
    Primary Shields (Forward, Aft, Port, Starboard) <160 (x 4)>

    Shield Generator: Class 7 (Protection 1400) (embedded Nacelles + 100)
    [130 Power/shield/round]
    Shield grid: Type C (50 % increase to 2100 Protection)
    Subspace Field Distortion Amplifiers: Class Iota (Threshold 450) (+ 10)
    Recharging System: Class 1 (45 seconds)
    Backup Shield Generators: 4 (1 per shield) <12>
    Auto-Destruct System <10>

    AUXILIARY SPACECRAFT SYSTEM
    Shuttlebay(s): Capacity for 320 size worth of ships <640>
    Standard Compliment: 300 Reman Stinger fighters, 10 shuttles, 10 shuttlepods
    Location(s): 4 Main hull



    Thalaron Weapon Systems Notes: The Thalaron weapon systems in one of the weapons that most all the intelligent and reasonable species have agreed that the Thalaron weapon systems are far more dangerous than can be safely handled. A few renegade individuals have gotten a hold of the technology and build weapon ships such as the Scimitar with the intent to use them. Although with limited range it is generally a planet killer.

    DAMAGE: a vessel or planet caught in the wave are generally unlucky and die horrible deaths even at maximum distance. A vessel attempting to defend must roll a nearly impossible challenge roll to defend against the energy wave set by the Game Master.

    POWER: The Thalaron weapon requires 200 points of power to charge the weapon for its three to five minutes it takes to charge the weapon to 12,000 points. Firing the weapon the ship does 20,000 square kilometers per point of energy expended. To destroy a planet the size of earth it would take ruff 25,021 points of power firing two shots to. (I used FASA's planetary size arrangement to figure the Earth's size and destruction).

    LOCATION: The Thalaron Weapon System is an integrated part of the vessel. A series of auxiliary generators feed power to the Thalaron matrix core building up power to fire on the planet. A number of emitters arranged in patterns around the vessel

    NOTES: The Thalaron damage could be lowered or raised to make weapon less or more dangerous but I found that two shots in a combat simulation with shields and defensive systems that it was sufficient but anything can happen.

    PERSONAL NOTE: During the combat simulation the Scimitar was defeated twice out of five while charging weapon during battle. Both simulations had been a lucky strike form more than one ship attacking the vessel. One was the ramming by a Galaxy-class in part causing it destruction.

    The Valiant Crew of the Galaxy-class had swung in front of the weapon when fired deflecting and absorbing large amounts of the Thalaron radiation before slamming into the Scimitar at full impulse speed. A pair of defiant-, nebula- moved in to finish off the Scimitar. The player had seen the maneuver on an episode of Babylon 5.

    In all simulations the Thalaron weapon had been fired at least once decimating an earth sized planet.


    Thalaron Weapon System <1024>
    Type: Thalaron Radiation Weapon System
    Damage: See notes [Power See notes]
    Number of Emitters: (up to 1 shots per every 3 minutes (60 rounds)
    Targeting System: Accuracy: 4/5/7/10
    Range: 1/3,000/10,000/30,000
    Location: see notes
    Firing Arc: 405 degrees
    Firing Modes: Standard, Pulse

    Thalaron Weapon Systems Notes: The Thalaron weapon systems in one of the weapons that most all the intelligent and reasonable species have agreed that the Thalaron weapon systems are far more dangerous than can be safely handled. A few renegade individuals have gotten a hold of the technology and build weapon ships such as the Scimitar with the intent to use them. Although with limited range it is generally a planet killer.

    DAMAGE: a vessel or planet caught in the wave are generally unlucky and die horrible deaths even at maximum distance. A vessel attempting to defend must roll a nearly impossible challenge roll to defend against the energy wave set by the Game Master.

    POWER: The Thalaron weapon requires 200 points of power to charge the weapon for its three to five minutes it takes to charge the weapon to 12,000 points. Firing the weapon the ship does 20,000 square kilometers per point of energy expended. To destroy a planet the size of earth it would take ruffly 25,021 points of power firing two shots to. (I used FASA's planetary size arrangement to figure the Earth's size and destruction).

    LOCATION: The Thalaron Weapon System is an integrated part of the vessel. A series of auxiliary generators feed power to the Thalaron matrix core building up power to fire on the planet. A number of emitters arranged in patterns around the vessel
    NOTES: The Thalaron damage could be lowered or raised to make weapon less or more dangerous but I found that two shots in a combat simulation with shields and defensive systems that it was sufficient but anything can happen.

    PERSONAL NOTE: During the combat simulation the Scimitar was defeated twice out of five while charging weapon during battle. Both simulations had been a lucky strike form more than one ship attacking the vessel. One was the ramming by a Galaxy-class in part causing it destruction.
    The Valiant Crew of the Galaxy-class had swung in front of the weapon when fired deflecting and absorbing large amounts of the Thalaron radiation before slamming into the Scimitar at full impulse speed. A pair of defiant-, nebula- moved in to finish off the Scimitar. The player had seen the maneuver on an episode of Babylon 5.
    In all simulations the Thalaron weapon had been fired at least once decimating an earth sized planet.

  10. #10
    Originally posted by Omega1967
    PERSONAL NOTE: During the combat simulation the Scimitar was defeated twice out of five while charging weapon during battle. Both simulations had been a lucky strike form more than one ship attacking the vessel. One was the ramming by a Galaxy-class in part causing it destruction.
    The Valiant Crew of the Galaxy-class had swung in front of the weapon when fired deflecting and absorbing large amounts of the Thalaron radiation before slamming into the Scimitar at full impulse speed. A pair of defiant-, nebula- moved in to finish off the Scimitar. The player had seen the maneuver on an episode of Babylon 5.
    In all simulations the Thalaron weapon had been fired at least once decimating an earth sized planet.
    Your monster sounds positively frightening, I like it.

    I'm curious about what happened in the other simulations you ran however, what were the total forces involved?

    Oh, and did you run the Nemesis battle?
    Phoenix...

    "I'm not saying there should be capital punishment for stupidity,
    but maybe we should just remove all the safety lables and let nature take it's course"

    "A Place For Everything & Nothing In It's Place"

  11. #11
    Join Date
    Aug 2004
    Location
    UK
    Posts
    8

    Problem with Scimitar.

    Surlely that ship is too big to run in a game , i mean keeping track of the numerous weapons it possesses alone would be a nightmare, and yes i agree the total disruptor and torpedo banks was overkill way to many, i mean i know it had to be a daunting plot point in the film, 'holy crap how is the Enterprise going to defeat that' but the damn thing must have had more weapons than Deep Space Nine....twice....on a good day (to qoute O'Brian "Bloody Cardassians, I just got the damn thing fixed").

    Playing combat scenarios with that thing must've taken all night.

    "Great, you scratched the paint"

  12. #12
    Join Date
    Aug 1999
    Location
    Ottawa, Ontario, Canada
    Posts
    3,490
    There was only one, and it was destroyed on its maiden mission, so why bother statting the thing out?

    I mean, really... a failed "superweapon" designed solely for killing the entire population of a planet, built by a madman/regicide/failed experiment and a despised client race. I doubt that the Romulans would build another one, and the Remans sure aren't going to get the chance to try again.

  13. #13
    We've been using the Scemitar in an alternate timeline adventure where the Enterprise-E crew failed to stop the vessel and left it up to the crew of The Nebula-Class USS Discovery.

    So far nothing has gone well for them.

  14. #14
    Join Date
    Aug 1999
    Location
    Ottawa, Ontario, Canada
    Posts
    3,490
    OK, yeah, I guess that would work.

  15. #15
    It could also by useful in a SFA campaign, for a cadet's Kobayashi Maru type test. Also if your playing a non-canon trek, i.e. every thing does not revolve around ships named Enterprise (unlikely however). There is also the concept of running a Romulan campaign, was the Scimitar used to battle senate loyalists ships bent on revenge (the orbit of Romulus looked rather empty compared to the fleet assembled in "Inter Arma Enim Silent Leges" ).

    As a side note, where was the Scimitar built, doubtful it was a Romulan shipyard. Who financed it's construction, I don't think a group of rebel shock-trooper could foot the bill. So if you take the problems with the Remans having such a ship by themselves, there's a possibility that other Scimitar type ships might exist, some place now or in the future.
    Phoenix...

    "I'm not saying there should be capital punishment for stupidity,
    but maybe we should just remove all the safety lables and let nature take it's course"

    "A Place For Everything & Nothing In It's Place"

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