Poleron Beams:
Poleron beams are the standard
beam weapon of the Dominion. Powerful, and possesing several useful tactica
aplications, their a perfect weapon for such a belligerent, militeristic
species such as the Jem`Hadar. From 2370-2373 Federation vessels shields
were utterly useless against Poleron beam weapons; their deflectors provided
no defense against them whatsoever despite harmonic variations and nutation.
In 2373, Starfleet developed a defense against them to allow the Poleron
beams to effect their shields normally as any other beam weapon would.
Poleron beams can also disrupt a tractor beam. They are as Versitile as
Phasers, but as powerful as Disruptors as their main advantage over Phasers
and Disruptors alike.
Breen vessels are known to employ Poleron beams
as a Secondary defensive weapon mount aside from their Primary Disruptor
beam weapons and Torpedo Heavy Weapons. After the alliance with the Dominion,
states such as Bota Rez and Xilk Tre began to employ Type 8 and 9 Poleron
emitters on their Gor Taan class flagships as a point defense system to
shoot down incoming objects, fighters and/or projectiles, since the larger
disruptors were very poor inthe point defense method. Type 9 Poleron beams
are equal in firepower to Type X Phasers.
Type II Standard Photons:
The
most common type of Photon torpedo used in most spaceborne fleets throuhgout
the quadrants. Measureing 18.5 isoton yeild, all Breen vessels are quipped
to fire these weapons. Other variations are the Type XII and the type IX
equivilants, nearing 25 isotons in yield.
Heavy Photons:
Heavy photons require High-Yield
launchers to fire at their maximum capacity. If used in a standard launcher
they only equal a standard Photon torpedo. Essentially the same type of
High-Yield Photon used by both the Federation (Type XI Photons/Voyager
and Intrepid class's) and the Klingon Heavy Photon.
Plasma Torpedoes:
Plasma Torpedoes are balls
of plasma (matter on the verge of becoming energy.) They are the heaviest
of the known heavy Weapons in the alpha and beta Quadrants, with possibly
excluding the Hydran Fusion beams and Adiam heavy munitions rockets. They
are devastating at close range, more then 2x the power of a Standard Quantum
Torpedo, but the farther the Torpedo must travel to the target the less
of an impact it will do to that target. At it's farthest range it's hits
with the impact of a Type II Photon.
Fireing modes:
Normal-This is the Standard Plasma Torpedo
Enveloping Plasma Torpedo (EPT)- Additional energy
is applied to increase the size of the Torpedo and to change the field
that holds the torpedo together. The field is modifed to envelop the tagert
and cuase damage to all shield vectors and arcs. the Amount of damage is
the same as a standard Plasma, but causes damage to all shields simaltainiously.
Defensive (Shotgun)- The Plasma Torpedo has a
problem inattacking smaller units. A Single Plasma torp is usually overkill
for a shuttle or Fighter, for example. Fortunatley, a Single plasma Torpedo
can be divided into smaller Type-F Plasma's, each Torpedo must a a valid
and specific target. At least 1 torpedo will be fired at your current target,
the rest will lock onto legal targets within the firing arc of the launch.
Plasma Torpedo Types:
Type-R: The Standard Enveloping Plasma Torepdo,
and the largest Plasma known. Commonly found in the Romulan navy and less
so in the Gorn Navy. It requires 2x the power of a Standard Plasma, reducing
the Torpedo launchers fireing spread by .5. They are colored red, and have
a slightly shorter range than Type-S or F Plasma's
Type-S: And improved version of the older Type-G
plasma Torepdo operated by the Gorn, this is the standard Plasma Torpedo
for all vessels in the Breen fleet. The Type-S is colored blue and are
tyicially fired 2 per High-Yield Launcher.
Type-F: The Smallest Plasma Torpedo availible.
Energy Disapator:
The Improved version of the
devasating weapon, the Modern 'Phase' Disapator encasies the Disapator
energy in a Verteron flux field, enabling it to counter the shield improvments
made to counter the older version of the Disapator. It cuases 25% shield
reduction and disruption of Subspace systems (Transporters, Communications,
Targeting Sensors) for 3 turns/posts.
Due to the nature of Regenerative shielding, the Disapator is drawn into the ships sheild matrix and reacts by completly nullifying the shields and proceeding to drain the ship of all power within 4 turns/posts.
Isolytic Subspace Weaponry:
Used by the Son`a and various
other peoples that perfer power over the laws of war, these widley outlawed
weapons have unpredicatble effects and can cuase tears in susbpace fabric.
A tear opens near a starship and is instantly atracted to the Subspace
distortion created by the Warp engines of the Starship and moves towards
it at warp 1. The Tear also inhibits warp travel for at least 2 Atronomical
units (Earths diameter orbit around Sol) for all vessels within the tears
area. If a tear contacts a ship it tears it apart, but the detonation of
the warp drive system so seals the tear. Subspace in the area remains dangeruously
unstable forever after, cuasing problems for any ship traveling through
the area.
A Ship trying to escape a
tear can eject it's warp core, move away and then detonate the core when
the tear gets close to it. If it suceeds, the tear is sealed and subspace
in the area is restorted to normal. Failure in any degree means the tear
ignores the detonation and continues to cuase havok in subspace, ignoreing
the ship, or causing a massive subspace implosion, sending out shockwaves
of subspace distortions.
Due to the unpredicable nature
of the weapons, they don't always cause a subspace tear or one in the same
sense each time. Normally they simply act as a pulse beam weapon, similar
to a heavy Phaser canon. Below is the listing of the weapon mounts and
die chance ratio of causing a tear or other subspace effect:
Type
Power Damage
Tear
Small
60
600
2 on a 2d6
Large 90
900
1 on a 1d6
Defensive Shielding:
Typically the same as found
on Dominion craft with the ability to deflect Tractor beams from locking
onto it. It also includes Multi-Phasic and Multi-Spectral properties found
on Starfleets most advanced vessels.
Transporters:
Also based on Dominion technology
with added innvoation baed on recently aquired Borg technology, the Breens
standard transporters can cover distances of 3 lightyears and can penetrate
Sheilding of a Starbase or Ships if under 50%. This does not constitute
automatic success. Modulated shielding prevents the Transporter from pentrating
a weakened shield, such as Nutational sheilding employed to defend against
the Borg.
Propulsion:
Breen
Propulsiontechnology seems to be on the Dominion par, and equal to the
fastest Federation craft. It is also rumored the Breen may be employing
Dominion Transwarp drives on several of their ships, gained when the Breen
were members of the Dominion over 2 years ago.
Weapons Comparison List:
(5 per shot standard)
Type 13 Heavy Disruptors: 280 Damage
Type 12 Disruptors: 260 Damage
Type 11 Disrtuptors: 240 Damage (Type XII Phaser, Warbird Phase
Disruptor Equivilant)
(3 per shot standard)
Type 10 Disruptors: 220 Damage
Type 9 Disruptors/Type X Phasers: 200 damage
High-Yield Heavy Photon: 500 Damage *
Mark I Quantum Torpedo: 400 Damage
Type II Photon Torpedo: 200 Damage (Most common)
Plasma Torpedo: 900 Damage (Drops off the farther the target is from
the launch. Least amount of Damage is 200. Deadly at
close range.)*
Mark III Quantum: 500 Damage *
Mark IV Quantum: 600 Damage (Rare, only several SF vessels are known
to have them)*
*= Require High-Yield Launchers
More to be added soon.......