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CLASS NAME: S-8
"Murph" |
Port view |
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Dorsal view |
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Bow
view (travel mode and deployed mode) |
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BRAD'S COMMENTS:
The Federation MRF and the Klingon MRF look very much alike, and both of these
ships are basically mobile versions of the skeleton-like space docks seen in
both Star Trek TMP and Star Trek II. The original
schematics for the S-8 from my book had the spaces between the struts and spars
"filled in", which always seemed wrong to me. While doing a digital
cleanup on this class via Paint Shop Pro, I opted to get rid of the "fill" and
restore the design to its proper(?) appearance.
I've also tried to work on some game rules which will
more effectively incorporate these types into scenarios, but it
is not easy. A simplistic rule might be that if a damaged ship can reach a
friendly MRF on the star map, then said ship can spend two or three turns out of
action and come back into the fight good as new. This is great for game
play, but hardly realistic
seeing as how even minor damage to a starship takes "hours" or even "days"
to repair (Star Trek II), and major damage might leave a ship in drydock for weeks, months, or
totaled beyond all repair. I leave it to individual gamers to decide how
best to handle this class, and I hope my cleanup on the schematics meets with
general fan approval.
DECEMBER 18, 2003 - Jim
Woodward - ADDITIONAL COMMENT:
I was doing some more reading at your site. I believe I have a use for
your S-8 Ships. while it is true that it would be improbably in a
practical way to have a ship of this type fix something in the short span of
time of two turns in the simulator, it IS possible to use them in large
campaign settings. The Murph could be jumped by enemy ships in the
process of doing a repair on another vessel, which could be in various states of
repair depending on the scenario. The job
of all ships in the sector would then be to protect this valuable resource,
seeing as how there is a limited number of these ships, and they would be
considered irreplaceable in a shooting war situation. Logistics can often times
spell the difference between winning a war and losing one.
A Murph might also carry replacement crews for damaged
ships. The simulator is unforgiving when it comes time to calculate crew
casualties. If you can manage a fleet war scenario, these ships could be
fun to mess with. Plus, they can be calculated into factors considering
ship repairs and how long it would take to put a damaged ship into action again.
A murph would have constant supply lines running to it. If a fleet could
not take out the Murph, perhaps interdicting the supply lines would be a
possible scenario. There are many ways to use this ship. Much like
we have used engineer battalions in our 15 mm WWII games. Thanks for
talking the time to look this over.
From the FASA Star Trek KLINGON SHIP RECOGNITION MANUAL, circa 1985
S-8 (Murph) Class VI Mobile Repair Facility
Known Sphere of Operation: Empire-wide use, The Triangle
Data Reliability: C
Major Data Source: Klingon Sector Intelligence, Operation Dixie
The S-8 was the first mobile repair facility in known space. Lessons learned during the Four Years War, during which front-line repair of warships was inefficient, showed that faster repair capabilities were needed.
The only way this could be accomplished was to take the facility to the area of conflict, and the Imperial Command constructed a vessel that would be capable of traveling with the fleets and
performing any repairs. On Stardate 2/1208, the first S-8s were commissioned and sent to join various fleets.
The S-8 has two configurations, one for travel (shown in the accompanying three-quarter view) and one for
operation (shown in the three views). After arriving at its destination, the S-8 unfolds into its operational mode and begins repairing damaged vessels.
In most cases, the damaged ship is brought inside the S-8 so that all damage can be repaired quickly.
Damaged vessels are arranged in and around the facility to take advantage of its structural cranes and tractor fields.
An S-8 repairing several different ships at once will give the most peculiar readings on sensor
scans.
When the MRFs were first commissioned, they were
considered to be so unmaneuverable that mounting weapons was impractical. To avoid the shame of commanding an
unarmed vessel, two to five gunboats are assigned to its protection and are under the command of the S-8s captain.
The 8 model is armed with two disruptors, and recent intelligence reports indicate that the S-8As are modifying themselves to
the S-8B configuration.
Of the 362 S-8s built, 74 As and 279 Bs remain in active service, 2 As are used as training vessels, 2 have been
destroyed, 1 A is listed as missing, 3 have been scrapped, and 1 A has been sold to private interests in the Triangle.
The S-8s are officially being produced at losia, but some have been manufactured by other
S-8s.
The class name is from the abbreviation of the vessel type, MRF; the Klingon class name is
Hban Pav, which translates to 'folding box'.
Construction Data: Model Numbers- Ship Class- Date Entering Service- Number Constructed |
A VI 2/1208 344 |
B VI 2/2003 280 |
Hull Data: Superstructure Points- Damage Chart- Size Length- Width- Height- Weight- Cargo Cargo Units- Cargo Capacity- Landing Capability- |
15 C 259 meters 191 meters 76 meters 75,500 tons 100 units 5,000 tons none |
15 C 259 meters 191 meters 76 meters 76,900 tons 200 units 10,000 tons none |
Equipment Data: Control Computer Type- Transporters- Standard 6-person- Combat 22-person- Emergency 18-person- cargo small- cargo large- Cloaking Device Type- Power Requirement- |
ZD-5 2 none 1 2 none none none |
ZD-5 2 none 1 2 none none none |
Other Data: Crew- Troops- Passengers- Shuttlecraft- |
142 none 42 2 |
166 none 80 4 |
Engines and Power Data: Total Power Units Available- Movement Point Ratio- Warp Engine Type- Number- Power Units Available- Stress Charts- Maximum Safe Cruising Speed- Emergency Speed- Impulse Engine Type- Power Units Available- |
20 4/1 KWE-2 1 16 I/M Warp 6 Warp 7 KIC-2 4 |
24 3/1 KWE-3 1 20 L/M Warp 7 Warp 8 KIC-2 4 |
Weapons and Firing Data: Beam Weapon Type- Number- Firing Arcs- Firing Chart- Maximum Power- Damage Modifiers +3 +2 +1 |
KD-12 2 1f/p/s, 1a/p/s H 9 (1 - 3) (4 - 8) (9 - 10) |
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Shields Data: Deflector Shield Type- Shield Point Ratio- Maximum Shield Power- |
KSG 1/2 11 |
KSG 1/2 11 |
Defense Factor- Weapon Damage Factor- |
51.5 0.0 |
58.5 7.4 |