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CLASS NAME: unknown |
Port |
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Dorsal view |
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Bow view |
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BRAD'S COMMENTS:
The Breen are an odd species, appearing fairly late in the Trek future
history. Mostly, we hear about and see them during ST:DS9,
especially after news breaks that the Breen have thrown in their lot with the
Dominion during the Dominion invasion of the Alpha and Beta quadrants. As
a life form, the Breen are humanoid, but supposedly of a biological variety very
unlike the average humanoids seen on many other worlds. They live cold,
and must stay cold, traveling about in environment suits design to keep them
refrigerated against the killing warmth of average M-Class atmospheres (is it
just me, or does the Breen helmet look way too similar to the helmet worn by
Princess Leia when she posed as a bounty hunter while infiltrating Jabba's
palace in the third Star Wars movie? But I digress...)
Stylistically, the Breen warship is a very elegant,
asymmetrical design, quite unlike anything yet seen in Star Trek. The
function and purpose of the various arced hull structures is largely a
mystery. Some of them must function as warp and impulse drives--but which
ones? Others must hold engineering, crew quarters, a command center, and
so forth. Given the greatly flattened profile of the Breen warship, there
is not a heck of a lot of room in there for all of this necessary equipment and
living space. The interior of the ship must look even more odd than the
exterior, or so I imagine. The forward portions of each arc do seem tipped
with weapons hardpoints, most likely disruptors. But the big
secret of the Breen warship lies with its energy draining/damping weapon,
capable of totally neutralizing all power systems in enemy ships during
combat--with a single caveat: Klingon vessels are mysteriously immune to the
device.
Such a potent (and underhanded) weapon makes the Breen warship a
deadly opponent for the other governments, though.
As with the other Dominion ships this
specialized weaponry comes with a specialized set of rules, which I have
detailed below. Now, granted, by the end of the Dominion invasion, the
Alpha and Beta Quadrant allies have found a technological antidote for the Breen
energy damping device, so gamers may elect to throw the weapon out as being
wholly ineffective. But I urge you to give it a try, just for fun, and see
how this unique weapon changes the equation of the game.
Also, some Breen vessels have cloak capability; a
technology that parallels that of the Romulans. I've therefore created two
classes below, one cloaked and one not, as it is not clear if all Breen warships
are cloaked or just some of them.
Construction Data: Model Numbers- Ship Class- Date Entering Service- Number Constructed |
Type 1 * ? unknown unknown |
Type 2 * ? unknown unknown |
Hull Data: Superstructure Points- Damage Chart- Size Length- Width- Height- Weight- Cargo- |
68 C 300+ meters? 250+ meters? 50+ meters? unknown unknown |
68 C 300+ meters? 250+ meters? 50+ meters? unknown unknown |
Equipment Data: Control Computer Type- Transporters- Cloaking Device- Power to Cloak- |
unknown unknown No |
unknown unknown Yes 50 |
Other Data: Crew- Passengers- Shuttles- |
unknown unknown unknown |
unknown unknown unknown |
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- |
153 5/1 unknown 2 60 unknown Warp 8 Warp 9.9 unknown 33 |
153 5/1 unknown 2 60 unknown Warp 8 Warp 9.9 unknown 33 |
Weapons and Firing Data: Beam Weapon Type- Number- Firing Arcs- Firing Chart- Maximum Power- Damage Modifiers +3 +2 +1 Special Weapon Type- Number- Firing Arcs- Firing Chart- Maximum Power- Damage Modifiers- |
Disruptors 12 in five banks 3f/p, 3f, 3f/s, 1a/p, 1a, 1a/s U 12 (1 - 6) (7 - 14) (15 - 20) Energy Damp/Drain ** 1 see rules below see rules below see rules below none |
Disruptors 12 in five banks 3f/p, 3f, 3f/s, 1a/p, 1a, 1a/s U 12 (1 - 6) (7 - 14) (15 - 20) Energy Damp/Drain ** 1 see rules below see rules below see rules below none |
Shields Data: Deflector Shield Type- Shield Point Ratio- Maximum Shield Power- |
unknown 1/4 32 |
unknown 1/4 32 |
Defense Factor- Weapon Damage Factor- |
unknown unknown |
unknown unknown |
* Denotes completely hypothetical
model number and stats, devised by Brad R. Torgersen.
** The energy damper is a very unique sort of weapon, and it took me awhile to
figure out exactly how I was going to play the damn thing in the game. It
does not function under the normal rules for beam or missile weapons, nor is it
akin to the Romulan plasma weapon. I know my solution may not agree with
some players, but I hope what I have come up with works well for the majority of
you.
Basically, the energy damper has no maximum power
setting. A player can dump as much juice into the thing as he or she sees
fit, beyond the minimum 50 points. How much power is put into the weapon
determines the radius of its effectiveness, centered on the Breen ship
and moving outward in a concentric circle. Below you will see a chart with
details on this. When the Breen weapon is activated (it can only be used
ONCE per turn!) all ships--save for Dominion and Klingon vessels--within the
affected radius must roll on still another table, also seen below, to determine
what kind of 'damage' is taken. Since the Breen energy damper does not
cause physical damage, the effects will show up in the form of different ships
systems being totally drained of energy for the rest of that particular
turn. I realize in the TV series that the Breen weapon is supposed to
knock out ALL systems for the duration. But for the sport of the game
itself, I've made this merely one of many possibilities, and not the rule.
An example of how this weapon works might go like this, using a Breen warship,
along with Federation Galaxy, Excelsior, Intrepid, and Akira classes:
1- A Breen ship activates the weapon (this can be done in any of the three
firing phases).
2- Radius is determined by amount of power allocated; let's say 90 points.
3- The Breen ship is hex 0 (the epicenter). Ships within 5 hexes of the
epicenter are affected.
4- The Galaxy Class is within 4 hexes, so its player must roll on the defending
table.
5- The Galaxy Class player rolls a 4, and loses ALL movement points for the
duration of the turn.
6- The Excelsior Class player is 6 hexes away. Her ship is unaffected, as
it is beyond the radius of the weapon!
7- The Intrepid Class is 2 hexes away, so its player must roll on the defending
table.
8- The Intrepid Class player rolls a 0, losing all his systems--weapons,
engines, shields--for the duration of the turn.
9- The Akira Class is 5 hexes away, at the limit of the affected radius, but
still within it.
10- The Akira Class player rolls a 6, losing all movement points and all beam
weaponry for the duration of the turn.
Etc... Etc... Etc...
BREEN PLAYER TABLE | DEFENDING PLAYER TABLE (roll 10-sided die) | |||||
Power to energize | Affected radius | Die roll | Affected system (duration: 1 turn) | |||
50 | 1 hex | 0 | ALL systems deactivated! | |||
60 | 2 hexes | 1 | Beam weapons off-line | |||
70 | 3 hexes | 2 | Missile weapons off-line | |||
80 | 4 hexes | 3 | Shields off-line | |||
90 | 5 hexes | 4 | Engines down; lose all movement points | |||
100 | 6 hexes | 5 | Shields and Missile weapons off-line | |||
110 | 7 hexes | 6 | Beam weapons and Engines off-line | |||
120 | 8 hexes | 7 | Missile and Beam weapons off-line | |||
130 | 9 hexes | 8 | Shields and Engines off-line | |||
140 | 10 hexes | 9 | Lucked out! No effect! | |||
150 | 11 hexes |