TEXT: THE DOMINION WAR 
  SOURCEBOOK:
  THE FIRES OF ARMAGEDDON
  
  THE DOMINION WAR SOURCEBOOK:
  THE FIRES OF ARMAGEDDON
  Author:  Steven S. Long
  Layout & Publication: Don Mappin
  Star Trek®: DS9™ Roleplaying Game Line Developers:  Steven S. 
  Long, Christian Moore
  Icon System™ Design:  Christian Moore, Steven S. Long with Kenneth Hite, 
  Ross Isaacs
  Special Thanks:  I must express my deep appreciation to Cindi Rice and 
  Keith Strohm of Wizards of the Coast, for graciously giving me this manuscript 
  so that I could distribute it to the fans. Thanks also to Don Mappin, for his 
  excellent work laying out this manuscript for distribution.
  Galor and Jem’Hadar 3ds max meshes by William Burningham 
  (william@burninghamstudios.com), converted by Erik Timmermans. DS9 model 
  by Dave Charnow, 3ds max conversion by 7of9
  Last but not least, thanks to you, the Star Trek roleplaying fan, for the 
  enthusiasm and interest that made it worth struggling to make this and other 
  books available to you.
  Permission granted to print and reproduce the document for own private use.
  All original material copyright © 2000, 2001 by Steven S. Long
  STAR TREK ™, ® & ©2000 Paramount Pictures. All Rights Reserved. STAR 
  TREK and Related Marks are Trademarks of Paramount Pictures. Used Without 
  Permission
  First Release — May 2001
  VISIT US ON THE WEB AT
    
   
  HTTP://WWW.TREKRPG.NET
  
  TABLE OF CONTENTS
  INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . 1
  CHAPTER ONE
  A CHRONICLE OF TEARS: THE HISTORY 
  OF THE DOMINION WAR  . . . . . . . . . . . . . 3
  A CONFLICT OF A DIFFERENT NATURE 
  3
  2370-71:  STORMCLOUDS GATHERING 
  4
  RESPONSES TO THE DOMINION THREAT 
  5
  FURTHER DECEPTIONS 
  5
  2372-73:  THE STORM BREAKS 
  5
  KLINGONS ON THE WARPATH 
  5
  THE LEYTON COUP 
  5
  DOMINION-BREEN CONTACT 
  6
  THE SHIP 
  6
  THE DOMINION-CARDASSIAN ALLIANCE 
  7
  THE LOSS OF DEEP SPACE 9 
  7
  2374:  THE EARLY WAR 
  8
  STARFLEET ON THE DEFENSIVE 
  8
  THE BOLIAN AND VULCAN FRONTS 
  9
  OPERATION RETURN 
  9
  FEDERATION MOMENTUM 
  10
  THE TIDE TURNS AGAIN 
  11
  THE CONQUEST OF BETAZED 
  11
  THE ROMULANS ENTER THE WAR 
  14
  THE BETAZED/KALANDRA FRONT 
  14
  STARFLEET GOES ON THE OFFENSIVE 
  14
  EARLY 2375:  THE IMPACT OF THE WORMHOLE 
  15
  THE CLOSING OF THE WORMHOLE 
  15
  THE WORMHOLE REOPENS 
  16
  MID-2375:  THE FIRST STEPS TOWARD VICTORY 
  16
  THE SIEGE OF AR-558 
  16
  THE BOLIAN FRONT 
  16
  LATE 2375:  DISASTER AND TRIUMPH 
  17
  THE DOMINION-BREEN ALLIANCE 
  17
  DAMAR’S REBELLION 
  17
  KLINGON DISCONTENT 
  18
  THE LIBERATION OF BETAZED 
  19
  THE FINAL ATTACK ON CARDASSIA 
  19
  THE WAR’S END 
  20
  THE TREATY OF BAJOR 
  20
  CODA 
  21
  FACTORS INFLUENCING THE WAR:
  WHY STARFLEET WON 
  21
  BREADTH OF CHARACTER 
  21
  BREADTH OF TRAINING 
  22
  FEDERATION PRODUCTION CAPACITY 
  22
  DOMINION SUPPLY DIFFICULTIES 
  22
  HOME FIELD ADVANTAGE 
  22
  CHAPTER TWO
  A THUNDER TO SHAKE THE STARS:  
  BATTLES OF THE DOMINION WAR  . . . 23
  THE SABOTAGE OF VULDOK NOR 
  24
  THE SECOND BATTLE OF VULCANIS 
  24
  THE BATTLE OF SYBARON 
  25
  THE THIRD BATTLE OF VULCANIS 
  26
  THE BATTLE OF RICKTOR PRIME 
  27
  THE BATTLE OF CHUDALA 
  28
  THE KALANDRA CAMPAIGN 
  28
  THE BATTLE OF THE THREE SUNS 
  29
  CHAPTER THREE
  FLUID FRONTS AND ULTRITIUM 
  ARTILLERY:  WARFARE IN THE 24TH 
  CENTURY  . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
  WAR IN THE HEAVENS:  SPACE WARFARE IN THE
  24
  TH CENTURY 
  31
  THREE DIMENSIONS 
  31
  FRONTS 
  31
  STATIC TARGETS 
  33
  FLEET COMBAT 
  36
  WEATHER AND TERRAIN 
  37
  CLOAKING DEVICES 
  38
  ATLAS’S AGONY:  PLANETSIDE WARFARE IN THE
  24
  TH CENTURY  . . . . . . . . . . . . . . . . . . . . . . . . 38
  GROUND FORCES 
  38
  WEAPONS AND TECHNOLOGY 
  39
  CHAPTER FOUR
  THE STARFLEET ORDER OF BATTLE  . . 43
  STARFLEET:  A QUASI-MILITARY ORGANIZATION 
  43
  CONDUCT DURING THE DOMINION WAR 
  44
  STARFLEET SPACE FORCES 
  44
  THE STARFLEET TABLE OF ORGANIZATION 
  44
  STARFLEET STRATEGY AND TACTICS 
  46
  THE STARFLEET GROUND FORCES 
  47
  THE GROUND FORCES TABLE OF ORGANIZATION 
  47
  TACTICS 
  49
  AFTER THE WAR 
  49
  CHAPTER FIVE
  THE FEDERATION’S ALLIES:  THE 
  KLINGONS AND THE ROMULANS  . . . . . . 51
  THE KLINGON ORDER OF BATTLE 
  51
  KLINGON FLEETS 
  51
  KLINGON GROUND WARFARE 
  54
  AFTER THE WAR 
  55
  THE ROMULAN ORDER OF BATTLE 
  55
  THE ROMULAN STAR NAVY 
  55
  THE ROMULAN GROUND FORCES 
  58
  AFTER THE WAR 
  59
  CHAPTER SIX
  THE DOMINION ORDER OF BATTLE . . . .61
  DOMINION MILITARY DOCTRINE AND HISTORY 
  61
  JEM’HADAR AND VORTA 
  62
  DOMINION SPACE FORCES 
  63
  TABLE OF ORGANIZATION 
  63
  DOMINION SPACE TACTICS 
  65
  DOMINION GROUND FORCES 
  66
  TABLE OF ORGANIZATION 
  66
  GROUND FORCES TACTICS 
  67
  AFTER THE WAR 
  69
  
  The Dominion War Sourcebook: The Fires of Armageddon
  iv
  CHAPTER SEVEN
  THE DOMINION’S ALLIES:  THE 
  CARDASSIANS AND THE BREEN  . . . . . . 71
  THE CARDASSIAN ORDER OF BATTLE 
  71
  THE CARDASSIAN MILITARY:  AN OVERVIEW 
  71
  THE CARDASSIAN SPACE FORCES 
  72
  THE CARDASSIAN ARMY 
  75
  AFTER THE WAR:  THE PRESENT STATE OF THE CARDASSIAN UNION 
  AND THE CENTRAL COMMAND 
  75
  THE BREEN ORDER OF BATTLE 
  77
  THE BREEN CONFEDERACY 
  77
  THE BREEN SPACE FORCE 
  77
  THE BREEN LEGIONS 
  80
  AFTER THE WAR 
  81
  CHAPTER EIGHT
  TOOLS OF DESTRUCTION AND DEFENSE:  
  MILITARY TECHNOLOGY  . . . . . . . . . . . . . 83
  OFFENSIVE TECHNOLOGY 
  83
  ENERGY WEAPONS 
  83
  HEAVY WEAPONS 
  84
  MELEE WEAPONS 
  85
  DEFENSIVE TECHNOLOGY 
  85
  MISCELLANEOUS TECHNOLOGY 
  86
  GROUND VEHICLES 
  87
  EXPLANATION OF TEMPLATE ELEMENTS AND RELATED RULES 
  87
  ARMORED ASSAULT CRAFT 
  90
  ATTACK SKIMMER 
  91
  GROUND TROOP TRANSPORT 
  91
  GROUND ASSAULT VEHICLE 
  91
  VENDREL-CLASS PHASER TANK 
  92
  GROUND VEHICLE COMBAT 
  92
  OPERATING GROUND VEHICLES 
  93
  INITIATIVE 
  93
  MOVEMENT 
  93
  TACTICAL 
  94
  CHAPTER NINE
  STARSHIPS OF THE DOMINION WAR  . 95
  STARFLEET VESSELS 
  95
  STARFLEET ATTACK FIGHTER 
  95
  EL DORADO-CLASS HEAVY FRIGATE 
  96
  WYVERN-CLASS PLANETARY TROOP TRANSPORT (“HOPPER”) 
  96
  ALLIED SHIPS 
  97
  KLINGON JEN’THAR-CLASS ASSAULT CRUISER 
  97
  KLINGON TORATH-CLASS HEAVY WARSHIP 
  98
  ROMULAN T’KOREX-CLASS WARBIRD 
  99
  ROMULAN D’GEROK-CLASS ASSAULT GUNSHIP 
  99
  ENEMY SHIPS 
  100
  CARDASSIAN ABERAX-CLASS DESTROYER 
  100
  CARDASSIAN GURAN-CLASS FAST ATTACK SHIP 
  101
  JEM’HADAR CARRIER 
  102
  JEM’HADAR FAST ATTACK SHIP 
  102
  BREEN GOR TAAN-CLASS BATTLE CRUISER 
  103
  BREEN KAATH PEK-CLASS CRUISER 
  104
  BREEN ATTACK FIGHTER 
  105
  CHAPTER TEN
  THE CRUCIBLE OF BATTLE:  DOMINION 
  WAR CHARACTER CREATION . . . . . . . . .107
  OVERLAYS 
  107
  COMBAT ENGINEER 
  107
  FIGHTER PILOT 
  107
  STARFLEET GROUND FORCES OFFICER 
  108
  STRATEGIC OPERATIONS OFFICER 
  108
  BACKGROUND HISTORY PACKAGES 
  108
  ACADEMY LIFE BACKGROUND HISTORY PACKAGES 
  108
  STARFLEET TOURS OF DUTY PACKAGES 
  109
  CIVILIAN WARTIME PROFESSIONAL CAREER PACKAGES 
  110
  SKILLS 
  111
  TRAITS 
  112
  ADVANTAGES 
  112
  DISADVANTAGES 
  113
  CHAPTER ELEVEN
  FIGHTING THE GOOD FIGHT:  DOMINION 
  WAR SERIES  . . . . . . . . . . . . . . . . . . . . . . 115
  THE DOMINION WAR IN YOUR SERIES 
  115
  INEVITABLE VICTORY OR POSSIBLE DEFEAT? 
  115
  INCORPORATING THE WAR INTO AN EXISTING SERIES 
  116
  WAR SERIES 
  117
  CHARACTERS IN THE WAR 
  118
  STARFLEET CHARACTERS 
  118
  OTHER MILITARIES 
  118
  MERCHANTS AND TRADERS 
  118
  PIRATES, PRIVATEERS, AND RAIDERS 
  119
  MERCENARIES 
  119
  OTHER ROGUES 
  119
  APPENDIX A
  SPACEDOCK TEMPLATES  . . . . . . . . . . . . 121
  APPENDIX B
  STARFLEET ORDER OF BATTLE:
  THE EIGHTH FLEET  . . . . . . . . . . . . . . . . . 161
  
  O
  f all the dramatic events in galactic history, few are more 
  dramatic, both for good and for ill, than war. War shows us the 
  most brutal, horrifying side of humanoid existence, while simultane-
  ously presenting some of the best opportunities for heroism, bravery, 
  compassion, and sacrifice on behalf of a just cause. The Dominion 
  War was no exception. The most significant event in the 
  recent history of the Alpha Quadrant, it pitted a powerful, 
  unmerciful foe bent on conquest against the might 
  of the Federation, Klingons, and Romulans. Although 
  hundreds of millions of humanoids died during the 
  two-year conflict, without the heroism of thousands 
  of Starfleet, Klingon, and Romulan personnel, bil-
  lions more would have died under the Dominion 
  yoke. The Dominion War Sourcebook:  The Fires 
  of Armageddon describes for you the events, 
  forces, and technologies of the Dominion War, 
  allowing you to use them in your Star Trek: Deep 
  Space Nine Roleplaying Game series.
  CONTENTS
  Chapter One, A Chronicle of Tears, sets forth the 
  events of the war—the battles, subterfuges, daring mis-
  sions behind enemy lines, and personal sacrifices. From 
  early changeling infiltration of the Federation to the signing 
  of the Treaty of Bajor, it provides in-depth information about 
  what happened where.
  Chapter Two, A Thunder To Shake the Stars, complements Chapter One. 
  It describes several significant battles in detail, accompanied by notes for the 
  Narrator regarding how to work them into his series. It lets the crew fight the 
  Second Battle of Vulcanis, save the day at Ricktor Prime, and participate in many 
  other significant conflicts.
  Chapter Three, Fluid Fronts and Ultritium Artillery, offers a general review 
  of how governments conduct war in the 24th century. It reviews both space and 
  ground warfare, covering the fundamentals players and Narrators need to know to 
  make war episodes run logically and smoothly.
  Chapters Four through Seven describe the major forces that fought the war:  
  Starfleet; its allies the Klingons and the Romulans; its chief enemy, the Dominion; 
  the Dominion’s allies, the Cardassians and the enigmatic Breen. It includes informa-
  tion on the space forces, ground forces, tactics, and equipment used by each force.
  Chapters Eight and Nine provides you with information on the technology of 
  the Dominion War. Chapter Eight covers weapons ranging from energy rifles, to 
  combat drones, to artillery shells, and has rules and templates for ground vehicles 
  such as phaser tanks. Chapter Nine describes over a dozen starships that fought on 
  the front lines.
  Chapter Ten, The Crucible of Battle, offers character creation notes. Within its 
  pages you’ll find new Overlays and Background History packages, rules for playing 
  characters who graduated from Starfleet Academy’s “intensive training” accelerated  
  program, and suggestions about skills and Traits for wartime characters.
  Chapter Eleven, Fighting the Good Fight, advises the Narrator on how to use the 
  Dominion War in his series. Whether you want to base your entire series around the 
  war, or simply use it as part of a broader series, you’ll find helpful tips and suggestions 
  to guide you.
  INTRODUCTION
  
  The Dominion War Sourcebook: The Fires of Armageddon
  2
  SPACEDOCK WRITEUPS
  This book contains starships, defense platforms, and 
  similar objects described using the basic Icon System 
  starship combat rules. Readers interested in Spacedock 
  versions of those ships and items should refer to the 
  Appendix.
  
  T
  he discovery of the Bajoran wormhole in 2369 opened vast 
  new frontiers for the Federation. Unfortunately, contact with one 
  of the Gamma Quadrant’s major political powers—the Dominion—
  led to a two-year-long war. The conflict cost millions of 
  Federation, Klingon, and Romulan lives, left hundreds of 
  millions of Cardassians dead at the hands of their 
  erstwhile Dominion allies, ravaged dozens of Alpha 
  Quadrant planets, and destroyed thousands of star-
  ships. The UFP and its allies won peace, but at a 
  terrible price that will affect the Alpha Quadrant for 
  decades to come.
  A CONFLICT OF A DIFFERENT 
  NATURE
  The Dominion War was not the first war which 
  the Federation fought in the 24th century. In 
  the three decades leading up to the 2370s, the 
  Federation fought the Cardassians, Tzenkethi, and 
  Tholians. But the Dominion War differed significantly 
  in both nature and scope from those other three con-
  flicts.
  Starfleet’s engagements with the Tholians barely qualify 
  as battles, much less as a war. Relations with the Tholians were 
  tense from the time they were first encountered by the original U.S.S. 
  Enterprise, NCC-1701, but never reached a state of outright warfare. During 
  the 2340s and ‘50s, several border skirmishes were fought between the two 
  governments, and Starfleet cadets conducted training exercises against mock 
  Tholian opponents. But gradually tension gave way to greater contact, and 
  today trade between the Federation and the Tholian Assembly is bringing the 
  two very different peoples closer together.
  The Federation-Tzenkethi War (2358-2362) was more like a typical war. 
  Started by the aggressive, xenophobic Tzenkethi to halt “Federation imperialistic 
  expansion” towards their space, the war was fought mainly along the borders 
  nearest enemy territory and the unclaimed space in between. At no time did the 
  Tzenkethi engage in a widespread invasion of Federation space, and they never 
  even approached the Federation core worlds.
  The Federation-Cardassian War (2347-2367) most closely resembles the 
  Dominion War. During it, Starfleet fought against a powerful, determined foe which 
  struck fairly deep into Federation space (though again, never close to the core 
  worlds). But it was never a sustained, desperate conflict. Instead, it more resembled 
  a series of skirmishes and minor battles. The two sides would clash briefly, then pull 
  back to lick their wounds and engage in negotiation, spying, and brinksmanship. It 
  was more often a cold war than a hot one.
  The relatively minor nature of these three conflicts is apparent from the fact that the 
  Federation fought all three of them at more or less the same time. Starfleet’s resources 
  were never strained, much less used to full capacity. The total number of ships lost to 
  all three conflicts numbered less than a hundred, the casualties less than 25,000. At no 
  point did the Federation’s infrastructure suffer significant damage, and neither Starfleet 
  nor civilian morale diminished in any notable way.
  In contrast, the Dominion War was a sustained high-intensity conflict which resulted 
  in the destruction of thousands of Starfleet vessels and the deaths of hundreds of 
  thousands of Starfleet personnel—more casualties than were suffered in all of the other 
  wars fought by the Federation combined. The Federation core worlds were repeatedly 
  A CHRONICLE OF TEARS: THE 
  HISTORY OF THE DOMINION WAR
  CHAPTER ONE
  
  4
  The Dominion War Sourcebook: The Fires of Armageddon
  attacked; one, Betazed, was conquered by the Dominion 
  and held until almost the end of the War. Even Earth, the 
  capital and heart of the Federation, was directly attacked 
  for the first time in Federation history. For much of the 
  War the Federation faced the distinct possibility that it 
  would lose the fight and be destroyed, causing major 
  morale problems everywhere from the front lines to the 
  homefront. Only through the unflagging combined efforts 
  of Starfleet, the Klingons, and the Romulans was the 
  Dominion defeated, at great cost in men and materiel.
  Thus, for the first time since it was founded, the 
  Federation actually had to fight for its very existence. 
  That fact colored the Federation’s approach to prosecuting 
  the War, and will undoubtedly also affect the Federation’s 
  conduct in the post-war galaxy as it rebuilds its shattered 
  planets and fleet and embarks once more on its great 
  journey of exploration, learning, and advancement.
  2370-71:  STORMCLOUDS 
  GATHERING
  Shortly after discovering the Bajoran wormhole and 
  opening relations with Gamma Quadrant species, the 
  Federation heard about a strong, ruthless power called 
  “the Dominion.” First contact with a Dominion species, 
  the Jem’Hadar, occurred on stardate 48058.2 when the 
  Dominion kidnapped Commander Benjamin Sisko of Deep 
  Space 9, destroyed the colony New Bajor, and announced 
  to the Federation it would tolerate no more intrusions into 
  the Gamma Quadrant. Starfleet sent a task force, led by 
  the U.S.S. Odyssey, NCC-71832, under the command of 
  Captain Allen Keogh, to investigate the matter and rescue 
  Sisko. Although it retrieved Sisko, the task force learned 
  that Starfleet shields provided no protection against the 
  Dominion’s phased polaron beams—and as the Odyssey 
  turned to flee back to the Alpha Quadrant, a Jem’Hadar 
  fighter rammed it, destroying it with all hands aboard.
  On stardate 48211.3 Starfleet sent a mission into the 
  Gamma Quadrant to contact the Founders (the leaders 
  of the Dominion) and try to resolve the dispute peace-
  fully. After capturing the crewmembers of the new U.S.S. 
  Defiant, NX-74205, the Dominion subjected them to a 
  virtual reality scenario designed to test Starfleet’s resolve. 
  The mission succeeded, in that it convinced the Dominion 
  the Federation was determined to protect itself, but ulti-
  mately failed because the Founders refused to consider 
  any peace overtures.
  The Federation soon learned, to its horror, that 
  the Jem’Hadar were not a member species of the 
  Dominion, but “super-soldiers” genetically engineered by 
  the Founders. Strong and tough, with no need to eat, 
  sleep, or reproduce, the Jem’Hadar had only two weak-
  nesses, both designed to ensure obedience and loyalty:  
  first, they instinctively consider the Founders gods; sec-
  ond, they lack a vital isogenic enzyme they receive 
  from an addictive drug called ketracel-white (“white”). 
  DOMINION WAR EPISODES
  Listed below in chronological order are the episodes 
  of Deep Space Nine which belong to the “Dominion War 
  story arc” or deal with related aspects of Federation-
  Dominion relations. They start with “The Jem’Hadar” 
  (the finale of the second season) and run all the way to 
  the series finale. The most crucial War-related episodes 
  are marked with an asterisk (*).
  The Jem’Hadar
  The Search, Part I
  The Search, Part II
  The Abandoned
  Improbable Cause
  The Die Is Cast
  The Adversary
  Hippocratic Oath
  Starship Down
  Homefront*
  Paradise Lost*
  To The Death
  Broken Link
  Apocalypse Rising
  The Ship*
  In Purgatory’s Shadow
  By Inferno’s Light
  Call To Arms*
  A Time To Stand*
  Rocks And Shoals*
  Behind The Lines*
  Favor The Bold*
  The Sacrifice Of Angels*
  Statistical Probabilities
  One Little Ship
  Honor Among Thieves
  Change of Heart
  In The Pale Moonlight*
  Valiant
  Tears Of The Prophets*
  Image In The Sand*
  Shadows and Symbols
  Treachery, Faith, And The Great River
  Once More Unto The Breach
  The Siege Of AR-558*
  Penumbra*
  Til Death Do Us Part*
  Strange Bedfellows*
  The Changing Face Of Evil*
  When It Rains...*
  Tacking Into The Wind*
  Extreme Measures*
  The Dogs Of War*
  What You Leave Behind*
  These episodes aren’t specifically part of the 
  Dominion War story arc, but do contain significant 
  facts or other tidbits of information pertaining to the 
  Dominion or the War:
  The Quickening
  In The Cards
  You Are Cordially Invited
  Resurrection
  The Magnificent Ferengi
  Waltz
  Far Beyond The Stars
  The Reckoning
  The Sound of Her Voice
  Afterimage
  The Emperor’s New Cloak
  “It’s Only A Paper Moon”
  Inter Arma Enim Silent Leges
  
  The Dominion War Sourcebook: The Fires of Armageddon
  5
  Without the white, they weaken and die, and only the 
  Founders can provide it to them.
  RESPONSES TO THE DOMINION THREAT
  The Federation reacted to these events cautiously, 
  convening conferences to discuss the Gamma Quadrant 
  matter and commissioning studies and reports regarding 
  the Founders. Admiral Robert Leyton, a prominent 
  member of Starfleet Command, prepared a report recom-
  mending sweeping security measures to deal with the 
  changeling threat. Federation President Jaresh-Inyo reject-
  ed Admiral Leyton’s recommendations as unnecessarily 
  broad and repressive. Disgusted by this “blindness to 
  a danger which could affect the very existence of the 
  Federation,” Leyton hatched a scheme to stage a Starfleet 
  takeover of the Federation. Working with several key 
  officers, he began re-assigning personnel sympathetic to 
  his views to key positions throughout the fleet. (Unknown 
  to him, behind the scenes he had the assistance of Section 
  31, a super-secret intelligence agency within Starfleet.) 
  Meanwhile, the Romulans and Cardassians tried to 
  address the Dominion threat in a more proactive fashion. 
  A joint Obsidian Order-Tal Shiar force assembled a fleet of 
  approximately 20 starships to obliterate the Founders and 
  their homeworld. Unfortunately for them, the Founders 
  anticipated such a maneuver. One of their own infiltrated 
  the task force in the shape of the Romulan Colonel Lovok. 
  When the fleet arrived at the Omarion Nebula, it discov-
  ered that the Founders had departed—and left over 150 
  Jem’Hadar ships behind to greet their would-be attackers. 
  The Jem’Hadar obliterated the Cardassian-Romulan fleet.
  FURTHER DECEPTIONS
  Changelings also insinuated themselves into many 
  Alpha and Beta Quadrant worlds, to learn about them 
  and attempt to weaken them through carefully-planned 
  deceptions. Recognizing the Federation as their chief 
  opponent, they focused much of their effort on Earth, 
  assuming the identities of high-ranking personnel in the 
  most vital Federation offices. This gave them extensive, 
  and often unrestricted, access to some of the Federation’s 
  most important secrets and resources. Near the end of 
  2371, the Dominion tried to spark a second Federation-
  Tzenkethi War by having a changeling in the shape of 
  Ambassador Krajensky trick Captain Benjamin Sisko into 
  entering Tzenkethi space. Fortunately for the Federation, 
  Sisko and his crew saw through the deception and avoid-
  ed the trap.
  Nor was the Federation the only victim. Changelings 
  replaced high-ranking personnel in the Cardassian, 
  Romulan, and Klingon governments. In a brilliant espi-
  onage coup, the Founders kidnapped General Martok, 
  commander of the Imperial Klingon Defense Forces, and 
  substituted a changeling for him. This allowed them to 
  direct Klingon military policy for well over a year.
   THE DESTRUCTION OF NEW BAJOR
  Founded in early 2370, New Bajor was the first 
  Bajoran colony in the Gamma Quadrant and, in fact, 
  the first Bajoran colony founded since the ending of 
  the Cardassian occupation. Located on the third planet 
  of the star system identified as Kotha Tremali by the 
  Dosi, New Bajor was a lush and fertile world similar in 
  many respects to Bajor or Earth. The two thousand 
  colonists who settled there were adherents of the paci-
  fistic and orthodox Um’thara sect of the Bajoran faith. 
  They planned to establish an agricultural society free 
  from the ravages of the Cardassian occupation and the 
  hatred of the Cardassians which had so poisoned the 
  Bajoran mind. Their first harvest was a bountiful one 
  which allowed them to send shipments of grain and 
  other foodstuffs back to Bajor in exchange for needed 
  supplies.
  Unfortunately, the colonists’ dreams of a peaceful 
  home for themselves and their families was shattered 
  by the Dominion fist. Seeing New Bajor as an intrusion 
  into space it claimed, on stardate 48043.6 the 
  Dominion sent two columns of Jem’Hadar troops to 
  remove the colony. Landing unopposed, the Jem’Hadar 
  rounded up the colonists, marched them to the center 
  of their settlement, and then massacred them down to 
  the last woman and child. Then they killed all the farm 
  animals, burned the crops, and methodically destroyed 
  every single structure. When Bajoran and Starfleet 
  forces arrived about a week later to investigate the 
  Jem’Hadar’s report of the colony’s destruction, they 
  found the corpses unburied, rotting in the sun; they 
  buried them following a brief memorial ceremony. To 
  this day no one else from the Alpha Quadrant has 
  settled on Kotha Tremali III.
  2372-73:  THE STORM 
  BREAKS
  KLINGONS ON THE WARPATH
  After the Omarion Nebula incident substantially weak-
  ened the Obsidian Order, the Detapa Council, the 
  oft-impotent civilian government of Cardassian, took con-
  trol of Cardassia from the military-espionage combine. 
  Preferring a destabilized Cardassia, the Dominion, through 
  “General Martok,” convinced the Klingon High Council 
  that changelings had taken over the Detapa Council. 
  Chancellor Gowron declared war on Cardassia, and when 
  the UFP refused to assist him, dissolved the Khitomer 
  Accords and declared war against the Federation as well. 
  Not until early 2373, when Starfleet discovered that 
  “Martok” was a changeling and revealed him to Gowron, 
  did peace between the Federation and the Klingon Empire 
  resume.
  THE LEYTON COUP
  On Earth, after the Dominion planted a bomb at a 
  Romulan-Federation conference in Antwerp on Earth, kill-
  
  6
  The Dominion War Sourcebook: The Fires of Armageddon
  ing 27 persons, Admiral Leyton set his scheme in motion. 
  Fortunately for the Federation, Captain Benjamin Sisko 
  discovered what Leyton was doing. When one of Leyton’s 
  key allies turned against him, his plot unravelled and 
  Starfleet imprisoned him.
  Ironically, Leyton’s coup did achieve some of his 
  intended results, by drawing greater attention to the 
  Dominion threat. Starfleet stepped up its preparations for 
  war. After considerable soul-searching, President Jaresh-
  Inyo decided he was ill-suited to lead the Federation in 
  such times. In late 2373 he resigned from office. The 
  Council elected Rosarev of Andoria, a former captain 
  in Starfleet known for his support of more aggressive 
  defense policies, to replace him.
  DOMINION-BREEN CONTACT
  2372 also saw the first dealings between the Dominion 
  and the Breen. As part of their efforts to destabilize the 
  Alpha Quadrant, the Founders secretly funnelled money 
  to various pirate and privateer groups, ordering them to 
  attack vulnerable targets and, hopefully, pin down part 
  of Starfleet in a fruitless attempt to keep the quadrant 
  peaceful. One of the rogues they used was Thot Graal, 
  a powerful Breen military leader who frequently masquer-
  aded as a mercenary. The Dominion hired Graal and his 
  band of “pirates” to attack targets throughout the Bajor 
  Sector. On stardate 49775.3, Graal attacked the Bajoran 
  colony of Prophet’s Haven, forcing the U.S.S. Defiant to 
  come to the colonists’ rescue.
  While the attack on Prophet’s Haven was a relatively 
  minor incident, the contact between the Breen and the 
  Dominion was anything but. Both parties recognized in 
  the other a potentially useful resource and potent ally. 
  The Founders admired the efficiency, ruthlessness, and 
  lack of scruples with which the Breen undertook any task 
  assigned to them; the Breen, for their part, respected 
  the wealth and power possessed by the Dominion. The 
  Founders took care to remain in contact with the Breen 
  and learn as much as they could about them. When the 
  time was right, they opened formal negotiations for an 
  alliance with them.
  THE SHIP
  A few weeks after Captain Benjamin Sisko and his 
  crew exposed the Martok changeling, the Federation got 
  another lucky break. While surveying Torga IV in the 
  Gamma Quadrant, Captain Sisko and his crew witnessed 
  the crash of a Jem’Hadar Attack Ship. They captured the 
  vessel and held it against a determined Dominion assault. 
  Recovery of the craft was the first major military intel-
  ligence coup the Federation scored against the Dominion. 
  By studying the ship and its weapons, Starfleet engineers 
  learned how to reconfigure their shields to resist the 
  Dominion’s phased polaron beam weapons—an advance 
  which prevented the Dominion from achieving an early 
  victory in the war with irresistible weapons.
  ADMIRAL ROBERT LEYTON
  Attributes
  Fitness 3
  Coordination 2
  Intellect 3
  Presence 4
  Willpower +1
  Psi 0
  Skills
  Administration (Starship Administration) 4 (5)
  Bureaucratic Manipulation (5)
  Athletics (Running) 2 (3)
  Parrises Squares (3)
  Command (Starship Command) 5 (6)
  Computer (Research) 1 (2)
  Culture (Human) 2 (3)
  Dodge 1
  Energy Weapon (Phaser) 2 (3)
  Phaser Rifle (3)
  History (Human) 1 (2)
  Federation (2)
  Language
  Federation Standard 3
  Law (Starfleet Regulations) 5 (6)
  Personal Equipment (Tricorder) 2 (3)
  Persuasion (Debate) 2 (3)
  Planetside Survival (Mountains) 1 (2)
  Shipboard Systems (Flight Control) 3 (4)
  Space Sciences (Astronomy) 1 (2)
  Starship Tactics (Starfleet) 3 (4)
  Strategic Operations (Dominion) 3 (4)
  Systems Engineering (Computer Systems) 1 (2)
  Unarmed Combat (Starfleet Martial Arts) 2 (3)
  Vehicle Operations (Shuttlecraft) 1 (2)
  World Knowledge (Earth) 3 (4)
  Advantages/Disadvantages
  Contacts (various throughout Starfleet and the 
  Federation government) +10, Promotion (Admiral) +18, 
  Dark Secret (leader of conspiracy to take over the 
  Federation) -3 (after his plot is revealed, substitute 
  Dark Secret Revealed or Shady Background), Fanatic 
  (protect the Federation, even from itself) -3, Intolerant 
  (shapeshifters) -1
  Courage:  5
  Renown:  80
  Aggression:  13
  Discipline:  21
  Initiative:  15
  Openness:  14
  Skill:  17
  Resistance:  3
  A veteran officer who served Starfleet admirably 
  during the Tzenkethi and Cardassian conflicts of the 
  mid-24th century, Admiral Robert Leyton is best 
  known for his unsuccessful attempt to take over the 
  Federation in 2372 so that he could impose martial 
  law and prepare for war against the Dominion. Many 
  Federation citizens charitably give him credit for the 
  nobility of his motives—saving the Federation from a 
  deadly enemy—even as they condemn the illegal and 
  usurpative actions he performed in pursuit of that 
  goal. He is due for release from the Federation Penal 
  Settlement on the island of New Zealand on Earth 
  in 2385; many of his co-conspirators are serving 
  shorter sentences at other penal colonies throughout 
  Federation space.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  7
  THE DOMINION-CARDASSIAN ALLIANCE
  Deep Space 9 soon learned that a fleet of at least 
  50 Dominion ships was preparing to come through the 
  wormhole to begin the invasion of the Alpha Quadrant. 
  With Starfleet reinforcements at least two days away, 
  the Cardassians offered a few ships, commanded by Gul 
  Dukat, to assist the station’s defense. That wasn’t enough, 
  so Captain Sisko decided to collapse the Bajoran worm-
  hole to protect the Federation. But a changeling disguised 
  as Dr. Julian Bashir, whom the Dominion had kidnapped 
  while he attended a medical conference, sabotaged the 
  emitter array, thwarting Sisko’s plan. The station braced 
  for an attack, but the approaching Dominion forces 
  suddenly turned away, towards Cardassia. Dukat’s ships 
  broke ranks to join them. He announced that, pursuant to 
  his secret negotiations with the Founders, the Cardassian 
  Union was joining the Dominion!
  After Dukat revealed the Dominion-Cardassian alli-
  ance, a contingent of Klingon vessels, led by the 
  flagship Negh’Var, came to Deep Space 9. Chancellor 
  Gowron renewed the Khitomer Accords and reforged the 
  Federation-Klingon alliance to oppose the Dominion. A 
  huge fleet of Starfleet and Klingon vessels assembled at 
  Deep Space 9. Even the Romulans sent ships in support. 
  As a large enemy fleet neared the station, the Bashir-
  changeling tried to destroy the star Bajor-B’hava’el with 
  a runabout full of trilithium explosives. When the Defiant 
  stopped him, the enemy fleet—intended only to distract 
  Starfleet so “Bashir” could carry out his plan—withdrew 
  without firing a shot. Acutely aware of their narrow 
  escape, Starfleet and the Klingons realized they had to 
  prepare for all-out war. To coordinate the anti-Dominion 
  effort, Gowron posted the real General Martok and a 
  contingent of Klingon warriors to Deep Space 9.
  THE LOSS OF DEEP SPACE 9
  Soon preparations for war engulfed the Alpha 
  Quadrant. The Dominion sent an average of one large 
  contingent of ships and Jem’Hadar to Cardassia each 
  week for five weeks. It stationed thousands of ships and 
  personnel, including several Founders, on key Cardassian 
  military facilities and worlds, and increased Cardassian 
  military production. Fearful of Dominion attack, many 
  Alpha Quadrant powers, including the Bajorans, the 
  Miradorn, the Tholians, the Gorn, and the Romulans, 
  signed non-aggression pacts with the Dominion-
  Cardassian alliance. Starfleet increased its patrols of the 
  Cardassian border, in the process losing several ships, 
  including the U.S.S. Tian An Men, NCC-68022, and the 
  U.S.S. Traben, NCC-48215, to Jem’Hadar attacks.
  Starfleet knew it had to find a way to block the worm-
  hole, which the Bashir-changeling’s sabotage had made 
  so stable that collapsing it was now impossible. With an 
  enemy fleet approaching, and no reinforcements able to 
  reach Deep Space 9 in time, Captain Sisko played for 
  time while the station’s crew laid a field of self-replicating 
    DESTRUCTION OF THE MAQUIS
  As a favor to their Cardassian allies, the Jem’Hadar 
  conducted a brief campaign against the Maquis rebels, 
  wiping them out almost to the last man. The 
  Jem’Hadar succeeded so easily in comparison to earlier 
  Cardassian efforts due to nothing more than their utter 
  ruthlessness. While brutal, the Cardassians were unwill-
  ing to engage in full-scale warfare against the “mere 
  terrorist” threat of the Maquis.
  The Jem’Hadar had no such scruples. Wherever they 
  suspected the Maquis were hiding, they simply bombed 
  entire populations, or released biogenic weapons into 
  the atmospheres of planets. Within three weeks, only a 
  handful of Maquis were left alive, and with their ships 
  and other resources destroyed, all they could do was 
  hide impotently in deep caves on a few isolated worlds 
  and planetoids. Most former Maquis planets remain 
  uninhabited today; some will never be habitable again 
  without extensive efforts to remove biogenic warfare 
  agents from the air and soil.
  SELF-REPLICATING MINE
  Size:  1.76 x 1.76 x 1.85 meters
  Mass:  135.7 kilograms
  Damage:  20 (in the Spacedock rules, 200)
  Self-replicating mines include thrusters allowing them 
  to move 1 MU per round. Up to 20 of them can 
  swarm detonate on a single target. Each mine contains 
  enough raw replicator material to create one-sixty-fifth 
  of a new mine, and can draw on other mines for 
  the remainder (and, when necessary, on the zero-point 
  vacuum domain to replenish its raw material stock). 
  Thus, when one of these mines explodes, the Narrator 
  should create another mine in its place the next round.
  mines. Sisko’s ploy worked. The Dominion-Cardassian 
  alliance attacked, but the Defiant finished laying the 
  minefield, and DS9’s meager forces inflicted serious dam-
  age on the enemy—the destruction of fifty ships—before 
  Starfleet personnel fled the station (after wrecking its 
  most important systems and stripping the computers of 
  all sensitive data). The triumphant Dominion immediately 
  began searching for a way to remove the minefield so 
  it could obtain endless reinforcements from the Gamma 
  Quadrant.
  Although the Federation lost DS9, it achieved victory 
  elsewhere. On stardate 50975.2, as Dominion-Cardassian 
  forces were taking Deep Space 9, a strike force of 
  Starfleet and Klingon vessels crossed the Cardassian bor-
  der and destroyed the Cardassian shipyards at Torros III.
  
  8
  The Dominion War Sourcebook: The Fires of Armageddon
  2374:  THE EARLY WAR
  STARFLEET ON THE DEFENSIVE
  Nevertheless, the early months of the Dominion War 
  went badly for the Federation-Klingon alliance. Facing 
  an enemy as aggressive as the Klingons and techno-
  logically superior to the Federation, it spent over three 
  months in a disheartening series of engage, lose, retreat 
  confrontations with Dominion-Cardassian forces. Starfleet 
  established initial fronts along the former Federation-
  Cardassian border, such as in the Gethar system and the 
  Rumarda Sector, but the enemy pushed Starfleet and the 
  Klingons back from those fronts every time, gaining much 
  territory in the process. The Battle of Rumarda alone 
  resulted in the loss of 54 Starfleet ships of the Fourth 
  Fleet and the deaths of 13,200 Starfleet personnel.
  THE DISASTER AT TYRA
  But there was worse to come. While the Fourth Fleet 
  fell back to regroup and lick its wounds, the Seventh Fleet 
  moved into position at Tyra, a system 12 light-years inside 
  the Federation border, to halt the Dominion advance. 
  Admiral Borren D’gret organized his 112 ships into a clas-
  sic defensive bulwark three ranks deep, six wide, and 
  three tall in the region between the sixth and seventh 
  planets.
  The enemy attacked with a fleet of 248 ships. The 
  commander of the enemy fleet, the infamous Gul Pettar, 
  split his forces into three groups, one to hit the Seventh 
  Fleet head-on and two to flank it. The initial clash 
  destroyed 15 Starfleet ships and damaged dozens more 
  as the Jem’Hadar concentrated their fire on specific, 
  high-profile targets such as Excelsior- and Steamrunner-
  class ships. D’gret’s flagship, the U.S.S. North Star, 
  NCC-71602, survived the first wave, but Pettar’s own 
  flagship, the Gevrok, obliterated it with multiple torpedo 
  spreads when he came around for a second pass.
  Thus decapitated, the Seventh Fleet fought a losing 
  battle from the beginning. Although it struggled on 
  valiantly for over an hour, it could not overcome the 
  Dominion-Cardassian fleet’s superior numbers and fire-
  power. It suffered a bitter defeat—of its 112 ships, 98 
  were destroyed or too badly damaged to retreat, leaving 
  14 vessels to flee the carnage when the order to withdraw 
  finally came. As they warped out of the system, the 
  survivors saw Gul Pettar’s forces methodically demolishing 
  the disabled ships without taking any prisoners. In all, 
  24,000 Starfleet personnel lost their lives at Tyra.
  When word of the near-destruction of the Seventh 
  Fleet reached the rest of Starfleet, morale, already at an 
  all-time low due to months of losses, plummeted to new 
  depths. Dispirited Starfleet officers, many for the first time 
  facing a seemingly intractable problem, began the morbid 
  ritual of checking weekly casualty lists for the names of 
  classmates and friends killed.
  GUL PETTAR
  Attributes
  Fitness 3
       Strength +1
       Vitality +1
  Coordination 3
       Dexterity +1
  Intellect 3
       Perception +1
  Presence 3
       Willpower +1
  Psi 0
  Skills
  Administration (Starship Administration) 3 (4)
       Bureaucratic Manipulation (4)
  Athletics (Lifting) 2 (3)
  Running (2)
  Command (Starship Command) 4 (5)
  Computer (Research) 1 (2)
  Culture (Cardassian) 2 (3)
  Dodge 3
  Energy Weapon (Phaser) 3 (4)
  History (Cardassian) 2 (3)
  Interrogation (Torture) 2 (3)
  Language
  Cardassian 3
  Law (Cardassian Military Regulations) 3 (4)
  Personal Equipment (Tricorder) 1 (2)
  Persuasion (Oratory) 1 (2)
  Planetary Tactics (Mechanized Ground Warfare) 2 (3)
  Planetside Survival (Cardassia) 1 (2)
  Primitive Weaponry (Knife) 2 (3)
  Shipboard Systems (Tactical) 3 (4)
  Space Sciences (Astronomy) 1 (2)
  Starship Tactics (Cardassian) 4 (5)
  Starfleet (5)
  Unarmed Combat (Cardassian Military Combat) 3 (4)
  Vehicle Operations (Shuttlecraft) 1 (2)
  World Knowledge (Cardassia Prime) 1 (2)
  Advantages/Disadvantages
  Department Head (commander of a battleship) +4, 
  Eidetic Memory +3, High Pain Threshold +2, Promotion 
  (Gul)  +5, Code of Honor (Union Loyalty) -2, Medical 
  Problem -1 (can be poisoned with cobalt diselenide), 
  Species Enemy (Bajorans) -4
  Courage:  4
  Renown:  33
       Aggression:  11
       Discipline:  9
       Initiative:  3
       Openness:  2
       Skill:  8
  Vesala: 84
       Spent: 72
       Unspent:  12 (minimum level of 5 based on rank 
  and position)
  Resistance:  4
  Known in some circles as the “Butcher of Tyra,” 
  Gul Pettar enjoyed a well-deserved reputation as a 
  cruel and merciless commander. While his military vic-
  tories throughout the Federation-Cardassian War and 
  the early days of the Dominion War were lauded by 
  the Cardassian High Command, few soldiers wished to 
  serve with him due to his harsh disciplinary policies and 
  belligerent attitude towards the enemy. Scorning the 
  “prevarication and subterfuge” favored by the Obsidian 
  
  The Dominion War Sourcebook: The Fires of Armageddon
  9
  THE BOLIAN AND VULCAN FRONTS
  The Dominion’s greatest advances into Federation ter-
  ritory during this period brought it perilously close to 
  Bolarus IX and Vulcan, two of the core worlds of the UFP. 
  THE BOLIAN FRONT
  A fleet composed of the Fifteenth and Seventeenth 
  Orders and a corresponding number of Jem’Hadar ships 
  came within two systems of the Bolian system before 
  intense fighting near Kumarek IV ground its offensive to 
  a halt. The Twentieth and Twenty-First Fleets, reinforced 
  by the Klingons, bottled the enemy up in the Kumarek 
  system and attempted to push them back, to no avail. 
  The Federation’s second attempt at a counteroffensive 
  cost it, among other things, the life of Admiral Urosg 
  Vharr when the Cardassians destroyed his ship, the U.S.S. 
  Baikonur, NCC-51900.
  Determined to earn itself some breathing room, 
  Starfleet planned a third assault. On stardate 51136.8, it 
  commenced Operation Blue Room, better known as “the 
  Bolian operation.” The enemy assumed a loose formation 
  ranging between Kumarek III and V, hoping to catch the 
  larger, more densely organized Starfleet force in a firesack. 
  Admiral Mitchell Halliwell didn’t fall for the trap. Dividing 
  his forces into four separate groups, he hit the Dominion-
  Cardassian forces from multiple strike points. After four 
  hours of bloody, close-range fighting, the battle remained 
  undecided. Then both fleets learned that a detachment of 
  Klingon birds of prey had destroyed the supply convoy. 
  Rather than become stranded in hostile territory for weeks 
  without fresh supplies of ketracel-white, the Dominion-
  Cardassian forces withdrew. As the enemy retreated to a 
  more defensible position several light-years closer to the 
  Cardassian border, Federation forces secured their victory 
  and re-established the Bolian outer defensive perimeter.
  THE VULCAN FRONT:  THE FIRST BATTLE OF 
  VULCANIS
  Similarly, Dominion-Cardassian forces, this time com-
  prised primarily of Jem’Hadar ships with the Nineteenth 
  and Twenty-Fourth Orders acting as support, advanced all 
  the way to the borders of the Vulcanis system—and thus 
  uncomfortably close to Earth itself—before the belea-
  gured Fifth Fleet stopped them. The key to stemming 
  the Dominion tide was the Akira wing commanded by 
  Captain Bendok Vithsoomparul, which used its superior 
  torpedo firepower to keep the enemy at a distance 
  and destroy or cripple many of its ships. After Starfleet 
  bolstered Vulcan’s defenses with the Thirteenth and 
  Thirty-First Fleets, the Federation alliance struck back 
  against the invaders. In eight weeks of vicious fighting, 
  Starfleet pushed the Dominion-Cardassian fleet back from 
  Kir-Alep (Vulcanis VI) to a front line two light-years away. 
  In the process Starfleet lost 127 ships and nearly 20,000 
  personnel, but inflicted equal casualties on the enemy.
  Order and so many of his fellow Cardassians, he said 
  exactly what he thought and went after his goals ruth-
  lessly and unapologetically. He was killed during the 
  Federation-Klingon assualt on the Chin’toka system at 
  the end of 2374.
  DESTRUCTION OF THE ARGOLIS ARRAY
  Starfleet scored a rare victory during the early 
  months of 2374 with an assault on the Argolis Array, 
  a large Dominion sensor array powerful enough 
  to detect ship movements over five sectors (or 
  cloaked ships within two light-years). Located on the 
  Cardassian perimeter of the Argolis Cluster, an enor-
  mous group of nebulae and stars stretching across 
  the Federation-Cardassian border, the Array gave the 
  Dominion-Cardassian alliance a significant strategic and 
  tactical advantage.
  Starfleet assigned the U.S.S. Defiant to destroy the 
  array. Approaching the target straight through the 
  Cluster to avoid detection, the Defiant lost its warp pro-
  pulsion system to damage from a gravitational eddy. 
  Fortunately, the crew found a way to project a false 
  image of over a dozen attacking Starfleet cruisers, 
  thus luring the defenders out of position and giving the 
  Defiant the chance to get close and destroy the Array 
  with a precisely-targeted quantum torpedo attack. The 
  resulting explosion destroyed or crippled the defending 
  ships, allowing the Defiant to make its escape at 
  impulse speeds.
  THE 523RD TACTICAL WING
  Using Spacedock’s fleet combat rules, the 523rd has 
  the following attributes:
  Size:  67
  Movement:  .7 c
       Shipboard Systems (Flight Control) 3 (4)
  Maneuverability:  4
  Offense:  9
       Shipboard Systems (Tactical) 3 (4)
  Defense:  7
  OPERATION RETURN
  Back at Deep Space 9, events took a desperate turn. 
  After several months of work, Gul Dukat’s staff found a 
  way to remove the minefield. But while the Cardassians 
  had struggled with the minefield problem, Captain Sisko 
  was preparing Operation Return, his plan to retake Deep 
  Space 9. Incorporating elements of the Second, Fifth, and 
  Ninth Fleets, it involved a four-pronged assault on the 
  station. After convincing Starfleet his plan wouldn’t leave 
  Earth vulnerable, and that losing the wormhole meant 
  losing the war, Sisko received permission to proceed. He 
  began assembling his forces, pulling parts of the Second 
  Fleet back past the Kotanka system and parts of the Fifth 
  Fleet from the fighting around the Vulcan border. But 
  with Chancellor Gowron refusing to commit the necessary 
  Klingon forces to the attack, and the Ninth Fleet too far 
  away to rendezvous with the rest of the force in time, 
  Sisko left Starbase 375 without two key components of 
  his plan.
  
  10
  The Dominion War Sourcebook: The Fires of Armageddon
  With the minefield due for detonation in eight hours, 
  the two sides joined battle several light-years away from 
  the station. The Dominion-Cardassian force of 1,254 ships 
  outnumbered Sisko’s fleet almost two to one. Using his 
  Attack Fighters, Sisko attempted to create a hole by luring 
  the hot-headed Cardassians out of formation, but to no 
  avail—the Cardassians held. In pass after pass, the two 
  sides battered each other for five hours. Then, the sur-
  prise arrival of the Klingons turned the tide. As Klingon 
  ships smashed into the enemy lines, one ship, the U.S.S. 
  Defiant, slipped past the enemy perimeter and headed to 
  Deep Space 9. But it arrived just in time to see the mine-
  field collapse in a tremendous explosion. Sisko desperately 
  appealled to the Prophets. Swayed by his plea, they 
  made the entire incoming Dominion fleet—2,800 ships—
  vanish. Lack of reinforcements doomed the defenders. 
  After defeating the Dominion-Cardassian fleet, 200 sur-
  viving Federation and Klingon vessels re-took Deep Space 
  9. On the station Sisko found Gul Dukat, his mind 
  unhinged by the death of his daughter, Tora Ziyal, at the 
  hands of his chief aide Gul Damar.
  FEDERATION MOMENTUM
  For the first time, the war’s momentum shifted. 
  Operation Return, the first major Federation alliance vic-
  tory, boosted Starfleet’s morale significantly. It pressed 
  the advantage, using new vessels from its shipyards and 
  cadets fresh from Starfleet Academy’s accelerated training 
  program to force the enemy to give ground. 
  Most spectacular of the triumphs during this period 
  was the victory of the 523rd Tactical Wing at Svandroth. 
  While on a routine patrol of several outlying systems 
  near the front lines, the wing, composed mainly of cruis-
  ers, frigates, and Attack Fighters, was ambushed by 
  the Jem’Hadar. The wing’s commander, Captain Jessica 
  Murrow, was killed early in the battle when a torpedo 
  struck the engineering section of her El Dorado-class 
  flagship, the U.S.S. Cibola, NCC-69103, causing a cat-
  astrophic warp core explosion which damaged several 
  other ships. Her second-in-command, Captain Daik’oth of 
  the U.S.S. Novgorod, NCC-45037, took control and rallied 
  the wing to counterattack. After creating an opening in 
  the Jem’Hadar line with a daring feint, Captain Daik’oth 
  pressed his attack home and destroyed all of the enemy 
  ships after a short, furious battle. Instead of resting on his 
  laurels, Daik’oth ordered his ships into the next system, 
  where the Jem’Hadar had come from, to capture their 
  base. Taking the base, Taivok Nor, completely by surprise, 
  they managed to disable its defenses and capture it within 
  an hour. The technical and military intelligence gained 
  proved quite valuable to both Starfleet and the Klingons.
  As if in response to the Federation’s advances, Legate 
  Damar, leader of the Cardassian government, called for 
  peace talks. The Federation soon discovered the negotia-
  tions were a bluff—an attempt by the Dominion to gain 
  planets containing trinucleic fungi, from which it could 
  create a crucial ingredient in ketracel-white. Although it 
  CAPTAIN BENDOK VITHSOOMPARUL
  Attributes
  Fitness 3
       Vitality +1
  Coordination 3
       Reaction +1
  Intellect  4
  Presence 3
       Willpower +1
  Psi 0
  Skills
  Administration (Starship Administration) 3 (4)
  Athletics (Running) 1 (2)
  Command (Starship Command) 4 (5)
  Computer (Research) 1 (2)
  Culture (Tellarite) 2 (3)
  Dodge 2
  Energy Weapon (Phaser) 3 (4)
  History (Tellarite) 1 (2)
  Federation (2)
  Language
  Tellarite 2
  Federation Standard 1
  Law (Starfleet Regulations) 4 (5)
  Materials Engineering (Structural/Spaceframe  
   
           Engineering) 1 (2)
  Personal Equipment (Communicator) 1 (2)
  Persuasion (Debate) 2 (3)
  Planetside Survival (Tellar) 1 (2)
  Propulsion Engineering (Warp Drive Engineering) 2 (3) 
  Impulse (3)
  Shipboard Systems (Command) 3 (4)
  Starship Tactics (Starfleet) 4 (5)
  Systems Engineering (Transporter/Replication  
   
           Systems) 2 (3)
  Vehicle Operations (Shuttlecraft) 1 (2)
  World Knowledge (Tellar) 1 (2)
  Advantages/Disadvantages
  Commendation (Christopher Pike Medal of Honor) +3, 
  Department Head (Command Department of a Heavy 
  Cruiser) +3, Mixed Species Heritage (half-Human, half-
  Tellarite) +6, Promotion (Captain) +5, Tactical Genius +3, 
  Argumentative -1, Code of Honor (Defender) -3
  Courage:  5
  Renown:  63
       Aggression: 11
       Discipline:  14
       Initiative:  12
       Openness:  8
       Skill:  18
  Resistance:  4
  Far more jovial than most Tellarites thanks to his 
  half-Human heritage, Captain Bendok Vithsoomparul is 
  nevertheless just as argumentative as his fully-Tellarite 
  mother. Like many Tellarites, he has a fascination 
  for mechanical and engineering matters, and came up 
  through the ranks of Starfleet as an engineer before 
  transferring to the Command branch. Once in com-
  mand, he blossomed, displaying tactical and strategic 
  planning skills he’d never before known he had. Since 
  then he’s established an enviable reputation as a firm 
  but fair battlefield commander.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  11
  rejected Damar’s proposal, the Federation did not reject 
  the possibility of peace altogether. It continued to negoti-
  ate secretly for further peace talks, using allies in the 
  Cardassian government to make its case. Unfortunately, 
  those overtures fell on deaf ears, especially when the 
  Dominion-Cardassian alliance’s military fortunes began to 
  improve.
  THE TIDE TURNS AGAIN
  The Federation alliance’s progress was not to last. In 
  fact, some of its worst defeats were yet to come as the 
  tide of the conflict turned against it once more. Both sides 
  knew supply and materiel issues were crucial to the war’s 
  outcome, and now the Dominion implemented a logistics-
  based strategy. First, it bolstered its own resources by 
  perfecting its breeding plants to create newer, tougher 
  “Alpha” Jem’Hadar. It also stepped up production of ships 
  in Cardassian shipyards, such as the massive facility at 
  Monac IV. Approximately 70% of the ship production was 
  Jem’Hadar Attack Fighters, which had proved their worth 
  against the Federation alliance time and time again.
  With these assets in hand, the Dominion set out 
  to cripple key Federation production facilities. In most 
  instances, this strategy relied on conventional assaults 
  involving strike forces of ships. For example, on stardate 
  51474.3, a fleet of ships commanded by the Vorta Genlon 
  smashed through the Federation lines at a weak point 
  in the Benthara system to attack the dilithium mines at 
  Coridan. The the Sixth and Sixteenth Fleets defended 
  Coridan, one of the Federation’s primary dilithium produc-
  tion facilities for over a century, but they were unprepared 
  for the brutality of the Dominion assault. Using tricobalt 
  devices to destroy two orbital defense stations, and tor-
  pedo and polaron beam volleys to punch a hole in the 
  main defensive perimeter, the enemy flew in close to the 
  planet and fired ultritium concussion shells to cause heavy 
  damage to the mine and mining facilities. The attack 
  sealed over 1,500 miners into the mines to die of suffoca-
  tion, since the Jem’Hadar also wrecked Coridan’s rescue 
  equipment. By the time the Sixth and Sixteenth drove 
  the Jem’Hadar away, the Dominion had crippled dilithium 
  production on Coridan for months.
  Sometimes the Dominion achieved equally effective 
  results with its old weapons of subterfuge and trickery. 
  Shortly after the Coridan attack, a Founder disguised as 
  a high-ranking officer in the Advanced Starship Design 
  Bureau activated a cascading computer virus which 
  wreaked havoc at the Utopia Planitia Fleet Yards and 
  Antares Fleet Yards, the Federation’s chief ship production 
  facilities. Computer failures throughout the shipyards 
  resulted in several disasters, including the explosion 
  of three fusion plants (two at Utopia Planitia, one 
  at Antares) when their safety interlocks switched off. 
  Production at both yards virtually halted for many weeks, 
  straining other yards such as Spacedock 1 and Earth 
  Station McKinley.
  UNCONVENTIONAL ALLIES
  Seeking any advantage, the Founders contacted other 
  Alpha Quadrant species. In late 2374 the Dominion sent 
  a Founder to the Breen homeworld, who over several 
  months forged an alliance with the Breen. The Founders 
  also used the Orion Syndicate Syndicate, the quadrant’s 
  largest and most powerful organized crime group. The 
  bomb detonated at the 2372 Antwerp conference was 
  of Syndicate manufacture, for example. The Dominion 
  hired the Syndicate to perform many other minor acts of 
  “unconventional warfare” (such as the attempted assassi-
  nation of the Klingon ambassador to Farius Prime around 
  stardate 51548.9—an effort to interfere with Klingon 
  internal politics which Starfleet Intelligence prevented).
  THE KALANDRA OFFENSIVE
  By mid-2374, the Dominion-Cardassian alliance had 
  regrouped and rebuilt enough to launch a major push 
  to break through the Federation-Klingon lines. War histo-
  rians refer to this as the Kalandra Offensive, since much 
  of the fighting in subsequent months took place in 
  and around the Kalandra Sector. The offensive began 
  with increasing boldness on the part of Dominion-
  Cardassian forces. Federation-Klingon patrols came under 
  fire on an almost daily basis. The attacks wore down 
  Starfleet personnel, diminishing morale, and the occa-
  sional Dominion-Cardassian triumph (such as the total 
  destruction of the U.S.S. Cortéz, NCC-63059 on stardate 
  51456.8) only made the enemy bolder. Squadrons of 
  Jem’Hadar Attack Ships struck deeper and deeper into 
  Federation-controlled territory. With the Romulans turning 
  a blind eye to their activities, they even slipped across the 
  Romulan Neutral Zone to attack Federation ships on the 
  other side, destroying, among others, the U.S.S. Cairo, 
  NCC-69124, on stardate 51699.4.
  THE CONQUEST OF BETAZED
  The Kalandra Offensive began in earnest on stardate 
  51721.3 with a devastating blow for the Federation:  
  the conquest of Betazed. Earlier that day, Dominion-
  Cardassian forces detected that the Tenth Fleet, protector 
  of Betazed and its outlying colonies, had strayed too 
  far from its home base on a training exercise. Starfleet 
  Command believes a mild subspace fluctuation affecting 
  space near Betazed confused the Tenth’s navigational sen-
  sors. Additionally, Starfleet Intelligence reports discounting 
  the enemy fleet in Kalandra as a major risk due to its dis-
  tance from current Dominion supply lines probably made 
  Admiral Koaddar Ma’adeen overconfident. Upon detect-
  ing the Tenth’s miscalculation, the Dominion-Cardassian 
  forces in Kalandra assembled a fleet of nearly 200 ships 
  and launched a five-pronged attack. Admiral Ma’adeen 
  had spread the Tenth Fleet out in a mock battle forma-
  tion, one quite suitable for training but not for defending 
  against an attack. Of the Tenth’s 137 ships, over 20 were 
  
  12
  The Dominion War Sourcebook: The Fires of Armageddon
  lost in the initial assault alone.
  To his credit, Admiral Ma’adeen regrouped his forces, 
  but it was too little, too late. The ships of the Tenth 
  fought valiantly for seven hours, but one by one the 
  Dominion-Cardassian ships blew them out of the sky. 
  Admiral Ma’adeen briefly considered surrender, but real-
  ized he had to buy as much time as possible for Betazed 
  to prepare its defensive systems. On his orders, the Tenth 
  Fleet went down fighting, destroyed to the last ship in a 
  noble effort to save the Betazoids.
  Unfortunately, even with the extra time bought by 
  the sacrifice of the Tenth Fleet, Betazed could not resist 
  the Dominion-Cardassian attack. Its planetary defense 
  systems were too obsolete and undermanned, and its 
  planetary defense force too small and undergunned, to 
  stop the enemy. In less than three hours the planet was 
  in Dominion hands.
  THE OCCUPATION
  The Dominion acted decisively to solidify its gain, 
  bringing in hundreds of additional ships and thousands of 
  troops to pacify the planet and reinforce its supply lines. 
  Within two days of the initial conquest, the Jem’Hadar 
  eradicated virtually every trace of resistance on Betazed 
  and occupied every major facility. With brutal efficiency, 
  they rounded up all Starfleet personnel, governmental 
  officials, and civic leaders—nearly five million people—
  and executed them. The Dominion took special care to 
  resist the effects of Betazoid psionic abilities:  it brought 
  in psionic Vorta to help control the population, and imme-
  diately killed any Betazoid who even seemed to try to use 
  his abilities to communicate with his fellows or influence 
  Dominion-Cardassian personnel.
  The Betazoids soon felt the harsh hand of Dominion 
  rule. Eager to strip Betazed of its usable resources, the 
  Dominion herded thousands of Betazoids into hastily-
  constructed labor camps. Labor gangs commanded by 
  Jem’Hadar overseers opened new mines, razed entire 
  forests, used Dominion science to accelerate harvests 
  (ruining the arable land in the process), and exploited 
  every other resource. The Dominion allowed the rest of 
  the Betazoids to resume their daily lives under the unwav-
  ering gaze of Jem’Hadar security forces, provided they 
  caused no trouble. The Jem’Hadar summarily executed 
  any Betazoid suspected of even thinking about violating 
  Dominion law.
  Despite these harsh measures, the freedom-loving 
  Betazoids formed a small resistance movement. 
  Composed mainly of Starfleet personnel who escaped 
  into the wilderness before the Jem’Hadar fully occupied 
  the planet, its members used Betazoid telepathic powers 
  to establish communication between isolated “cells” and 
  plan attacks on the invaders. Despite the brutality of 
  the Dominion conquerors, the resistance had no difficulty 
  recruiting Betazoids all over the planet. After the Vorta 
  uncovered and killed many early members, the survivors 
  learned how to hide their activities and avoid the enemy.
  THE KALANDRA SECTOR
  The most fought-over region of space for the entire 
  Dominion War was the Kalandra Sector (sometimes 
  spelled “Calandra”). A typical Federation sector, a cube 
  twenty light-years on a side, Kalandra is located next 
  to Betazed space on a direct line between Betazed 
  and Cardassia Prime. Although relatively deep within 
  Federation space, it nevertheless was captured early in 
  the War by Dominion-Cardassian forces, which held it, 
  Betazed, and a corridor of space back to Cardassian 
  territory (thus giving it a working supply line) for most 
  of the war.
  Some of the prominent systems and stellar phenom-
  ena within the Kalandra Sector include:
  Amducro Field:  The Amducro Field, a region several 
  light-years wide and long on the coreward side of the 
  sector, contains no star systems, but instead features 
  marked subspace instability. Because of this, ships 
  cannot travel through it at speeds faster than Warp 
  2.5. Any faster would risk creating a subspace rupture 
  which would not only destroy the ship, but increase the 
  size of the Field geometrically.
  Chudala:  This system features ten planets, one of 
  which is Class M. At the beginning of the War it was the 
  site of a Federation colony containing mostly Human 
  and Betazoid inhabitants. The first wave of Dominion 
  attacks resulted in its destruction with the loss of all 
  colonists. Dominion-Cardassian forces later established 
  a major defense perimeter here to protect one of their 
  major Kalandra supply lines.
  Garanog:  This system, on the edge of the sector 
  closest to the Cardassian border, is home to the 
  Garanog species. A plant-based lifeform, the Garanog 
  are a reclusive people who maintain few ties with other 
  spacefaring civilizations. Although entirely surrounded 
  by Federation space, they do not belong to the UFP 
  and have only the most tenuous relations with their 
  neighbor. They quickly signed a non-aggression pact 
  with the Dominion and, in exchange for assisting the 
  Dominion-Cardassian forces with their supply lines, were 
  left alone by the invaders.
  Moreska:  This five-planet system includes no Class 
  M worlds, but two of its planets and its asteroid belt 
  contain significant mineral and ore deposits. In the late 
  2360s, several Betazoid, Tellarite, and Ferengi corpora-
  tions established large mining concerns there. Dominion 
  and Cardassian soldiers took these facilities over during 
  their initial invasion, killing almost all of the employees. 
  Afterwards they began exploiting them heavily for their 
  own needs, using Betazoid slave labor to work the 
  mines.
  Shar’tala’veb:  A binary system composed of the 
  stars Shar and Tala, Shar’tala’veb’s fourth planet hous-
  es a native sentient species, the Shar’talans. Tall, 
  pale green-skinned humanoids, the Shar’talans do not 
  belong to the UFP, but have accepted the status of 
  “Federation protectorate” to free themselves from the 
  expense of maintaining an independent defense force 
  (a decision which proved a poor one when the Dominion 
  invaded, forcing a massive evacuation of the planet 
  and flight deeper into Federation space). Instead, the 
  Shar’talans prefer to concentrate on art and com-
  merce. Their delicate f’mootha paintings, featuring 
  scores of unusual colors, sell well throughout the 
  Federation.
  Violet Nebula:  A small body of interstellar dust 
  and gas just to antispinward of the sector’s center 
  point, the Violet Nebula holds little of interest. But 
  due to its composition (which blocks most sensor and 
  
  The Dominion War Sourcebook: The Fires of Armageddon
  13
  OTHER ASSAULTS AND CONQUESTS
  The capture of Betazed left many other core 
  Federation worlds, including Vulcan, Tellar, Alpha 
  Centauri, and Andoria, vulnerable (or more vulnerable) to 
  Dominion-Cardassian attack—and the loss of any one of 
  those worlds would leave the Dominion within striking 
  distance of Earth itself! Desperate to prevent further 
  losses, Starfleet scrambled to move forces into place to 
  defend those systems. The Sixth Fleet bolstered the Fifth, 
  Thirteenth, and Thirty-First Fleets protecting Vulcan. The 
  Eighth Fleet protecting Andoria, with the assistance of the 
  Andorian Defense Forces, was reinforced by the Twenty-
  Second and Thirtieth Fleets. The First and Fourteenth 
  Fleets defended Alpha Centauri, with the remnants of the 
  Nineteenth Fleet as reinforcements. The Twenty-Seventh 
  Fleet came from the Benzite system to back up Tellar’s 
  native defense force and the Second and Twenty-Ninth 
  Fleets. Meanwhile, the Klingons attacked the Dominion’s 
  potentially vulnerable supply line to Kalandra/Betazed, 
  but with little success.
  THE SECOND BATTLE OF VULCANIS
  The Dominion, eager to make further inroads into core 
  Federation territory, struck at Vulcan and Alpha Centauri, 
  deeming Andoria too well-defended and Tellar too distant 
  for its supply lines. Vulcan was its main target, but 
  once again the valiant officers of Starfleet and the IKDF 
  stemmed the enemy tide and kept Vulcan safe (see page 
  24). 
  THE CAPTURE OF BENZAR
  The attack on Alpha Centauri went much better for 
  the Dominion—primarily because it wasn’t an attack on 
  Alpha Centauri at all. Realizing Benzar was much more 
  vulnerable, the Dominion-Cardassian strike fleet changed 
  course. Starfleet directed the Fourteenth Fleet to leave 
  Alpha Centauri space and pursue, but by then it was 
  too late. The Eleventh Fleet protecting Benzar was too 
  small to resist the Dominion-Cardassian onslaught. In 
  only an hour of fighting, the enemy reduced most 
  of the Eleventh Fleet to floating space debris. Taking 
  control of the remnants of the Benzar Defense Perimeter, 
  the Dominion dug in and awaited the arrival of the 
  Fourteenth Fleet.
  Admiral Tohas Falanner organized his forces into 
  four prongs, each composed of diverse wings designed 
  to complement each other’s capabilities. He came at 
  Benzar from four different angles, trying to overcome 
  the defenders before they controlled the Benzar Defense 
  Perimeter, and partially succeeded. His forces prevented 
  the Jem’Hadar and Cardassians from taking full advantage 
  of their position, but not from using several intact trico-
  balt devices they’d captured. One of the devices so badly 
  damaged his flagship, the U.S.S. Fe’garren, NCC-72105, 
  that it was unable to move. Undaunted, he directed the 
  communications systems) and occasional gravitational 
  eddies within it, it poses a significant danger to ships, 
  which avoid it.
  Zhamur:  The Kalandra system closest to the 
  Betazed Sector, Zhamur included two Class M planets 
  which the Betazoids colonized in the mid-23rd century. 
  Both colonies, each containing millions of inhabitants, 
  were captured by the Dominion, though several ships 
  of refugees managed to escape before the invasion.
  THE DESTRUCTION OF CARRIER ALPHA-26
  One of the linchpins of the Kalandra Sector fleet 
  was a single Jem’Hadar Carrier, designated Alpha-26. In 
  addition to ferrying dozens of Attack Fighters to the 
  battle for Betazed, its large phased polaron cannons 
  inflicted significant damage on the Tenth Fleet’s major 
  ships.
  Recognizing its importance, Captain Roger Osmont, 
  commander of the Excelsior-class U.S.S. Carpathia, 
  NCC-43118, and leader of the 352nd Tactical Wing’s 
  Destroyer Wing 1 (a.k.a. the “Rigellian Roughnecks”), 
  determined to destroy it, thus opening a major hole in 
  the Dominion-Cardassian lines. Peeling off from the rest 
  of the Tenth Fleet with his wing, he smashed through 
  a group of Jem’Hadar Attack Fighters and approached 
  the carrier’s escort wing of Minthras-class Destroyer 
  Escorts. Splitting his wing into two groups, he had them 
  swerve around to flank the escorts, catching them 
  from port and starboard in a withering crossfire of 
  phaser beams and torpedoes. While the carrier maneu-
  vered to escape from the assault, the Roughnecks 
  methodically destroyed its escorts.
  But this attack was not without its price. By the 
  time the 352nd was done, it had lost over half of its 
  own ships, and the remainder were all heavily damaged. 
  Even worse, the carrier was getting away, heading for 
  a group of Galor-class ships which would offer it protec-
  tion. Unwilling to let his prey escape, Osmont and 
  his crew made the ultimate sacrifice:  increasing their 
  impulse engines to maximum power, they rammed 
  the Carpathia directly into the carrier, detonating their 
  auto-destruct system at the same time. The resulting 
  explosion annihilated the carrier and several Attack 
  Fighters, and only narrowly missed destroying several 
  Galor-class ships as well. Captain Osmont and all of his 
  men were posthumously awarded the Christopher Pike 
  Medal of Honor.
  assault from the Fe’garren after moving two wings into 
  place to defend it.
  Over the course of the next three hours, Falanner 
  and his personnel hammered away at an enemy weak-
  ened by its earlier fight with the Eleventh Fleet. Just as 
  victory seemed within Starfleet’s grasp, enemy reinforce-
  ments arrived, unlooked-for, from Kalandra. Fresh and 
  fully armed, they quickly crushed the Fourteenth’s star-
  board flank. Admiral Falanner retreated, escaping with 47 
  of his 124 ships. Benzar remained in the hands of the 
  Dominion. The Jem’Hadar occupied it, treating its inhabit-
  ants just like they treated the Betazoids only days before.
  
  14
  The Dominion War Sourcebook: The Fires of Armageddon
  THE ROMULANS ENTER THE WAR
  Its core worlds under attack or occupied, its major pro-
  duction facilities sabotaged, its fleets badly damaged, the 
  Federation was at its lowest point about two-thirds of the 
  way through 2374—so low that it continued to put out 
  secret peace feelers to the Dominion. The Klingons were 
  a powerful and helpful ally, but the Dominion-Cardassian 
  forces had likewise battered the Empire’s navies. Another 
  ally was needed, and quickly, or the Federation and the 
  Klingon Empire would both fall to the Dominion.
  That ally, in the eyes of Captain Benjamin Sisko, 
  was the Romulans. They were fresh and militarily power-
  ful. But they didn’t want to get involved; they had a 
  non-aggression pact with the Dominion. They seemed 
  oblivious to the fact that the Dominion would eventually 
  turn on them, pact or no pact. All he had to do was 
  prove that to them. He recruited Garak, a former member 
  of the Obsidian Order, to help him obtain proof. After 
  their efforts to get real proof failed, Sisko manufactured 
  the evidence he needed with the help of some of Garak’s 
  unsavory friends. He presented his “evidence” to a pro-
  Dominion Romulan senator, who quickly uncovered that it 
  was a fake—only to die in a “shuttle accident” arranged 
  by Garak (without Sisko’s knowledge) before he could 
  reveal the Federation’s duplicity. The Romulans, convinced 
  the flaws in the evidence resulted from the destruction 
  of the shuttle, declared war on the Dominion and the 
  Cardassian Union.
  The Romulans quickly made good their declaration. 
  Within two days, they struck at fifteen bases along the 
  Cardassian-Federation border, using their tried and true 
  “decloak and launch plasma torpedoes” tactic to devas-
  tate facility after facility. Devron Nor, Peltras Nor, the 
  Gediron Prime Fleet Yards, Qulash Nor, and the Seguran 
  Sensor Array, among others, fell to their attacks.
  The Federation and Klingons welcomed their new allies 
  with open arms. The Romulan entry into the war boosted 
  Federation alliance morale and provided new hope for 
  victory. While decades of mistrust did not evaporate over-
  night, the three species began working together more 
  closely than ever before. They exchanged military advi-
  sors, held high-level strategic planning meetings, and 
  shared substantial amounts of intelligence.
  BENZAR
  The legions of the Star Empire soon dispelled most 
  of the Federation’s doubts about letting them assist with 
  the war effort inside Federation space. Starfleet Command 
  enlisted their aid with a thorny problem:  the occupation 
  of Benzar. Several attacks by Starfleet and Klingon forces 
  had failed to dislodge the Dominion-Cardassian forces 
  there, who had obtained sufficient resupply from the 
  Betazed/Kalandra front to remain strong.
  Assembling a powerful force of Vereleus-, D’deridex-, 
  T’korex-, D’gerok-, and Meret-class ships, the Romulans 
  abandoned their usual subtlety (except for their standard 
  cloaked approach) to smash directly into the Dominion-
  Cardassian outer defense perimeter. Disposing of it 
  quickly and handily, they proceeded onward to the inner 
  defense perimeter, where they met more determined 
  resistance. Still, an hour’s worth of fighting was sufficient 
  to win the field there as well.
  The third and final obstacle—the Benzar Defense 
  Perimeter, heavily reinforced with Dominion technology 
  and ships—lay ahead. Without hesitating, the Romulans 
  charged ahead, but this time did use some cloaked vessels 
  to slip past the perimeter and strike it from behind. 
  Surrounding the enemy, they battered him into sub-
  mission with powerful disruptor blasts and short-range 
  plasma torpedo shots. After a three-hour battle, the 
  Dominion-Cardassian forces were defeated; several thou-
  sand prisoners of war and numerous ships were captured. 
  It took another week for Romulan ground forces to elimi-
  nate the Jem’Hadar units on the surface of the planet, 
  and the enemy killed thousands of Benzites in the process, 
  but after much suffering Benzar was at last free.
  THE BETAZED/KALANDRA FRONT
  The same, unfortunately, could not be said of Betazed. 
  Since the conquest, the Dominion had strengthened its 
  position in the Betazed system and nearby Kalandra 
  Sector, resisting all Federation-Klingon attempts to remove 
  it or completely disrupt its supply line from Cardassian 
  space.
  Starfleet Command learned the Dominion was trying 
  to establish a new, stronger, supply line through Betazoid 
  space into the Argolis Cluster. If it succeeded, it 
  would have enough supplies to attack Vulcan again. 
  Determined to prevent this, Starfleet sent its closest avail-
  able force—the battered Seventh Fleet—to intercept the 
  Dominion-Cardassian forces at the Tibor Nebula.
  As dedicated as Admiral Bellamy and the personnel of 
  the Seventh Fleet were, they were also exhausted, with 
  a force at only half-strength. Pushing themselves to the 
  utmost, they fought the Dominion to the last ship at 
  Tibor. For every one of its ships the Dominion destroyed, 
  the Seventh destroyed two enemy vessels—but since 
  it was outnumbered almost three to one, that wasn’t 
  enough. Only four Starfleet vessels—the Kymyr, the 
  Iberia, the Shima’van, and the Tyler—survived the deba-
  cle.
  STARFLEET GOES ON THE OFFENSIVE
  Following their success in the Third Battle of Vulcanis 
  (see page 26), Federation, Klingon, and Romulan forces 
  fought on with renewed hope. Starfleet won several 
  clashes in the Sybaron and Dorala systems, and the 
  Klingons freed two systems in the Kepla Sector, a region 
  held intact by the Dominion-Cardassian alliance since the 
  earliest days of the war. The Romulans continued their 
  successful attacks on Cardassian border installations.
  But one prize still eluded Starfleet—Betazed. In the 
  
  The Dominion War Sourcebook: The Fires of Armageddon
  15
  last month of 2374, the Second Fleet conducted three 
  separate offensives to free Betazed, all of them dismal 
  failures. Determined to hold Betazed at any cost, the 
  Dominion constantly reinforced and fortified its position. 
  Meanwhile, its exploitation of the planet and her people 
  increased. As the Betazoid resistance became more active, 
  the Jem’Hadar killed innocent Betazoids by the thousands.
  THE BATTLE OF CHIN’TOKA
  Realizing it couldn’t win by fighting a defensive war, 
  and hoping to capitalize on its recent momentum and the 
  repair of its shipyards, the Federation went on the offen-
  sive at the end of 2374. Captain Benjamin Sisko’s chosen 
  target was Chin’toka, a crucial, heavily fortified system 
  not far from Cardassia Prime itself. Currently guarded 
  only by five squadrons of Jem’Hadar Attack Ships, it 
  seemed the ideal target. But Chin’toka had hidden 
  defenses:  Cardassia’s powerful new orbital weapon plat-
  forms. Starfleet Intelligence learned about them in time 
  for the Ninth Fleet to leave Deep Space 9 with the hope 
  of getting there before the Central Command activated 
  the platforms. Sadly, the Federation alliance was too late. 
  It arrived in Chin’toka to confront a much greater force 
  of Dominion-Cardassian ships than expected, plus the 
  activated weapons platforms.
  The ensuing battle was one of the shortest, yet most 
  furious, of the major engagements of the war. While 
  trying to bring their weapons to bear on enemy ships, 
  Federation alliance vessels also had to contend with the 
  awesome power of the orbital weapon platforms. A single 
  plasma torpedo at close range could grievously damage 
  almost any ship, and the platforms held thousands of 
  them! After some tense moments, the U.S.S. Defiant 
  defeated the platforms by tricking them into destroying 
  their own power generating system. With the platforms 
  eliminated, the Federation alliance could fight the enemy 
  vessels without distraction. One by one Starfleet phasers 
  or Klingon or Romulan disruptors shattered the Jem’Hadar 
  Attack Ships and Galor-class Battle Cruisers. Soon the 
  Federation alliance won, and Starfleet and Klingon ground 
  forces landed on both inhabited planets of the system.
  But the victory at Chin’toka came at a terrible price. 
  With Captain Sisko, the Emissary of the Prophets, away 
  from Deep Space 9, Gul Dukat came to the station. 
  Possessed of the powers of a Pah-wraith he’d freed 
  from an ancient Bajoran religious artifact, he darkened 
  the Orb kept in the station’s Bajoran shrine, and also 
  killed Lieutenant Commander Jadzia Dax. The Orb, and 
  its brethren elsewhere on Bajor, went black. The Prophets, 
  in agony, convulsed. The wormhole opened, twisted, then 
  abruptly closed—sealed away from Bajor, perhaps forever.
  Thus, 2374 closed on notes of both great hope, and 
  great sorrow. The events of the next year would test the 
  Federation and its allies even further, pushing them to the 
  brink of despair.
  EARLY 2375:  THE IMPACT OF 
  THE WORMHOLE
  THE CLOSING OF THE WORMHOLE
  The shutting of the wormhole, while seemingly 
  harmful only to the Dominion, somehow deprived the 
  Federation alliance of its recent momentum. Suddenly, the 
  tide of war shifted again, and the two sides became oddly 
  stalemated. In the Chin’toka system, the Federation’s first 
  true advance into Cardassian territory in the entire war, 
  Dominion-Cardassian forces initiated a massive, furious 
  counterattack. The Romulans bore the brunt of it, losing 
  three dozen warships and over 10,000 personnel, but all 
  members of the Federation alliance suffered. While the 
  Dominion-Cardassian forces couldn’t push the invaders 
  out of Chin’toka altogether, they regained some territory 
  and kept Starfleet and its allies from advancing even 
  further into Cardassian space. For the next three months, 
  Chin’toka was nothing but a vast battlefield, the spaces 
  between its worlds littered with the hulks of shattered 
  ships.
  Elsewhere, the Federation alliance’s results were mixed. 
  The Klingons, tasked with capturing more territory from 
  the Cardassians, made the Monac system, home to the 
  enormous Monac IV Shipyards, their primary target. After 
  two frontal assaults failed, General Martok opted for a 
  stealthier attack. Under cover of cloak, he released an 
  electromagnetic pulse into Monac at precisely the right 
  THE CHIN’TOKA SYSTEM
  Affiliation:  Cardassian Union
  System Type:  Chin’toka is a K2IV (bright orange 
  subgiant) star located only a few light-years from 
  Cardassia Prime itself.
  Inhabited Planets:  Chin’toka III is a Class M planet 
  with a single large moon that has been home to 
  a Cardassian colony and several Cardassian military 
  research outposts for centuries.  Chin’toka V is a Class 
  L planet containing several large manufacturing facili-
  ties and factory towns.
  Other Planets:  Chin’toka I (Class F); Chin’toka II 
  (Class F); Chin’toka IV (Class H); Chin’toka VI-IX (all Class 
  J), Chin’toka X-XI (both Class D).
  Other Stellar Objects:  The Chin’toka system pos-
  sesses an average size Oort cloud and Kuiper belt. It 
  has a single asteroid belt, between Chin’toka VI and VII.
  Artificial Objects:  Prior to the Federation-Klingon-
  Romulan attack on the system in late 2374, Chin’toka 
  contained several orbital manufacturing facilities and a 
  large defense base, Tokara Nor. The extended fighting 
  in the system during the war destroyed or heavily dam-
  aged all of these facilities, and left the system full of 
  wrecked ships and related space debris.
  SIS:  A primary Cardassian manufacturing and 
  defense system whose facilities were ruined by the 
  war.
  
  16
  The Dominion War Sourcebook: The Fires of Armageddon
  point, creating a solar flare so vast and powerful that it 
  destroyed the Shipyards and over two dozen ships, killed 
  over six thousand enemy personnel, and rendered two of 
  the system’s eight planets permanently uninhabitable.
  The Federation’s efforts to free Betazed through the 
  first three months of 2375 continued to meet with dismal 
  failure. Hoping the Romulans could work the same magic 
  they did at Benzar, Starfleet Command brought in a fleet 
  of Romulan vessels to assist the Fourth and Tenth Fleets 
  (which it had moved into position while reconstituting the 
  Seventh Fleet). But the Dominion-Cardassian outer and 
  inner perimeters around Betazed, which included orbital 
  defense platforms and a large number of Dominion capital 
  ships, withstood the attack easily. The enemy destroyed 
  no less than 27 Romulan warbirds and a like number of 
  Federation capital ships. Betazed remained in Dominion 
  hands as the Jem’Hadar employed increasingly brutal 
  means to root out and destroy the resistance movement.
  THE WORMHOLE REOPENS
  Utterly discouraged by the death of Jadzia Dax and the 
  closing of the Celestial Temple, Captain Benjamin Sisko 
  took a leave of absence on Earth. After three months 
  of contemplation, he received a vision from the Prophets 
  that led him to the hidden Orb of the Emissary on Tyree. 
  His discovery of it gave the Prophets the means to reopen 
  the wormhole. As its closing had harmed the Federation 
  alliance, its opening injected new vitality into the war 
  effort. Morale rose, and Starfleet personnel found it with-
  in themselves to fight harder and more cleverly than ever 
  before. The alliance’s first success in the Kalandra Sector, 
  in the Chudala system (see page 28), was just one result 
  of this renewed energy and sense of purpose.
  KLINGON INROADS
  Following his success at Monac, General Martok led 
  the Klingon forces on raids and assaults deep into 
  Cardassian space. Some of his targets included the Trelka 
  IV planetary base, the ketracel-white production facility 
  in the Pelosa system, the Manora Shipyards, the large 
  Dominion orbital fortress in the Olmerak system, the 
  Jem’Hadar breeding plant on Seba II, and supply depots 
  in the Borias Cluster. With help from the Klingons and 
  Romulans, Starfleet re-established its hold on Chin’toka. 
  While Dominion-Cardassian forces continued to attack the 
  fleets there, they no longer controlled any territory within 
  the system.
  MID-2375:  THE FIRST 
  STEPS TOWARD VICTORY
  THE SIEGE OF AR-558
  Most of the crucial battles of the Dominion War were 
  space battles. One important exception took place in 
  mid-2375 on an obscure planet known only as AR-558. 
  Located in the Kepla Sector, it was the site of the largest 
  Dominion communications relay in that region. In early 
  2375, Starfleet captured AR-558 and part of the system.
  On stardate 52269.4, Starfleet landed the 117th 
  Ground Forces Company on AR-558 with specific orders:  
  overcome the Dominion’s security systems and access 
  the relay. Enduring privation, booby traps, and repeated 
  enemy attacks, the soldiers of the 117th worked diligently 
  to access the relay. When Captain Benjamin Sisko and the 
  crew of the U.S.S. Defiant brought them supplies on star-
  date 52736.6, they’d been working and fighting nonstop 
  for five months, and were at less than one-third strength. 
  After a Dominion attack drove away the Defiant, Captain 
  Sisko and his crew helped the 117th resist an assault by 
  two columns of Jem’Hadar. Thereafter Starfleet rotated 
  the survivors out and sent in a new company to finish the 
  job. With just another ten days’ work, Starfleet personnel 
  defeated the security on the AR-558 relay station and 
  gained access to its systems. 
  The relay was worth the effort. It provided substantial 
  amounts of high-quality data for Starfleet Intelligence to 
  analyze. Using this new information, the Seventh and 
  Tenth Fleets made further progress in the Kalandra Sector, 
  capturing nearly half of its systems (see pages 12-13 
  and 28). Starfleet was tightening the noose around the 
  Dominion-Cardassian forces on Betazed.
  THE BOLIAN FRONT
  Starfleet also made important progress on another 
  key battlefield, the Bolian front. Even during times of 
  Federation-Klingon forward momentum, the alliance had 
  not recovered the Dominion’s gains near Bolarus IX or 
  stopped its efforts to capture the Bolian homeworld. 
  On stardate 52793.6, Starfleet brought in reinforcements 
  from the Romulan Star Navy and attacked the Dominion-
  Cardassian stronghold in the Verdanis system, 1.5 
  light-years from Bolarus.  Destroyer wings composed of 
  Federation and Romulan vessels worked with superb effi-
  ciency, criss-crossing the zone of conflict to strafe the 
  enemy’s capital ships and inflict considerable damage. The 
  clever, daring maneuvering of several wings of Starfleet 
  Attack Fighters foiled a last-ditch suicide run by the 
  Jem’Hadar against the center of the Starfleet lines. After 
  five hours, the Federation alliance drove the Dominion-
  Cardassian forces back four light-years to the Daxura 
  system, giving the Bolians more breathing room. In the 
  wake of this victory, Starfleet transferred the Sixth Fleet, 
  
  The Dominion War Sourcebook: The Fires of Armageddon
  17
  which had fought on the Bolian front for months, to 
  the hottest battleground of the war—the Kalandra Sector. 
  After the way the Sixth dislodged the Dominion from 
  Verdanis, Starfleet Command hoped its experience would 
  help in the offensive to free Betazed.
  LATE 2375:  DISASTER AND 
  TRIUMPH
  THE DOMINION-BREEN ALLIANCE
  Despite its recent triumphs, in the latter months of the 
  war the Federation still had a long way to go to achieve 
  victory. Nothing proved this more than the entry of the 
  Breen into the war.
  THE ATTACK ON EARTH
  On stardate 52827.4, a fleet of nearly 300 Breen ships 
  attacked Earth itself, the first time in Humanity’s existence 
  that any enemy did so. After using their cloaking devices 
  to assault the Third Fleet’s outer defense perimeter at 
  Neptune before the fleet could defend itself, the Breen 
  turned their powerful torpedoes and disruptors on the 
  unmanned pods of the Mars Defense Perimeter and the 
  remainder of the Third Fleet. In a two-hour battle, the 
  Breen demolished the Mars Defense Perimeter, destroyed 
  139 Starfleet vessels, and killed 32,500 Starfleet person-
  nel. Then they proceeded to Earth. Splitting their forces 
  into four attack wings, they concentrated their assault on 
  San Francisco, Paris, New York, and Beijing. Before the 
  First Fleet arrived from Alpha Centauri to destroy most 
  of the Breen ships and scare the rest away, the enemy 
  used both orbital bombardment and atmospheric craft to 
  ravage the planet’s surface.
  In San Francisco, the Breen ships assaulted Starfleet 
  and Federation facilities. Their attacks shattered and top-
  pled the Golden Gate Bridge, reduced large parts of 
  Starfleet Academy and Starfleet Command’s headquarters 
  to smoking rubble, and razed Federation Hall. Breen tec-
  tonic weapons activated the region’s earthquake faults, 
  causing devastation throughout the Pacific coast. In 
  Paris the Breen attacked the offices of the Federation 
  President and related Federation facilities. They complete-
  ly destroyed Empyrean House (though President Rosarev 
  escaped). They also obliterated other noted landmarks, 
  such as the Eiffel Tower and Arc de Triomphe. Their 
  attacks on New York and Beijing were simply strikes 
  against large population centers. Wings of fighters flew 
  over both cities in methodical patterns, carpet-bombing 
  them.
  In all, the Breen attack killed 22 million people across 
  the face of the Earth. The damage to Earth’s infrastructure 
  was equally great; nearly 75% of the planet’s surviving 
  population was without power and other amenities for a 
  THE FOUNDER DISEASE
  In mid-2375, Starfleet learned that the all of the 
  Founders had become infected by a virulent, fatal dis-
  ease. Even Security Chief Odo of Deep Space 9, who’d 
  had no contact with them for months, contracted it. 
  Doctor Julian Bashir discovered Odo was the carrier 
  of the disease—an illness Section 31, the Federation’s 
  most shadowy and ruthless intelligence organization, 
  had genetically engineered and then infected him with. 
  Determined to save Odo, Bashir lured Section 31’s lead-
  er, Luther Sloan, to Deep Space 9, captured him, and 
  used illegal Romulan mind probe technology to retrieve 
  the cure directly from Sloan’s brain. The cure eventually 
  played a crucial part in ending the war.
  week or more.
  THE CHIN’TOKA COUNTEROFFENSIVE
  The Breen weren’t done yet. They spearheaded 
  a counteroffensive in the Chin’toka system, breaking 
  through in two places. The Federation alliance reinforce-
  ments sent from Deep Space 9 to drive them back were 
  met with the enemy’s secret weapon:  the Breen energy 
  dissipator. Unleashed in mid-battle, the dissipator ren-
  dered 311 Federation alliance ships helpless due to total 
  loss of power. As thousands of Starfleet, Klingon, and 
  Romulan personnel fled in escape pods, Breen torpedoes 
  destroyed all of those ships, including the U.S.S. Defiant. 
  Chin’toka was once more in Dominion hands. The dis-
  sipator proved so effective that the Founders ordered all 
  Jem’Hadar ships equipped with it as well.
  The only ship in the Federation-Klingon-Romulan fleet 
  to resist the effects of the energy dissipator was a Klingon 
  bird of prey, the K’tang. Just prior to the battle, its engi-
  neer adjusted its tritium intermix to compensate for a 
  containment problem in the warp core. Unsure of why 
  this prevented the energy dissipator from affecting the 
  K’tang, Starfleet set out to unravel this tiny clue and find 
  a way to make all the rest of the alliance’s ships resistant 
  to the Breen’s devastating weapon. But it did not succeed 
  until the Cardassian Liberation Front stole a dissipator-
  equipped Attack Fighter from the Kelvas Repair Yards on 
  stardate 52863.5, providing the Corps of Engineers with a 
  working model of the weapon to study.
  The Chin’toka counteroffensive also signalled the first 
  strong pushes into Klingon and Romulan space by enemy 
  forces. Previous fighting occurred almost entirely within 
  Federation space, but now the enemy moved in to cap-
  ture several systems from both empires. The Klingons 
  and Romulans shifted the deployment of their forces to 
  counter these attacks.
  DAMAR’S REBELLION
  On stardate 52790.6, the Klingons attacked Septimus 
  III, the headquarters of the Cardassian Eleventh Order, 
  with 15 divisions. Because the Dominion did not send 
  promised reinforcements, the Klingons wiped out the 
  
  18
  The Dominion War Sourcebook: The Fires of Armageddon
  entire Eleventh Order—500,000 soldiers. This incident 
  sparked a fire of rebellion within Legate Damar. Long 
  angered by the way the Dominion treated his people, he 
  began laying the ground for a military revolt.
  Damar announced his rebellion in a broadcast on star-
  date 52801.3 that revealed an attack by detachments 
  from the First, Third, and Ninth Orders on the Dominion 
  outpost at Rondac III. But he did not reveal that, while 
  the attack destroyed the cloning facilities there, it cost him 
  over half the personnel loyal to him at that point. Damar, 
  an old soldier, had little understanding of how to fight a 
  guerrilla war.
  The Federation, seeing in Damar a valuable ally, decid-
  ed to help him. It sent Colonel Kira Nerys of the Bajoran 
  Militia to teach him unconventional warfare techniques 
  (after giving her the temporary rank of Commander in 
  Starfleet to make her more palatable to her “pupils”). 
  Under Kira’s tutelage, the Cardassian Liberation Front 
  quickly learned the basics of conducting a resistance. 
  Its early targets included the weapons depot on Adarak 
  Prime, several Jem’Hadar posts on Cardassia Prime, and 
  various Dominion ships it sabotaged.
  KLINGON DISCONTENT
  With Starfleet and Romulan vessels vulnerable to the 
  Breen energy dissipator, only the Klingon fleets could 
  defend Federation territory. But General Martok could 
  only quickly muster a force of 1,500 ships, leaving him 
  outnumbered by combined Dominion-Cardassian-Breen 
  forces of an estimated 30,000 ships. The war suddenly 
  took on a desperate defensive tone for the Federation-
  Klingon-Romulan alliance.
  Unfortunately, it was at this time that Chancellor 
  Gowron, jealous of Martok’s political popularity, chose 
  to take his place as supreme commander of the Klingon 
  forces. Eager both to make Martok look bad and to score 
  major victories himself, he insisted on taking the offensive 
  instead of fighting defensively. Choosing targets such as 
  Avenal VII, where the Klingons were outnumbered six to 
  one and lost seven ships as a result, he put Martok in a 
  losing position again and again.
  When Gowron announced his latest plan—an attack 
  on Sarpedion V, the headquarters of the Twelfth Order 
  and one of the most heavily fortified worlds in the 
  Cardassian Union, Lt. Commander Worf had heard 
  enough. Denouncing Gowron’s plan as the product of 
  the Chancellor’s ego, he challenged him to single combat. 
  Gowron accepted, and the battle was on. After several 
  tense seconds of back-and-forth combat, Worf’s bat’leth 
  was shattered, but before Gowron could deliver the 
  death-blow, Worf stabbed him with both pieces of the 
  sword, killing him. Having thus earned the Chancellor’s 
  mantle, Worf bestowed it on the man most deserving of 
  it:  Martok.
  THE BASE AT DAVOS II
  Ever in need of new sources of ketracel-white, the 
  Dominion turned to some unlikely allies—the Son’a—to 
  have it manufactured. On Davos II, the Son’a, with the 
  help of Dominion engineers, established a factory to 
  produce white (for a high price, of course). The Son’a 
  defended the base heavily, using several of their cruis-
  ers and additional ships tasked to the base’s protection 
  by the Jem’Hadar. It was one of the last Dominion 
  facilities to fall during the final Federation offensive and 
  Dominion withdrawal to the Cardassian system.
  DAVOS II KETRACEL-WHITE MANUFACTURING 
  PLANT
  Type:  Strategic (military manufacturing)
  Location:  Davos II, planetside
  Commissioning Date:  2375
  Hull Characteristics
   
  Size/Structure:  5/A series of domes built into the 
  bedrock of Davos II, a Class H planet
   
  Resistance:  5
   
  Structural Points:  375
   
  Docking:  None (planetside facility)
  Personnel Characteristics
   
  Crew/Inhabitants/Capacity:  30/0/560 [5 Power/
  round]
   
  Entertainment:  4 [12 Power/round]
  Systems Characteristics
   
  Computers:  4 [4 Power/round]
   
  Transporters:  3 personnel, 4 cargo [4 Power/round]
   
  Tractor Beams:  None
   
  Power:  450
  Sensor Systems
   
  Long-range Sensors:  +1/15 light-years [6 Power/
  round]
   
  Lateral Sensors:  +1/1 light-year [4 Power/round]
   
  Sensors Skill:  4
  Internal Security:  4
  Weapons Systems
   
  Phased Polaron Beam Cannons
   
   Range:  10/30,000/100,000/300,000
   
   Arc:  All (720 degrees)
   
   Accuracy:  4/5/7/10
   
   Damage:  25
   
   Power:  [25]
   
  Type II Photon Torpedoes
   
   Number:  1,000
   
   Launchers:  5
   
   Arc:  360 degrees above base
   
   Range:  15/300,000/1,000,000/3,000,000
   
   Accuracy:  4/5/7/10
   
   Damage:  20
   
   Power:  [5]
   
  Weapons Skill:  4
  Defensive Systems
   
  Deflector Field
   
  Protection:  80/80/80/80 (120) [80 Power/shield/
  round]
  Ships:  Two So’na Cruisers, two Jem’Hadar Battle 
  Cruisers, a mix of 12-20 Son’a and Jem’Hadar Attack 
  Fighters
  Notes/Description:  The Narrator can also use the 
  statistics for this base to represent many other planet-
  side Dominion and Cardassian military bases.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  19
  THE RAID ON KELVAS
  Despite weeks of study, Starfleet was still having dif-
  ficulties understanding the underlying principles of the 
  Breen energy dissipator, and thus in developing a defense 
  to it. Needing a working model of the weapon, they 
  turned to Damar’s rebels to get one for them.
  The Cardassian Liberation Front, flush with success 
  after a recent sabotage mission vaporized the Tevak 
  Shipyards in an explosion, devised a plan to infiltrate 
  the Kelvas Repair Yards using Col. Kira as a “prisoner” 
  being brought in for interrogation. After a tense period 
  of infiltrating the station and then the ship they wanted 
  to steal, the rebels escaped with their prize—a Jem’Hadar 
  Attack Fighter. A few days later, after evading several 
  Dominion patrols, Kira, Odo, and Garak delivered the 
  ship to Starfleet, which immediately turned it over to the 
  Corps of Engineers.
  With a working model to study, it took the Corps 
  of Engineers only a few days to develop a countermea-
  sure for the energy dissipator. Modifications to the shield 
  generators of every Starfleet and Romulan vessel finally 
  provided all of the alliance’s forces with protection against 
  the devastating Breen weapon.
  THE LIBERATION OF BETAZED
  With the occupiers of Betazed completely cut off 
  by the Federation alliance’s successes in the Battle of 
  the Three Suns (see page 29), Starfleet Command initi-
  ated its final effort to free Betazed. It assembled the 
  Seventh, Tenth, Twelfth, and Thirty-Seventh Fleets, sup-
  ported them with Klingon and Romulan wings, and 
  alerted the Betazoid resistance to its plans.
  As Federation alliance ships attacked the Dominion-
  Cardassian-Breen planetary defense perimeter, the 
  resistance assaulted Dominion military headquarters in 
  Medara. Exposing themselves to deadly counterfire, resis-
  tance members used ultritium rockets and isomagnetic 
  disintegrators to vaporize the target. The Dominion forces 
  switched their command functions to a secondary outpost 
  within minutes, but the temporary loss of command 
  played a crucial role in the space battle. Taking advantage 
  of the enemy’s momentary confusion, Starfleet attacked 
  the heart of the Dominion formation, using the Klingons 
  and Romulans to turn the Breen wings on the enemy’s 
  flanks and expose the enemy formation to additional 
  attacks from the sides. With nowhere to run and no allies 
  to call on, the enemy fought to the last ship, but the 
  Federation alliance’s triumph was inevitable. At long last, 
  Betazed was free.
  But even as the Betazoids cheered, and helped the 
  Starfleet Ground Forces round up the Jem’Hadar and 
  Cardassian soldiers on the planet, the occupation’s terrible 
  toll lay like a shroud over their world. Directly, through 
  punishment or execution, or indirectly, through overwork 
  and disease, the Dominion killed 75 million Betazoids. 
  Hundreds of millions of survivors will carry the physical 
  and emotional scars of the occupation with them for the 
  rest of their lives.
  THE FINAL ATTACK ON CARDASSIA
  With the Federation alliance advancing in ships pro-
  tected against the energy dissipator, the Dominion 
  executed a strategic withdrawal. It pulled out of 
  Federation, Klingon, and Romulan space entirely, estab-
  lishing a new, much tighter defensive perimeter within 
  the core systems of the Cardassian Union. While this 
  shortened supply lines and created a zone of greater 
  defensibility, the Dominion also intended to give the 
  Federation alliance an opportunity to back off and recu-
  perate—which in turn would provide the Dominion with 
  time to build more ships and clone more Jem’Hadar. But 
  the Federation alliance realized it couldn’t afford to let the 
  enemy rebuild. It had to strike now, before the enemy 
  recovered. It recognized that shorter, stronger enemy lines 
  would require a major offensive involving thousands of 
  ships to break, but avoiding the problem would just drag 
  the war out for years, probably leading to the alliance’s 
  defeat.
  THE BATTLE OF GETHA
  The Federation alliance fleet—8,350 ships strong—met 
  the Dominion-Cardassian-Breen forces in the Getha sys-
  tem, less than a light-year from the Cardassia system 
  itself. Although the enemy outnumbered them over two 
  to one, Starfleet and its allies were determined to end 
  the war; as General Martok noted confidently, “This only 
  means more targets for us all!”
  The clash in Getha lasted almost three hours. The 
  Starfleet wings struck at the center of the enemy for-
  mation, while the Klingons and Romulans attacked the 
  flanks. But the results were inconclusive. While the 
  Federation alliance had better morale and a righteous 
  cause, it was badly outnumbered, and in many ways 
  outgunned. When the first phase of the battle ended, 
  the enemy had heavily damaged all three components of 
  the fleet—particularly the Romulans, who lost their flag-
  ship, the Vereleus-class Ko’nar, and nearly half their ships. 
  With the Romulan lines about to collapse, Captain Sisko 
  moved his part of the Starfleet forces to assist them, while 
  Admiral Ross and General Martok struck at a perceived 
  weakness in the enemy’s center. Although the Federation 
  alliance fought valiantly, it began to seem as if it were 
  only a matter of time before it had to break off the attack.
  Then, suddenly, the Cardassians turned on their allies! 
  The initial surprise attack destroyed over two thousand 
  Dominion and Breen ships and left gaping holes in the 
  Dominion’s lines. The Federation alliance forces pressed 
  their attack, causing further destruction among the enemy 
  forces.
  
  20
  The Dominion War Sourcebook: The Fires of Armageddon
  THE BATTLE OF CARDASSIA
  After re-establishing the long-range communications 
  disrupted by Damar’s rebels, the Founder leader ordered 
  the Jem’Hadar and Breen to withdraw from Getha to 
  the Cardassia system for a last stand. The Federation 
  alliance forces followed close on their heels. While 
  Starfleet moved into position to eliminate the network 
  of orbital weapon platforms protecting Cardassia Prime, 
  the Romulans and Cardassians teamed up to take on the 
  Jem’Hadar, leaving the Klingons to fight the Breen. 
  Meanwhile, on the planet below, the Jem’Hadar were 
  methodically razing Cardassian cities. Before the Founder 
  leader called them off, they destroyed nearly two-thirds 
  of the major urban centers on Cardassia Prime and mas-
  sacred 800 million Cardassians.
  As battle filled the skies above Cardassia with explo-
  sions and sent wrecked ships plummeting to earth, 
  Security Chief Odo beamed into Dominion headquarters. 
  Linking with the Founder leader, he transmitted the cure 
  for the Founder virus, saving her life. Suddenly she real-
  ized the truth of what Odo had told her all along:  the 
  Federation posed no threat to the Dominion, it only 
  wanted to coexist peacefully. There were “solids” the 
  Founders could trust. Shocked, and even a little ashamed, 
  she ordered the Jem’Hadar and Breen forces to surrender 
  immediately—the first surrender in the ten thousand year 
  history of the Dominion.
  At long last, the war was over, and the Federation 
  alliance had won.
  THE WAR’S END
  THE TREATY OF BAJOR
  Two months later, the leaders of the Federation alliance 
  and the Dominion alliance met on Deep Space 9 to sign 
  a treaty formally ending the war. Known as the Treaty of 
  Bajor, it principally specified:
  —The Dominion swore never again to engage in hos-
  tile or aggressive conduct towards any Alpha Quadrant 
  government or species, or to invade the Alpha Quadrant 
  (the Breen and Cardassians made similar pledges);
  —All Alpha and Gamma Quadrant species have the 
  right to transit the wormhole freely to conduct trade, 
  cultural or scientific studies, or other peaceful exchanges;
  —The Dominion and the Federation, Klingons, and 
  Romulans would exchange ambassadors and open eco-
  nomic relations;
  —The Dominion and Breen Confederacy were to pay 
  war reparations in specified amounts to the Federation, 
  Klingons, Romulans, and Cardassians; and
  —The former boundaries between the Cardassian 
  Union and the Federation, and the Breen Confederacy 
  and the Federation, were re-established.
  ADMIRAL WILLIAM ROSS
  Attributes
  Fitness 3
  Coordination 2
  Intellect 4
       Perception +1
  Presence 4
  Psi 0
  Skills
  Administration (Space Station Administration) 5 (6)
  Athletics (Velocity) 1 (2)
  Command (Combat Leadership) 5 (6)
  Computer (Computer Simulation/Modeling) 3 (4)
  Culture (Human) 2 (3)
  Dodge 2
  Energy Weapon (Phaser) 2 (3)
  Espionage (Covert Communications) 2 (3)
  First Aid (Human) 1 (2)
  History (Human) 2 (3)
       Federation (3)
  Language, Federation Standard 2
  Law (Starfleet Regulations) 5 (6)
  Personal Equipment (Tricorder) 1 (2)
  Persuasion (Debate) 1 (2)
  Planetary Tactics (Small-Unit) 2 (3)
  Planetside Survival (Forest) 1 (2)
  Shipboard Systems (Command) 3 (4)
  Social Sciences (Political Science) 2 (3)
  Starship Tactics (Starfleet) 3 (4)
       Cardassian (4)
       Dominion (4)
  Strategic Operations (Bajor Sector) 4 (5)
       Cardassian (5)
  Unarmed Combat (Starfleet Martial Arts) 2 (3)
  Vehicle Operations (Shuttlecraft) 1 (2)
  World Knowledge (Earth) 2 (3)
  Advantages/Disadvantages
  Contacts (various ones throughout the Federation) 
  +12, Promotion (Fleet Admiral) +20, Dark Secret (does 
  work for Section 31) -2
  Courage:  5
  Renown:  81
       Aggression:  14
       Discipline:  20
       Initiative:  18
       Openness:  12
       Skill:  17
  Resistance:  3
  A skilled administrator and leader of men, William 
  Ross has served in Starfleet for nearly 30 years, earn-
  ing numerous accolades in his official records for the 
  competence and dispatch with which he performed his 
  duties. For the entire Dominion War, Ross was the 
  admiral in charge of operations in the Bajor Sector, 
  including command of the Ninth Fleet (a duty he usually 
  preferred to delegate to officers with more field combat 
  experience). Additionally, Ross is one of a select group 
  of Starfleet officers who work for Section 31 (though of 
  course only a few people know this).
  
  The Dominion War Sourcebook: The Fires of Armageddon
  21
  CODA
  Despite the treaty, it will take years, if not decades, 
  for life to return to normal in the areas affected by the 
  war. Even ten times the reparations specified in the treaty 
  couldn’t pay for the devastation the war caused, much 
  less the loss of priceless humanoid lives—excluding the 
  Cardassians, the total Federation, Klingon, and Romulan 
  death toll for the Dominion War reached nearly 250 mil-
  lion. All four major Alpha and Beta Quadrant civilizations 
  have a great deal of rebuilding, perhaps even restructur-
  ing, to do in the post-war galaxy.
  But now, after incalculable destruction and the spilling 
  of more blood than anyone in the Federation could have 
  imagined, the Alpha Quadrant is free from the threat 
  of the Dominion. The increasing social, cultural, and eco-
  nomic contact between the Gamma and Alpha Quadrants 
  can only improve understanding and relations between all 
  the peoples of the galaxy. The promise of the Bajoran 
  wormhole finally seems ripe for fulfillment.
  FACTORS INFLUENCING THE 
  WAR:  WHY STARFLEET WON
  Although the Dominion War has barely ended, his-
  torians and political commentators have already begun 
  analyzing what happened and why the Federation won. 
  While their work lacks both the perspective of time, 
  and access to currently classified Starfleet files, they have 
  already made some significant findings.
  On the face of things, it seems unlikely the Federation, 
  Klingons, and eventually Romulans would emerge victori-
  ous from the Dominion War. The primary member of the 
  alliance, the Federation, was and is a peaceful society 
  devoted to personal advancement and the acquisition of 
  knowledge, not warfare and conquest. In fact, neglect 
  of even the most basic aspects of system defense con-
  tributed to the fall of Betazed, Benzar, and many other 
  Federation worlds during the war—in their utopian state, 
  they simply forgot that not everyone in the galaxy shares 
  the Federation’s ideals. The UFP faced an enemy with 
  a ten thousand year history of conquest and empire-build-
  ing that outnumbered the Federation alliance forces by a 
  large margin—a minimum of two to one at most stages of 
  the war, and sometimes much more. The enemy’s troops 
  were genetically-bred super-soldiers strong, powerful, and 
  skilled enough to take on two or three average Starfleet 
  personnel (or one Klingon) and kill them in hand-to-hand 
  combat, and who didn’t need to eat or sleep. The enemy 
  leaders were shapeshifters who could, and did, infiltrate 
  the highest levels of the Federation and Klingon govern-
  ments.
  But despite these obstacles, the Federation alliance 
  won the war. Scholars have identified five major factors 
  contributing to the victory.
  BREADTH OF CHARACTER
  While the Klingons and the Jem’Hadar, and even the 
  New Essentialist Movement, might sneer at “Federation 
  weakness,” in truth members of Starfleet, and indeed 
  all UFP citizens, derive great moral and spiritual strength 
  from adhering to the principles of the Federation:  free-
  dom, equality, nonviolence, brotherhood. The Federation’s 
  ideology is not a hollow philosophy of superiority based 
  on military strength or conquests, but rather moral guide-
  lines which apply both internally and externally.
  Because of their belief, one might even say faith, in 
  these principles, Starfleet members and Federation citizens 
  were able to struggle on when other species and people 
  would have given up in despair. They believe in some-
  thing stronger, better, nobler than themselves, and that 
  sustains them through even the worst of times. There’s 
  no doubt Starfleet morale hit all-time lows during the 
  Dominion War—in the face of attacks by a seemingly 
  unstoppable enemy, a little despondency is understand-
  able. But even at its lowest, morale remained much 
  higher than what a comparative civilization would have 
  experienced in the same situation. The strength of the 
  Federation character would not let despair fully take hold 
  among the populace.
  Because it was fighting to preserve ideals which were 
  greater than itself, and more important than the goal 
  of mere survival, Starfleet was inspired to fight better, 
  harder, faster, and longer than its enemies. The Jem’Hadar 
  may not need to eat or sleep, but their “philosophy” is 
  the result of genetic tailoring and in the end is simply 
  self-serving. By devoting themselves to a higher moral 
  code, the peoples of the Federation were driven to fight, 
  bloody but unbowed, until they had achieved victory and 
  THE ROLE OF THE CARDASSIAN LIBERATION 
  FRONT
  Shortly before the end of the war, the Jem’Hadar 
  lured Damar to a meeting and killed most of his men, 
  simultaneously destroying all 18 of his bases (including 
  the ones at Atbar Prime, Regulak IV, Simperia, and 
  Quinor VII). But Damar himself escaped. He turned 
  to the people, calling on all Cardassians to rebel 
  against the Dominion. When they did, the Dominion 
  struck back, razing Lakarian City and killing two million 
  Cardassians. Its heavy-handed tactics only hardened 
  the Cardassians’ resolve.
  During the final battle for Cardassia, a series of 
  coordinated acts of sabotage knocked out the power, 
  communications, and transport facilities throughout 
  the capital and much of the planet. The Dominion lost 
  long-range contact with its fleet for hours. In response, 
  the Founder leader ordered every single Cardassian on 
  the planet killed. With most of the Jem’Hadar out 
  slaughtering Cardassians, Damar’s rebels stormed head-
  quarters and captured the Founder leader. Sadly, during 
  the assault the Jem’Hadar killed Damar, the one man 
  who could have unified post-war Cardassia and put it 
  on a path to a freer, better society. But without his 
  noble sacrifice, the Federation alliance might have lost 
  the war.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  22
  preserved that code in the face of its greatest challenge 
  ever.
  BREADTH OF TRAINING
  The Jem’Hadar are superb warriors. Strong, tough, 
  untiring, and aggressive, they’re difficult for even the 
  best-trained troops to fight. The Dominion bred them 
  to be the ultimate soldiers, and in many respects they 
  are. But matched against that, Starfleet had a diversity 
  of training and experience the Jem’Hadar, and to a lesser 
  extent the Cardassian Central Command, lacked. While 
  a Jem’Hadar soldier can outmatch the average Starfleet 
  officer in skills purely military, the Starfleet officer pos-
  sesses a much broader knowledge of the universe around 
  him, and a more diverse suite of skills—and that gives him 
  other ways to defeat the Jem’Hadar than brute force.
  The Starfleet philosophy of encouraging officers to 
  pursue many different interests—to become generalists, 
  rather than specialists—proved its worth amply during 
  the Dominion War. Time and again, Starfleet commanders 
  confronted with an untenable tactical position emerged 
  victorious by calling on their officers for solutions from 
  a dozen different disciplines. Where the Jem’Hadar only 
  know how to use military skills, Starfleet also applies 
  scientific knowledge, game theory, cultural analyses, engi-
  neering ability, and psionic powers to find a way to win. 
  Their breadth of training did exactly what it was intended 
  to do:  kept them alive and gave them the edge they 
  needed to solve the problems confronting them.
  FEDERATION PRODUCTION CAPACITY
  The Founders made a critical error when they evaluat-
  ed the UFP economy. Before starting the war, they studied 
  all aspects of the Federation intently. But they couldn’t 
  examine how the Federation reacts during a period of all-
  out war, since it had never fought such a war before. 
  Thus, the Founders couldn’t precisely determine just how 
  the Federation economy, among other things, would 
  respond to their attack.
  The Federation, an economic and social utopia, pro-
  duces only what its citizens need or want, not whatever 
  it thinks it can sell. To a significant extent, its economy 
  depends on barter rather than traditional capitalistic mod-
  els of distribution and trade. When the Founders analyzed 
  the Federation’s capacity to produce goods and services, 
  they could not factor the full strength of the Federation 
  economy into their models, because the Federation had 
  never truly exercised that strength.
  When push came to shove, the Federation wasn’t 
  limited to its peacetime production. Instead of letting 
  factories and shipyards sit idle because no one needed a 
  new ship or uniform or foodpack, it activated its entire 
  manufacturing base at full capacity, retooling as necessary 
  for military production. The number of ships, phasers, 
  skimmers, and transport inhibitors the Federation could 
  produce when it had to astonished the Dominion. Despite 
  the damage Dominion sabotage and attacks wreaked on 
  the UFP’s infrastructure, the Federation still exceeded its 
  peacetime output of goods by an enormous margin—as 
  much as 500% for some industries in some periods of the 
  war. This production capacity kept the Federation’s fleets 
  in the field and its troops on an even footing with the 
  Jem’Hadar when, if the Dominion’s original analyses had 
  been correct, Starfleet should have ground to an impotent 
  halt for lack of materiel.
  DOMINION SUPPLY DIFFICULTIES
  In contrast, the Dominion often faced supply difficul-
  ties. Cut off from its Gamma Quadrant production bases, 
  it struggled to refit Cardassian industrial facilities (not 
  the most numerous or advanced facilities to begin with) 
  to meet its needs. Its forces depended heavily on a num-
  ber of items—primarily ketracel-white and new Jem’Hadar 
  soldiers—that it could not easily manufacture in the Alpha 
  Quadrant. The Federation alliance exploited this vulnera-
  bility by attacking supply convoys, sabotaging production 
  facilities, and destroying breeding centers. In particular, 
  ketracel-white often proved something of an “Achilles’s 
  heel” for the Dominion. Enraged by withdrawal symp-
  toms, the Jem’Hadar lost the ability to fight effectively, 
  and eventually turned on each other. Had the Dominion 
  not bred such a weakness into its soldiers, the Federation 
  alliance would have found it much more difficult to defeat 
  them.
  HOME FIELD ADVANTAGE
  Last but certainly not least, the Federation forces 
  fought on familiar turf to defend their homes and loved 
  ones. Since they’d been at war with the Federation 
  for most of the two decades prior to the start of the 
  Dominion War, the Cardassians didn’t possess extensive 
  data on Federation space, particularly the core world 
  regions. When they pushed deep into Federation territory, 
  the Dominion-Cardassian forces often found themselves 
  on unfamiliar “ground.” Starfleet, on the other hand, 
  was intimately familiar with most of the regions where 
  it fought. It had detailed charts, and its officers knew 
  every asteroid belt, nebula, planet, and stellar anomaly 
  around them. Many times Starfleet lured its enemies into 
  ambushes or traps because it knew the battlefield better.
  Knowing that their families and friends were in danger 
  also spurred Starfleet personnel to acts of courage and 
  sacrifice. The Dominion was fighting a war of conquest 
  that had no real impact on its society. The Federation, 
  on the other hand, fought for its very survival. The war 
  had meaning for its officers and personnel, and their 
  emotional stake in the fight kept them going when they 
  might otherwise have faltered.
  
  A
  s discrete “units” of the overall conflict, the battles of the 
  Dominion War provide a Star Trek: Deep Space Nine Narrator 
  with an easy way to involve et his players in the war. In a series 
  that doesn’t revolve solely around the war, fighting a battle 
  or two gives the players a chance to contribute to the 
  Federation alliance war effort. In a war-based campaign, 
  they’ll have even more opportunities to participate in 
  major battles.
  This chapter reviews, in chronological order, 
  several significant battles or operations of the 
  Dominion War that Narrators may wish to intro-
  duce into their series. Since most players can’t 
  stand it when Narrators place them in no-win 
  situations—such as battles which history tells us 
  Starfleet lost—all of the battles described here are 
  ones the Federation alliance won. The Narrator 
  just has to give the Crew a prominent role in the 
  battle, one allowing them to contribute to Starfleet’s 
  success, and then let them figure out how to achieve 
  that success. The text provides suggestions on possible 
  roles for the Crew in each battle.
  RUNNING THE BATTLES
  Before incorporating battle scenes into the series, you as Narrator 
  should decide how you want to fight those battles in game terms. If you’d 
  like a broader, “whole-battle” perspective, allowing the players to fight the 
  entire conflict, use the fleet combat rules from Spacedock, page 165. Give each 
  player one or more wings to control, create some enemy wings to oppose them, 
  and then play out the battle. Don’t worry about whether your battle tracks 
  all of the historical incidents accurately; as long as the end result—a Starfleet 
  victory—doesn’t change, everything’s fine.
  Narrators who want to focus on the role of the Crew’s ship or actions and 
  how they affect the battle may prefer to use the normal starship combat rules. 
  But historically, most Dominion War battles last for hours, and the regular starship 
  combat rules weren’t designed for such situations. Before too long the Crew 
  members will find their ship’s shields collapsing and their ship taking heavy damage 
  from Cardassian disruptors. To extend the life of the Crew’s ship in the battle, 
  reduce the damage done to it by all attacks to 25% (one-fourth) of normal (but do 
  a minimum of 1 point of damage per reduced attack, regardless of the automatic 
  defense rule). That way the ship remains intact much longer, allowing it to have a 
  significant effect on the battle. Alternately or in addition, you can allow the Crew’s 
  ship to recharge their shields to full strength in one round, instead of the normal 
  nine rounds.
  Obviously, the Dominion War included many other important battles than the ones 
  listed below. You can find details on those other battles in Chapter One, and use 
  the battles in this chapter as examples for how to involve your Crew in them if you 
  wish to.
  Narrators who want to use miniatures or other objects to play out the battles 
  should review the information on pages 125-128 of the Star Trek: The Next Generation 
  Roleplaying Game Players’ Guide on that subject.
  A THUNDER TO SHAKE THE STARS: 
  BATTLES OF THE DOMINION WAR
  CHAPTER TWO
  
  24
  The Dominion War Sourcebook: The Fires of Armageddon
  THE SABOTAGE OF VULDOK NOR
  Stardate:  51614.7
  Location:  Vuldok system
  HISTORY OF THE BATTLE
  Starfleet’s most successful special forces operation 
  of the Dominion War targeted Vuldok Nor, a large 
  Cardassian orbital fortress near the former Federation-
  Cardassian border. Starfleet assigned Rapid Response 
  Team 23 to prevent the ships there from reinforcing 
  the enemy in several contested systems. In short, 
  45 persons—albeit 45 of the best-trained soldiers in 
  Starfleet—had to stop 15,000 Cardassians and 33 ships.
  In theory, the plan devised by Lieutenant Nosar Drin 
  and his staff was a fairly simple one:  while the team 
  convinced the station it was under attack, several soldiers 
  would sneak onto Vuldok Nor and sabotage its main 
  fusion reactor. In reality, the plan called for split-second 
  timing and a high degree of skill on the part of every 
  team member.
  After the boarding party began approaching the sta-
  tion by hiding in the sensor shadow of an incoming 
  Galor-class ship in a shuttlecraft, Lieutenant Drin and his 
  men reconfigured their Saber-class ship’s main deflector 
  and several probes to create enough echo displacements 
  to make Vuldok Nor’s sensors show a small but powerful 
  enemy force approaching the base. Activating the sta-
  tion’s deflector shields, the station commander ordered all 
  ships presently at the station to remain there.
  Meanwhile, the strike team docked its shuttlecraft to 
  the outside of the station, walked down the outside of 
  the station using EVA suits, bypassed an airlock’s security 
  sensors, and snuck directly into the fusion plant through 
  an airlock. After disabling two guards, the team members 
  planted a computer virus in the plant’s computers that 
  would turn off all safety interlocks in just a few minutes. 
  Then they made good their escape.
  As the strike team fled (using deflector shield modu-
  lation codes stolen from the base’s computers to slip 
  through its shields), personnel aboard Vuldok Nor detect-
  ed them and opened fire. Just when it looked like the 
  Cardassians would destroy the shuttle, the entire station 
  and its complement of ships went up in a tremendous 
  fireball. After rescuing the shuttle, Lieutenant Drin and his 
  crew returned to Federation space.
  THE BATTLE IN YOUR SERIES
  Obviously, the Vuldok Nor action doesn’t constitute 
  a “battle” in the classic sense, but not every battle con-
  sists of two large groups of starships squaring off against 
  each other. Various types of unconventional warfare play 
  an equally important role in most wars, including the 
  Dominion War.
  The best way to use Vuldok Nor is to let your Crew 
  take the place of Rapid Response Team 23. While sneak-
  ing onto the station may prove more difficult with a 
  smaller number of personnel, that should make the epi-
  sode all the more challenging, and thus enjoyable, for 
  the Crew. Alternately, your Crew can assist the Rapid 
  Response personnel. If the team has suffered casualties 
  or encountered other difficulties prior to, or during the 
  planning of, the Vuldok Nor mission, your Crew may be 
  just the replacements it needs. Or perhaps the Crew’s 
  ship has greater resources than the team’s Saber-class 
  Heavy Scout, providing the team with more options for 
  the assault.
  For Vuldok Nor, use the Typical Cardassian/Dominion 
  Base Template on pages 207-08 of the Star Trek: Deep 
  Space Nine Roleplaying Game core rulebook.
  THE SECOND BATTLE OF VULCANIS
  Stardate:  51793.5
  Location:  The Vulcanis system and surrounding space
  HISTORY OF THE BATTLE
  After conquering Betazed, the Dominion-Cardassian 
  alliance attacked Vulcan. With a strong central formation 
  of Jem’Hadar Battle Cruisers backed by Galor-class ships 
  and swarms of fighters, the Dominion penetrated into the 
  Vulcanis system, making it as far as Kal-Ap-Ton (Vulcanis 
  V) before the Federation defenders brought it to bay in 
  a fierce six-hour battle. During the fighting, ships of both 
  forces swooped between the dozen moons of Kal-Ap-Ton 
  and through the upper layers of its atmosphere as they 
  tried to outflank and outmaneuver each other.
  Admiral Salok, commander of the Fifth Fleet, orches-
  trated several daring assaults to break the back of the 
  Dominion offensive. First, he used wings of large capital 
  ships to outmaneuver and then weaken one of the 
  enemy flanks. Second, his Akiras, Steamrunners, and 
  their complements of Starfleet Attack Fighters laid waste 
  enemy fighter wings and then inflicted significant losses 
  on enemy capital ships. Third, he sent destroyer wings 
  formed from the remnants of other wings to attack weak 
  points in the enemy formation. Backed by Klingon wings 
  and the Admiral’s Sovereign-class flagship, the U.S.S. 
  Gibraltar, NCC-75689, they struck at the new openings, 
  enlarging them and collapsing the enemy formation.
  Realizing they’d lost the battle, the Dominion-
  Cardassian forces withdrew to a system six light-years 
  away. The Federation-Klingon fleets, too exhausted and 
  battered to pursue, let them go. The victory cost nearly 
  250 ships, and 37,000 Starfleet and Klingon personnel, 
  but was crucial for Federation security.
  THE BATTLE IN YOUR SERIES
  If possible, run this battle using a playing field and 
  miniatures of some sort, since the “terrain”—Kal-Ap-Ton 
  and its 12 moons—makes for an atypical combat situa-
  tion. The moons provide cover and obstacles to avoid. 
  
  The Dominion War Sourcebook: The Fires of Armageddon
  25
  Ships can also use the planet’s atmosphere as cover, but at 
  their own risk. The upper atmosphere provides +1 cover, 
  but its pressure causes 2 points of damage per round 
  to a ship (or its shields). The upper middle atmosphere 
  provides +2 cover, but causes 6 points of damage per 
  round. The lower middle atmosphere provides +3 cover, 
  but causes 9 points of damage per round. The pressure 
  of the lower atmosphere will crush any starship in one 
  round. (All cover penalties from the planet apply to attack 
  rolls, sensor and communications Tests, and the like; dam-
  age caused is not subject to the 25% reduction rule 
  described above.)
  At the Narrator’s option, getting too close to the 
  planet may expose a ship to its gravitational pull. The 
  gravity in the upper middle atmosphere acts like a 
  Strength 4 tractor beam dragging ships towards Kal-Ap-
  Ton’s “surface.” In the lower middle atmosphere and 
  below, increase the Strength to 8. If a ship can’t break 
  free, gravity will drag it into the lower atmosphere to its 
  destruction.
  During the battle, the player characters’ ship may lead 
  one of the destroyer wings formed by the Admiral later 
  in the battle, or take whatever other role the Narrator 
  considers appropriate and enjoyable. For an unusual twist, 
  give each player a Starfleet Attack Fighter and let them 
  dogfight with the enemy fighters or make a swarm attack 
  on a Jem’Hadar Battle Cruiser.
  THE BATTLE OF SYBARON
  Stardate:  51827.9
  Location:  The Sybaron system
  HISTORY OF THE BATTLE
  Shortly after the loss of Benzar, the Dominion sent a 
  strike fleet to outflank some heavily-defended Federation 
  systems and attack Tellar. Starfleet Command ordered the 
  rebuilt and restructured Seventh Fleet to intercept the 
  enemy. The Seventh met the Dominion-Cardassian forces 
  at Sybaron, a little-known system on the rimward edge 
  of UFP space. Unfortunately, the Seventh Fleet fared only 
  a little better at Sybaron than it did at Tyra. Numbering 
  98 Starfleet and Klingon ships, it faced an enemy force 
  of nearly 150 vessels. Admiral Arthur Bellamy, the Fleet’s 
  new commander, organized his capital ships into loose, 
  roughly cubical formations of six to 10 vessels each (to 
  create overlapping fields of fire in each cube’s zone of 
  control), with wings of smaller ships to move between 
  the cubes—an approach providing balance and flexibility 
  against a numerically superior foe.
  The Dominion-Cardassian forces under the command 
  of the Vorta Umala divided into multiple attack units, one 
  for each of Bellamy’s cubes, with dozens of Hideki-class 
  ships and Jem’Hadar Attack Fighters in support. Initially 
  the Federation alliance held the line; it maintained forma-
  tion against several enemy assaults for over an hour. 
  Finally the enemy broke one of the cubes apart, creating 
  KAL-AP-TON PLANET TEMPLATE
  Planet Name: Kal-Ap-Ton (Vulcanis V)
  Class: J (gas giant)
  System Data: Kal-Ap-Ton has 12 moons, ranging in 
  size from approximately 3,000 km (slightly smaller than 
  Earth’s moon) to 5,500 km. The third and eighth moons 
  are Class G; all the rest are Class D or F.
  Gravity: 2.5G
  Year and Day: 4,337/8.75 hours
  Atmosphere: A Class J atmosphere composed main-
  ly of hydrogen, helium, ammonia, methane, and some 
  other substances.
  Hydrosphere: The atmosphere contains trace 
  amounts of water.
  Climate: Kal-Ap-Ton has no distinct surface and no 
  climate in the common sense of the term. Ammonia 
  “storms” wrack its surface constantly. 
  Sapient Species, Tech Level, Government, 
  Culture, Places of Note, Ship Facilities: None
  Affiliation: Vulcan (United Federation of Planets)
  Resources: None, other than hydrogen for use as 
  starship fuel.
  Other Details: Kal-Ap-Ton has a diameter of 153,654 
  kilometers. For a Vulcanis System Template and map, 
  see The Way of Kolinahr, page 42, or Planets of the 
  UFP, Vol. 1, page 123.
  SYBARON SYSTEM TEMPLATE
  System Name:  Sybaron
  Affiliation:  United Federation of Planets
  System Type:  Sybaron is a Type K2 V (orange, 
  bright, main sequence) star.
  Inhabited Planets:  None
  Other Planets:  Fifteen planets orbit Sybaron. The 
  inner four are all Class D or F. Sybaron V is Class K. The 
  next three are Class G or H. Sybaron IX-XIII are Class J 
  worlds, and the outer two planets are Class D.
  Other Stellar Objects:  Extensive Oort and Kuiper 
  belts.
  Artificial Objects:  None
  SIS:  A little-known system on the rimward edge of 
  UFP space, ripe for development.
  a large gap in the lines. Within another two hours, it was 
  all over. Admiral Bellamy retreated with 48 ships to the 
  nearby Dorala system, leaving the enemy to consolidate 
  its gains. But while the Dominion won that particular 
  battle, it failed to achieve its objective, an attack on Tellar. 
  Therefore, Admiral Bellamy, not Umala, was the ultimate 
  victor at Sybaron.
  THE BATTLE IN YOUR SERIES
  The Federation alliance’s goal for this battle is not vic-
  tory per se, but rather to stop the enemy forces from 
  reach Tellar. Thus, the players don’t have to fight to 
  the last ship, just until they do enough damage to the 
  Dominion-Cardassian fleet to make it stop at Sybaron, or 
  even retreat to lick its wounds (crippling about 50% of 
  the enemy ships should do the trick). Narrators can give 
  
  26
  The Dominion War Sourcebook: The Fires of Armageddon
  the players (or each player) a command role in one of 
  Admiral Bellamy’s “cube” formations, or if they have a 
  smaller ship, put them in command of one of the groups 
  of “floating” ships so they can go wherever they’re need-
  ed in the battle.
  THE THIRD BATTLE OF VULCANIS
  Stardate:  51893.2
  Location:  The Vulcanis system
  HISTORY OF THE BATTLE
  A few days after the destruction of the Seventh Fleet 
  at the Tibor Nebula (page 14), Dominion-Cardassian forc-
  es began their third and final attack on Vulcan. Admiral 
  Salok, determined to spare the Vulcanis system any fur-
  ther damage, established his primary defense perimeter 
  outside the system’s Oort cloud. He hid part of his forces 
  within the cloud itself.
  The Dominion-Cardassian attack fleet, nearly 400 ships 
  strong, expected to find an outnumbered and demoralized 
  foe. While the Federation alliance forces (consisting of the 
  Fifth, Sixth, Thirteenth, and Thirty-First Fleets of Starfleet, 
  plus several squadrons of Klingon birds of prey backed 
  by larger Klingon ships) initially appeared smaller than the 
  attacking fleet, Admiral Salok’s hidden ships provided him 
  with an advantage the Dominion, in its arrogance, didn’t 
  even consider.
  The initial clash of the fleets lit the nighttime sky on 
  Vulcan with the force of the explosions and blasts. Aboard 
  the Gibraltar, Admiral Salok calmly analyzed the interplay, 
  moving the wings under his command like pieces in a 
  game of kal-toh. After some hours, when he judged 
  the time was right, he ordered a partial withdrawal. The 
  Jem’Hadar and Cardassians took the bait, intending to 
  pursue the Starfleet and Klingon vessels all the way to 
  the steps of the capitol in Shir’Kahr if necessary. But then 
  Salok’s hidden wings pounced, catching the main body 
  of the enemy forces in a firesack and decimating them. 
  The U.S.S. Kludy, NCC-71095, captained by Myria Lillian, 
  acquitted itself particularly well, destroying five Dominion 
  ships, including two Battle Cruisers. Salok’s “retreating” 
  ships quickly reversed course, turning the tables on the 
  Dominion in a matter of minutes.
  After another hour, the Dominion-Cardassian forces 
  broke off and retreated. Salok’s destroyer wings harrassed 
  them until they reached the safety of their lines in 
  Betazoid space. Less than half of the enemy ships made it 
  to safety, while Salok’s fleets suffered only 37% casualties. 
  Never again would the Dominion directly threaten Vulcan.
  THE BATTLE IN YOUR SERIES
  Your Crew can play several roles in this battle. First, it 
  could perform reconnaissance missions prior to the battle 
  itself, or perhaps skirmish with the enemy’s outer patrols 
  and scouts.  Second, Admiral Salok could assign the Crew 
  ADMIRAL SALOK
  Attributes
  Fitness 4
       Strength +1
       Vitality +1
  Coordination 3
  Intellect 5
       Logic +2
       Perception +1
  Presence 4
       Empathy -1
  Psi 3
  Skills
  Administration (Starship Administration) 5 (6)
  Athletics (Lifting) 2 (3)
  Command (Starship Command) 5 (6)
  Computer (Research) 2 (3)
  Culture (Vulcan) 2 (3)
  Dodge 2
  Energy Weapon (Phaser) 3 (4)
  History (Federation) 2 (3)
       Vulcan (3)
  Language, Vulcan 2
       Federation Standard 1
  Law (Starfleet Regulations) 5 (6)
  Mind Meld 4
  Personal Equipment (Tricorder) 1 (2)
  Planetary Sciences (Geology) 2 (3)
  Planetside Survival (Desert) 1 (2)
  Plat-Vok [“Share Mind”] 3
  Rha-Tel [“Control Body”] 3
  Rha-Tel-Pan [“Master Body”] 2
  Shipboard Systems (Sensors) 3 (4)
  Starship Tactics (Starfleet) 4 (5)
       Cardassian (5)
       Dominion (5)
  Strategic Operations (Vulcanis System) 4 (5)
       Dominion (5)
  Unarmed Combat (Nerve Pinch) 3 (4)
       Kareel-Ifla (4)
  Vehicle Operations (Shuttlecraft) 1 (2)
  World Knowledge (Vulcan) 2 (3)
  Advantages/Disadvantages
  Commendation (UFP Medal of Valor) +3, Curious +1, 
  Eidetic Memory +3, Instant Calculator +1, Promotion 
  (Fleet Admiral) +20, Code of Honor (Starfleet Code) -4, 
  Code of Honor (Vulcan) -3, Hides Emotions -2
  Courage:  6
  Renown:  90
       Aggression:  10
       Discipline:  28
       Initiative:  20
       Openness:  8
       Skill:  24
  Resistance:  5
  Salok of Vulcan, a Starfleet officer of 40 years’ 
  experience, is one of the highest ranking Vulcans in 
  Starfleet as of 2376. Compared to most Vulcans, oth-
  ers consider him innovative, insightful, aggressive, and 
  tenacious. While his logic remains as advanced as 
  that of his more pacifistic brethren (indeed, he has 
  mastered many arcane Vulcan psionic disciplines), he 
  prefers the logic of forceful, decisive action to that of 
  observing and waiting. Given these qualities, he was 
  well suited for a command role in Starfleet, and quickly 
  moved up in the ranks after joining the service. Made 
  the commander of the Fifth Fleet only two years prior 
  to the start of the Dominion War, he nevertheless filled 
  his post with distinction, successfully protecting his 
  homeworld from three determined Dominion-Cardassian 
  attacks. Since the War’s end his has been one of the 
  strongest voices arguing for the increased militarization 
  of the fleet.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  27
  members a particular goal in the battle, such as destroying 
  an enemy wing, or making hit-and-run attacks to help 
  lure the Dominion-Cardassian forces into his trap. Third, 
  he could put them in charge of the forces hidden in the 
  Oort cloud.
  THE BATTLE OF RICKTOR PRIME
  Stardate:  52317.3
  Location:  The Ricktor system; the Eldronath system
  HISTORY OF THE BATTLE
  Following its latest failure to free Betazed in early 
  2375, Starfleet engaged the enemy at Ricktor Prime, 
  a planet in a star system three light-years from the 
  former Cardassian border. The Fifteenth and Twenty-
  Second Fleets, supported by multiple wings of Klingon 
  and Romulan ships, established a defensive line 200 mil-
  lion kilometers from the star. They withstood the first two 
  waves of the Dominion attack admirably. But after enemy 
  attacks created several weaknesses in the Federation 
  alliance’s formation, the Jem’Hadar brought a powerful 
  weapon into the fray:  a Battleship, twice as large 
  and three times as powerful as a Galaxy-class Explorer. 
  Plowing almost effortlessly through the Starfleet lines, 
  the Jem’Hadar destroyed dozens of ships. Among the 
  losses were the U.S.S. Grissom, NCC-42857, from which 
  only six of 1,250 crewmen survived, and the U.S.S. 
  Bonaventure, NCC-67703, destroyed with all hands.
  The remnants of the Federation alliance forces, now 
  commanded by Centurion Velok following the death of 
  Admiral Hannah Stallsey aboard the Grissom, pursued 
  the enemy forces, hoping to prevent them from penetrat-
  ing too far into Federation space. When the Thirty-Third 
  Fleet engaged the enemy in the Eldronath system, Velok’s 
  fleet came up from behind and caught the enemy as 
  if between hammer and anvil. The Federation alliance 
  obliterated the Battleship and other enemy vessels—but 
  not before they’d destroyed 115 Federation, Klingon, and 
  Romulan ships and taken the lives of nearly 30,000 per-
  sonnel.
  THE BATTLE IN YOUR SERIES
  The best time to bring the player characters into the 
  battle of Ricktor Prime is after it leaves the Ricktor sys-
  tem—in the Eldronath system. That way the Crew doesn’t 
  get involved in the losing part of the battle. In particular, 
  Crews are suited to the major task of taking on the 
  Jem’Hadar Battleship. That sort of “impossible mission” is 
  just what most player characters do best, so give them a 
  chance. If they can’t concoct a workable plan, or the plan 
  they come up with doesn’t work due to a failed Tests or 
  the like, you can always bring in an extra wing of Klingon 
  or Starfleet ships to help them complete the task.
  For a change of pace, let the players take the role 
  of Centurion Velok and his crew (or the commanders of 
  FIRST TAIMAK’TORAL
  Attributes
  Fitness 5
       Strength +2
       Vitality +2
  Coordination 4
       Dexterity +2
       Reaction +2
  Intellect 4
       Perception +1
  Presence 4
       Willpower +1
  Psi 0
  Skills
  Administration (Jem’Hadar) 3 (4)
  Athletics (Lifting) 3 (4)
  Culture (Dominion) 2 (3)
  Dodge 3
  Energy Weapon (Jem’Hadar Rifle) 4 (5)
  History (Dominion) 1 (2)
  Language, Dominionese 2
  Law (Jem’Hadar Regulations) 4 (5)
  Planetary Tactics (Small-Unit) 3 (4)
  Planetside Survival (Mountains) 2 (3)
  Primitive Weaponry (Kar’takin) 3 (4)
       Jem’Hadar Combat Knife (4)
  Shipboard Systems (Tactical) 3 (4)
  Starship Tactics (Dominion) 4 (5)
       Starfleet (5)
       Klingon (5)
  Systems Engineering (Tactical) 2 (3)
  Theology (Jem’Hadar) 1 (2)
  Unarmed Combat (Jem’Hadar Fighting) 4 (5)
  Advantages/Disadvantages
  Battle-Hardened +3, Excellent Sight +2, High Pain 
  Threshold +2, Promotion (First) +3, Toughness +2, 
  Addiction (Ketracel-White) -3, Code Of Honor (Jem’Hadar 
  Code) -5, Fanatic -3 (suicidal devotion to the Founders 
  and the Dominion)
  Courage: 5
  Resistance: 9
  Nearly 10 years old, First Taimak’toral was one of 
  the most experienced “Gamma” Jem’Hadar to fight in 
  the Dominion War. A veteran of over a dozen major mili-
  tary campaigns, he was qualified to lead ground troops, 
  command an entire fleet of starships, or meet the 
  mightiest Klingon in single combat. He died when the 
  Jem’Hadar Battleship which wreaked such havoc among 
  the Federation lines at Ricktor Prime was destroyed in 
  battle in the Eldronath system.
  CHUDALA SYSTEM TEMPLATE
  System Name:  Chudala
  Affiliation:  United Federation of Planets (in the 
  Kalandra Sector), but captured early in the war by the 
  Dominion
  System Type:  Chudala is a Type G6 III (moderately 
  dim yellow giant) star.
  Inhabited Planets:  Chudala III (Class M), which con-
  tained a Federation colony with mainly Betazoid and 
  Human inhabitants until a Dominion attack obliterated 
  it.
  Other Planets:  The Chudala system contains nine 
  other planets. Chudala I and II are Class D; Chudala IV 
  and V are Class H; and Chudala VI-X are Class J.
  Other Stellar Objects:  Asteroid belt between 
  Chudala V and VI.
  Artificial Objects:  Extensive Dominion-Cardassian 
  fortifications (see text).
  SIS:  Former Betazoid-Human colony system cap-
  tured by the Dominion.
  
  28
  The Dominion War Sourcebook: The Fires of Armageddon
  other Romulan ships). Most players rarely, if ever, have 
  the opportunity to play Romulans, much less an entire 
  ship of them, so playing Velok et al. allows them to obtain 
  a new tactical perspective on the battle.
  The Eldronath system contains five planets, all Class 
  D or F except for one outer Class J world, and has no 
  asteroid belts or other significant “cover.” It provides the 
  Crew with plenty of room to maneuver and no worries 
  about collateral damage.
  THE BATTLE OF CHUDALA
  Stardate:  52442.7
  Location:  The Chudala system, Kalandra Sector
  HISTORY OF THE BATTLE
  Using data derived from messages decoded by former 
  Obsidian Order cryptographer Garak, Starfleet determined 
  the Dominion-Cardassian lines were vulnerable in part 
  of the Kalandra Sector. Starfleet Command assigned the 
  newly-reconstituted Seventh Fleet to exploit that weak-
  ness and gain the Federation alliance a foothold in 
  Kalandra.
  Eager for revenge after so many disastrous defeats, the 
  Seventh prepared to hit the enemy hard. Admiral Valerie 
  Umstead organized a “spearhead” assault based around 
  two wings of Galaxy-class ships and several destroyer 
  wings. On the flanks she placed wings of frigates and 
  Heavy Escorts, backed by squadrons of Attack Fighters, to 
  harrass the enemy and hold off its own fighters.
  Choosing a day when a dozen Cardassian ships 
  were away from the Chudala system escorting a large 
  supply convoy, the Seventh Fleet struck, crashing into 
  the Dominion’s Kalandra outer defense perimeter like a 
  thunderbolt. The Galaxy wings, backed by Umstead’s 
  flagship, the U.S.S. Rabor, NCC-73169, destroyed several 
  Jem’Hadar Battle Cruisers while the destroyer wings elim-
  inated a like number of Cardassian cruisers. Without 
  significant losses, the Seventh swept on to the inner 
  defense perimeter. There it met stronger resistance. After 
  an intense five-hour battle, it captured the Chudala sys-
  tem, eliminating over 80 Dominion and Cardassian ships 
  in the process. Additionally, a Klingon-Romulan task force 
  intercepted the supply convoy and destroyed it, signifi-
  cantly imperilling the Dominion’s position in the rest of 
  the Kalandra Sector.
  THE BATTLE IN YOUR SERIES
  Given its three stages—outer perimeter attack, inner 
  perimeter battle, and convoy assault—the Battle of 
  Chudala offers many opportunities for good gaming. The 
  Narrator can send the characters into the Kalandra Sector 
  in advance to gather crucial data on the defense perim-
  eters, then have them rendezvous with the main body 
  of the Seventh Fleet for one or both of the attacks—or 
  perhaps let them take the Klingon-Romulan task force’s 
  place and try to destroy the supply convoy. 
  Either or both of the defense perimeters should include 
  some space stations and defense platforms, since the 
  Dominion-Cardassian alliance has had plenty of time to 
  entrench itself in the Kalandra Sector. For the stations, use 
  the Typical Cardassian/Dominion Base Template on pages 
  207-08 of the Star Trek: Deep Space Nine Roleplaying 
  Game core rulebook; for the defense platforms, use 
  scaled-down versions of the Cardassian Orbital Weapon 
  Platform (page 85).
  THE KALANDRA CAMPAIGN
  Stardate:  52808.9 and subsequent
  Location:  Various systems in the Kalandra Sector
  HISTORY OF THE BATTLE
  After its combat engineers cracked the security on 
  the AR-558 relay station, Starfleet had the information it 
  needed to develop a strategy for retaking the Kalandra 
  Sector. Pursuant to this plan, the Seventh and Tenth 
  Fleets began a systematic campaign to cut the Dominion-
  Cardassian forces occupying Betazed off from their 
  sources of supply.
  First to fall were the Jem’Hadar in Shar’tala’veb, a 
  binary system having Federation protectorate status. They 
  were running out of ketracel-white and suffering serious 
  discipline problems as a result. After giving the defenders 
  a few more days to stew, the Tenth Fleet hit them 
  hard, wreaking havoc among a disorganized and demoral-
  ized foe. In less than an hour Shar’tala’veb was back in 
  Federation hands.
  Meanwhile, the Seventh Fleet initiated an extended 
  campaign against the Ducha’asa Vell system, a heavily-
  fortified enemy stronghold. Over the course of a week, 
  waves of Starfleet and Klingon vessels hit the Dominion 
  outposts there, weakening them and whittling down their 
  ship complements. When the crippled Qa’tang destroyed 
  the Bethra Nor station in a suicide attack, the Federation 
  alliance poured through the hole in the line, surrounded 
  the remaining installations, and forced them to surrender.
  The Dominion-Cardassian alliance brought two strike 
  fleets into the sector to deal with this new threat. 
  As the Klingons and Romulans fought them with hit-and-
  run tactics, Starfleet wings captured more systems. Then 
  Federation alliance forces rejoined, lured the enemy fleets 
  into an ambush near the Violet Nebula, and caught them 
  in a three-way crossfire which left only a handful of 
  enemy ships intact. Within another two weeks, Federation 
  alliance forces had captured another half-dozen systems, 
  including Trenatha, Cortule, and two on the borders of 
  the Violet Nebula. Now the Federation controlled nearly 
  half of the Kalandra Sector, and time was running out for 
  the invaders of Betazed.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  29
  THE BATTLE IN YOUR SERIES
  The Federation alliance’s Kalandra campaign makes an 
  excellent story arc or “mini-series” for your game. With 
  so many systems to retake, the admirals in charge of the 
  Seventh and Tenth Fleets can’t be everywhere at once, 
  so they’ve got to designate command of “sub-fleets” to 
  worthy officers—such as the player characters. With a 
  small fleet answering to them, the Crew members can 
  make a major contribution to the war effort by recaptur-
  ing several key systems... perhaps even the systems which 
  will provide the jumping-off point for the liberation of 
  Betazed.
  Alternately, the Narrator can give the Crew members 
  a recon role, sending them out in advance of the fleets 
  to scout enemy positions, and uncover weak points in 
  defense perimeters. Perhaps they can even harass the 
  enemy with some hit-and-run assaults, infiltration and 
  sabotage, or light skirmishing.
  THE BATTLE OF THE THREE SUNS
  Stardate:  52873.1
  Location:  The Chin’toka, Daxura, and Zhamur systems
  HISTORY OF THE BATTLE
  After Starfleet developed a defense to the Breen ener-
  gy dissipator, the Federation alliance planned a major 
  offensive on multiple fronts. It chose three star systems 
  as the focal points of the attack:  Chin’toka; Daxura, 
  where Dominion forces still threatened Bolarus IX and the 
  other primary Federation core worlds; and Zhamur, the 
  Dominion’s strongest remaining position in the Kalandra 
  Sector. In each case, the tactic was the same:  approach 
  the battle diffidently, as if making a last-ditch effort 
  to defeat an enemy armed with superior weapons, 
  then unleash a devastating attack while the Dominion, 
  Cardassian, and Breen forces wasted energy and effort 
  using their dissipators.
  The plan worked best in the Zhamur system, where 
  overconfident Dominion forces extended themselves too 
  far and quickly paid the price. A withering crossfire from 
  Starfleet and Romulan capital ships annihilated the main 
  body of their fleet, while smaller ships and Attack Fighters 
  took care of the outlying vessels. In less than three hours, 
  the Federation completed its control of the Kalandra 
  Sector.
  At Daxura, the enemy commanders were more cau-
  tious, but not cautious enough. The battered appearance 
  of the Federation alliance fleet led them to believe they 
  faced a weakened, demoralized enemy. Despite having 
  suffered damage in numerous skirmishes, most of the 
  Federation alliance ships functioned at 75% efficiency (or 
  better). The enemy fired its dissipators, only to find them 
  totally useless—and then Starfleet fired layered volleys 
  of torpedoes, followed by phaser beam barrages. The 
  Dominion-Cardassian lines quickly crumbled, and when 
  the remnants of the enemy fleet attempted to flee, the 
  Klingons destroyed them.
  At Chin’toka, where the enemy had dug in deep after 
  retaking the system, the Federation alliance forces faced 
  their toughest challenge. The Breen, supported by the 
  Jem’Hadar, seemed less surprised by the dissipator’s fail-
  ure than their attackers expected. But by concentrating 
  its fire on the Breen main ships and cleverly turning the 
  Jem’Hadars’ flank, the Federation alliance fleet prevailed, 
  sending the enemy reeling from the Chin’toka system 
  leaving hundreds of destroyed ships in its wake.
  Overall, the so-called “Battle of the Three Suns,” and 
  the lesser offensives that accompanied it, accounted for 
  six thousand destroyed or crippled enemy ships—approxi-
  mately 20% of the enemy’s total fleet. The Federation 
  alliance lost a substantial number of ships and personnel 
  as well, but its losses were insignificant compared to the 
  enemy’s.
  THE BATTLE IN YOUR SERIES
  The Battle of the Three Suns presents you with a smor-
  gasbord of options. Depending on the types of battles 
  you and your players prefer, you can include them in one 
  of the three main assaults as a small part of a greater 
  fleet, or give them a starring role in one of the lesser, 
  but still vital, offensives which occurred at the same time. 
  Since all of the battles took place more or less simultane-
  ously, you should only let them get involved in one fight. 
  For campaigns where the Crew needs an easy, rousing 
  victory to lift its spirits, Zhamur works best; if the players 
  enjoy outmaneuvering and out-thinking the foe, Daxura 
  and Chin’toka will give them just the sort of fight they’re 
  looking for.
  Daxura also offers an interesting battlefield. Due to the 
  star’s gravimetric fluctuations, the system contains only 
  three planets, but five separate asteroid belts. In many 
  places the battlefield becomes so “crowded” that conn 
  officers have to make a Moderate (5) Shipboard Systems 
  (Flight Control) Test not to collide with anything. This 
  counts as an Immediate Action, but if the conn chooses 
  to make it a normal, Timed, action, reduce the Difficulty 
  to Routine (3)—he’s doing a better job of watching where 
  he’s flying.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  30
  
  C
  ommentators and analysts have written literally thousands of files 
  full of data about every aspect of the space and ground militaries 
  of the 2300s. A thorough discussion of even a fraction of that 
  information would exceed the scope of this volume. What 
  follows is a brief analysis of some of the most basic, and 
  yet most intriguing, aspects of modern combat.
  WAR IN THE HEAVENS:  
  SPACE WARFARE IN THE 
  24TH CENTURY
  The majority of 24th century conflicts consist of 
  space-based battles involving starships. Compared 
  to past centuries, ground combat occurs much less 
  frequently, and involves far fewer men.
  THREE DIMENSIONS
  Space combat occurs in three dimensions. An attacker 
  can not only go through a defending force, or around it to 
  port or starboard, he can also go dorsally (above) or ventrally 
  (below). This opens up vast new possibilities for tactical maneuvering 
  which ground warfare lacks.
  Rookie naval personnel (and noncombatants) usually have difficulty grasping 
  the three-dimensional aspect of space combat. Intellectually, they understand 
  that battles take place in a three-dimensional environment. But it takes them a 
  while to comprehend fully what this means. Many a Starfleet cadet has tripped 
  himself up in space combat simulations, or on his first tour of duty for that 
  matter, by thinking in two-dimensionally. A space warrior who approaches combat 
  from a two-dimensional perspective soon finds a more experienced or perceptive 
  enemy dropping on him from above, striking at him from below, or circling in to 
  take up a position on his tail. Starfleet and similar organizations try to inculcate 
  recruits with the three-dimensional combat mindset quickly, to minimize training 
  time and loss of lives and equipment. Holosuite simulations and three-dimensional 
  games and sports are all part of this training.
  FRONTS
  The history of the Dominion War contains many references to “fronts”—the 
  Vulcan front, the Bolian front, the Kalandra Sector front, and many more. A space 
  warfare “front” differs significantly from the traditional, ground warfare definition of 
  that term. On the ground, it’s usually easy to tell the location of the front, though 
  some give and take occurs as opponents push the boundaries of control to gain more 
  territory, find a way to flank or ambush the enemy, or the like.
  THE FLUID FRONT
  But in space in the 24th century, it’s not quite so easy for someone, even a Starfleet 
  admiral, to define and delineate a front. In a three-dimensional combat environment—
  one up to thousands of light-years wide, broad, and deep—where ships move at many 
  times the speed of light, combatants find it difficult to maintain sufficient control of a 
  FLUID FRONTS AND ULTRITIUM ARTILLERY: 
  WARFARE IN THE 24TH CENTURY
  CHAPTER THREE
  
  32
  The Dominion War Sourcebook: The Fires of Armageddon
  region of space to establish a front. Even when Starfleet 
  believes it’s established a valid perimeter and has full 
  control over a system or area, all it takes is one fast-
  moving ship traveling just outside sensor range to slip 
  past the cordon and get deep inside Federation-controlled 
  space to strike vulnerable targets.
  Space warfare strategists call this the “fluid front.” 
  The term recognizes the two limiting aspects of the front 
  concept in space. First, all but the smallest, tightest fronts 
  have a certain level of “permeability” allowing an enemy 
  to penetrate them, like oxygen penetrating water in the 
  form of bubbles. That’s why space navies rarely dare 
  to send all of their ships to the front; they must use 
  some to defend planets against ships that slip past the 
  defensive lines. Second, a front’s boundaries change fre-
  quently—sometimes hourly—based on the positioning of 
  starships and defense platforms, the movement of stars 
  and other astronomical phenomena, sensor ranges, and 
  many similar factors.
  During a war, any stellar navy devotes a significant 
  portion of its resources and effort to minimizing the fluid-
  ity of its front lines. Like any other type of war, space war 
  involves controlling territory, so a stellar navy must not to 
  fall victim to the fluid front phenomena too much. Navies 
  that do lose territories and wars. A navy can decrease 
  front fluidity by extending the reach of its sensors, mak-
  ing it more difficult for the enemy to cross the lines 
  undetected. Navies usually do this by creating a broad 
  sensor net with individual ships’ sensors. But they need 
  ships for many things during war, and cannot always 
  spare enough to patrol every front thoroughly. So they 
  often use unmanned probes and monitoring stations to 
  exert “virtual control” over areas of the front they cannot 
  patrol. Cheap and indefatigable, unmanned sensors vastly 
  extend the reach of a force’s sensor network.
  However, enemies can sneak past or trick unmanned 
  sensors much more easily. A sensor without a humanoid 
  operator is only as good as its computer, and no navy can 
  program a computer to account for every possible vari-
  able and enemy tactic. For example, studies show that 
  cloaking devices are up to 73% more effective against 
  unmanned probes and monitoring stations than against 
  manned sensors. A minor subspace fluctuation a comput-
  er discounts as normal galactic “background noise” can 
  trigger a humanoid’s intuition, prompting him to examine 
  it more closely and thus detect a cloaked ship.
  A navy can also minimize front fluidity by minimizing 
  front size as much as possible. While this may create 
  more isolated than extended fronts (see below), it has 
  several benefits. First, by pulling in to control a smaller 
  area, a navy can more thoroughly cover that area with 
  its sensors. Second, with less distance to cover, it can 
  patrol more tightly and frequently, and respond to enemy 
  incursions more quickly and in greater force. Third, if the 
  zone of control includes a source of supply, a smaller front 
  reduces the length and vulnerability of supply lines. But 
  sooner or later a force must expand outward and conquer 
  more territory, or it risks falling into the trap of fighting a 
  defensive war—usually a losing proposition. Most navies 
  walk a fine line, balancing the need for offensives and 
  expansion against the ease of controlling their current 
  territory.
  Every navy has departments and/or officers tasked 
  with monitoring and maintaining front lines (among other 
  duties). For example, Starfleet has Strategic Operations 
  Officers, and the Romulans have Strategy and Tactics 
  Analysts. The Klingons assign such duties to whomever 
  seems most skilled at them.
  EXTENDED AND ISOLATED FRONTS
  Fronts in space warfare generally fall into two broad 
  categories:  extended fronts and isolated fronts.
  Extended fronts (also called corridor fronts) more 
  closely resemble the traditional concept of a front. To 
  establish one, a navy must control both a forward region 
  of space where its territory abuts enemy territory, and 
  a corridor of space between that region and the navy’s 
  primary zone of control. For example, when the Dominion 
  first captured Betazed, that was an extended front. The 
  Dominion controlled both a region on the front lines—the 
  Betazed system—and corridors between Betazed and 
  Cardassian space. At some times the Vulcan and Bolian 
  fronts were also extended fronts, as was the Chin’toka 
  system when the Federation alliance first took it. Most 
  analysts visualize extended fronts as “pseudopods” of 
  control jutting outward from the main body of a force’s 
  territory into its enemy’s territory. The longer the pseudo-
  pod, the more enemy territory the force controls, but the 
  more vulnerable the front becomes to counterattack.
  Establishing an extended front often serves as a first 
  step in expanding a force’s primary zone of control. When 
  a force establishes an extended front, it usually tries to 
  create other extended fronts nearby. Then it occupies the 
  space between the corridors, broadening the front step 
  by step until it secures enough territory to consider that 
  region part of its territory. Dominion-Cardassian offensives 
  in the Kalandra Sector early in the war provide a textbook 
  example of this strategy.
  Isolated fronts result when an extended front gets 
  cut off, or a force penetrates into enemy territory to 
  capture and hold a region unconnected to its primary 
  zone of control. An isolated front resembles an “island” 
  in another force’s “sea” of control. For example, the 
  Dominion forces which captured Benzar maintained an 
  isolated front there.
  Isolated fronts hark back to ancient seige warfare. The 
  navy controlling the front tries to hold out against the 
  surrounding force, which wants to retake the territory 
  encapsulated by the front line. If the territory within the 
  isolated front includes suitable sources of supply (such 
  as a planet with mining facilities to extract and refine 
  dilithium), the invader may hold out for a long time. 
  Since it has small, easily-defended perimeters, it can often 
  repulse attacks by larger forces. Even with an inexhaust-
  ible source of supply, few navies can hold an isolated front 
  
  The Dominion War Sourcebook: The Fires of Armageddon
  33
  against a determined attack forever, but often an invader 
  simply has to maintain control until reinforcements arrive.
  SUPPLY LINES
  Creating supply lines to keep front-line forces properly 
  equipped and fed is of paramount importance in space 
  warfare. Although widespread use of replicator technol-
  ogy has significantly diminished the importance of supply 
  lines, replicators cannot solve all supply problems. First, 
  they require some raw material—the sterilized organic 
  particulate suspension they transform into food and 
  objects. Second, replicators cannot make some crucial mil-
  itary items—for example, some medicines and weapons 
  parts. Third, replicators are not an efficient way to create 
  the large amounts of foodstuffs. Thus, a 24th century 
  stellar navy, like all humanoid military forces throughout 
  history, travels “on its belly,” making traditional supply 
  lines necessary.
  Due to front fluidity, establishing supply lines (even 
  to isolated fronts) often isn’t all that difficult. Except in 
  rare situations, a navy cannot monitor every square light-
  second of space to prevent incursions by enemy supply 
  convoys. Establishing supply lines becomes a cat-and-
  mouse game where one side tries to get its supplies 
  through safely, and the other tries to detect the attempt 
  in time to stop it. Similarly, strike wings can penetrate 
  enemy-controlled space to destroy supply convoys before 
  they even have a chance to get to the front.
  Most supply convoys consist of five or more large 
  cargo carriers, such as Starfleet’s Midway-class ships or 
  the Cardassian Geth’tonn-class vessel. Military cargo ships 
  have heavier armor than civilian cargo vessels, but not 
  as much as a fighting ship. But since none of the major 
  powers maintains enough military supply ships to meet all 
  of its cargo transportation needs during a major war, each 
  must call upon its merchant marine and civilian merchant 
  fleets to make up for the lack, and those ships have even 
  less armament and armor. Thus, armed military ships, such 
  as escorts, usually accompany supply convoys. The typical 
  escort is an average-sized vessel (Sizes 4-6) with relatively 
  heavy armaments and shields. Most governments try to 
  have one escort per five cargo vessels in “safe” zones 
  (areas under their primary control), and proportionately 
  more in more dangerous territory—sometimes as many as 
  two to three per cargo ship!
  STATIC TARGETS
  Navies of the 24th century often find themselves using 
  their fast, maneuverable ships to defend or attack static 
  (immobile) targets, such as planets or space stations. This 
  presents special challenges and opportunities that fleet 
  versus fleet combat lacks.
  STATIC TARGET DEFENSE:  PERIMETERS
  To defend a static target, navies establish perimeters 
  consisting of both mobile forces and immobile defense 
  assets such as orbital weapon platforms. The perimeter 
  creates a “wall” in space to disable attackers, or that an 
  attacking force must destroy before it can proceed safely 
  to its ultimate target. Whether a perimeter satisfies this 
  objective depends on its relative strength compared to 
  that of the attacker. When confronted with a sufficiently 
  strong attacker, even the most powerful perimeter usually 
  falls. Perimeters generally fall into one of three categories:  
  outer perimeters; inner perimeters; and main (planetary) 
  perimeters. 
  An outer perimeter is the outermost line of defense 
  established primarily to protect a specific static target. 
  Because it must cover such a large area, a navy uses 
  it not to stop an attacker but to delay him and assess 
  his strength. Still, when a defender ascertains an enemy’s 
  most likely approach vector, it can concentrate outer 
  perimeter assets at the most advantageous position. In the 
  Dominion War, outer perimeters stopped enemy attacks 
  completely several times (for example, the failed Romulan 
  assault on the Pelgadi system).
  A defender erects its inner perimeter somewhere 
  between the outer perimeter and the enemy’s target. In 
  some cases it’s deemed most advantageous to establish 
  the perimeter close to the target—in orbit of a world the 
  enemy wants to occupy, for example, since it probably 
  wants to take the planet without damaging it. But usually 
  navies erect inner perimeters just outside or inside the 
  main perimeter. This makes the combined perimeter even 
  more difficult for an enemy to penetrate. Since they have 
  less space to protect and can use data gathered by the 
  outer perimeter, inner perimeters create a much more 
  dangerous obstacle for attackers. During the Dominion 
  War, less than half the planetary assaults attempted by 
  both sides succeeded, and inner perimeters caused or con-
  tributed to approximately three-quarters of the failures.
  A main perimeter (also called a planetary perimeter) 
  is a long-term perimeter, often composed of unmanned 
  facilities patrolled by ships, protecting a specific planet. 
  Every spacefaring civilization’s core world has a main 
  perimeter, as do many minor worlds. In times of war, 
  navies patrol main perimeters more frequently, and if 
  possible reinforce and upgrade them. While main perim-
  eters aren’t impenetrable—as shown by the failure of 
  the Betazed Defense Perimeter—any force attacking a 
  planet protected by one must account for it or risk getting 
  chewed to pieces by its weapons.
  Military strategists constantly debate the best location 
  for a main defense perimeter. Some prefer to keep the 
  perimeter relatively close to its planet, arguing that the 
  smaller volume of space covered  makes the perimeter 
  more effective. Others, concerned about an attacker’s 
  ability to slip past such a perimeter and make direct 
  attacks on the target, or to attack it with long-range 
  ordnance, prefer to place a main perimeter some distance 
  
  34
  The Dominion War Sourcebook: The Fires of Armageddon
  away from what it defends—at the very least, further 
  than the longest range of a typical photon torpedo.
  ATTACKING STATIC TARGETS
  Navies often find attacking a static target just as diffi-
  cult as defending one. Aside from exceptions like Betazed 
  that a government leaves undefended through neglect 
  or mistake, most tactically valuable static targets are well 
  defended. Besides the possibility of encountering defense 
  perimeters of ships, an attacker has to face defensive 
  weapon emplacements. These range from automated 
  orbital weapon platforms, to armored defense stations, to 
  manned orbital/lunar defense cannons. Due to the size 
  of such facilities, and the capacity of their power plants, 
  they typically have much heavier weaponry than even the 
  largest known starships. For example, a single blast from 
  one of the Type XVIII phaser batteries protecting Earth 
  or Vulcan can destroy or severely damage just about any 
  attacking vessel.
  Furthermore, defenders usually know the surrounding 
  region better, allowing them to prepare ambushes and 
  lure attackers into traps. Ambient spatial and subspatial 
  conditions, well-known to natives but generally not to 
  attackers, make some systems or planets especially easy 
  to defend.
  ATTACK GOALS
  When planning an attack on a static target, a navy 
  must define the goal(s) of the attack. Broadly speaking, 
  the goal is either invasion/capture or destruction/
  incapacitation. Preparing for and executing an attack to 
  capture differs from preparing and executing a destruction 
  assault.
  If attacking to invade or capture, as with the 
  Dominion-Cardassian attacks on Betazed and Vulcan, the 
  reason for choosing this option becomes important. Will 
  the target serve as a base for further military operations, 
  or does it possess resources (minerals, slave labor, technol-
  ogy) the attacker wishes to exploit? If the latter, the 
  attacker usually prefers not to inflict serious harm on the 
  target, because that deprives him of some or all of its 
  value. Since he cannot use an all-out offense—he has 
  to neutralize the defenses without ruining what they pro-
  tect—the defender often has an edge. For example, when 
  assaulting a space station to to capture it, an attacker 
  might try to damage the station’s power plant enough to 
  shut it down, but not enough to make it explode. Since 
  he won’t risk destroying the station, the defenders may 
  have an easier time protecting it than they would if he 
  just wanted to obliterate it.
  On the other hand, if the attacker wants the target as 
  a staging ground, or to control the surrounding territory, 
  he just has to keep it reasonably intact. Ships can orbit 
  and land on a bombed-out, glazed-over, irradiated rubble 
  of a planet just as easily as an undamaged world. Since he 
  doesn’t need to preserve the target in toto, the attacker 
  THE MARS DEFENSE PERIMETER
  Located just beyond the orbit of Mars (Sol IV), the 
  Mars Defense Perimeter is the main perimeter pro-
  tecting Earth, the capital of the United Federation of 
  Planets. It consists of hundreds of spherical unmanned 
  weapons pods (“platforms”) deployed in a tight pattern 
  not far from Sol’s asteroid belt. After suffering exten-
  sive damage during the Borg attacks of 2367 and 
  2373, it was upgraded with the latest advances in 
  Starfleet tactical technology. While that wasn’t enough 
  to protect Earth completely from the massive Breen 
  fleet which attacked in 2375, the evidence shows that 
  without the MDP, the casualties on Earth would have 
  been significantly higher.
  Currently, MDP platforms use Type XV planetary 
  defense phaser arrays, multiple torpedo launchers 
  capable of firing photon and quantum torpedoes, 
  strong regenerative force fields, and auto-destruct sys-
  tems which trigger massive explosions if any vessel 
  approaches too closely without transmitting the proper 
  coded signal. Although normally stationary, they can 
  move at low impulse (.25c) when necessary.
  Perhaps most importantly, the MDP platforms 
  employ self-replication technology which allows them 
  to replace themselves when destroyed. Each platform 
  has sufficient raw material to generate one-tenth of a 
  fully armed and operational platform. It draws on the 
  other platforms through a subspace link when the time 
  comes to create a new platform. This gives the MDP 
  extra defensive capabilities which take most attackers 
  very much by surprise.
  Here are statistics for the MDP platforms using both 
  the basic Icon System rules; see the Appendix for a 
  Spacedock version of the MDP.
  Mars Defense Perimeter Platform
  Size:  3
  Power:  430
  Weapons Systems
   
  Type XV Phaser Cannon
   
   Range:  10/30,000/100,000/300,000
   
   Arc:  All (720 degrees)
   
   Accuracy:  3/4/6/9
   
   Damage:  25
   
   Power:  [25]
   
  Type II Photon Torpedoes (may substitute 
  quantum torpedoes, if available)
   
   Number:  500
   
   Launchers:  6
   
   Spread:  10
   
   Arc:  Forward, aft, port, or starboard, but are self-
  guiding
   
   Range:  15/350,000/1,500,000/4,050,000
   
   Accuracy:  3/4/6/9
   
   Damage:  20 (30 for quantum torpedoes)
   
   Power:  [5]
   
  Weapons Skill:  5
  Defensive Systems
  Starfleet Deflector Shield
   
  Protection:  150/150 [150 Power/shield/round] (can-
  not be improved with extra Power, but regenerate 
  5 points of lost Protection per round)
  In addition to the MDP platforms, Earth’s defenses 
  include several bases orbiting the planet (including 
  Earth Station McKinley and Spacedock 1), Type XVIII 
  phaser cannon batteries mounted on Luna and on 
  Earth itself, and various other facilities.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  35
  doesn’t have to hold back, which often gives him an 
  advantage.
  Sometimes an attacker wants to destroy or incapacitate 
  a target, perhaps to deny it to the enemy forever, or to 
  send a message. The Jem’Hadar used this tactic several 
  times during the Dominion War. For example, a warp 
  speed suicide run by a Jem’Hadar Battle Cruiser rendered 
  Sentala III atmosphereless and partially cracked it open. 
  Toxins spread into the atmosphere of Agleron VII by the 
  Dominion have made that world uninhabitable for about 
  fifty years.
  TACTICS
  The number of tactics and maneuvers described in the 
  battle manuals of spacefaring civilizations for assaulting a 
  planet runs into the thousands. Some of the most basic 
  include:
  Cutting the target off:  A target unable to receive 
  transmissions and/or supplies becomes more vulnerable. 
  For example, Dominion-Cardassian forces succeeded in 
  destroying many Federation communications relays, since 
  when they found one, they knew the next one must be 
  within 22.65 light-years to prevent signal degradation. 
  Destroying the relays severed contact between outlying 
  planets and the Federation core, and sometimes even 
  between core world. Later in the war, Federation alliance 
  forces caused similar problems in the Cardassian com-
  munications grid.
  Long-range bombardment:  A navy can often attack 
  effectively, while keeping casualties to a minimum, with 
  long-range bombardment. Photon torpedoes, tricobalt 
  devices, dreadnoughts, and other large missiles can often 
  travel millions of kilometers, or even several light-years. 
  The enemy may intercept the missile, but the right tech-
  nology (such as cloaking devices) and/or proper planning 
  can reduce such problems.
  Raiding:  A series of short, sharp attacks over hours 
  or days can wear down a target, reducing its defenses 
  to the point where a conventional assault can succeed. 
  Many attackers favor raids because they require relatively 
  few ships (especially if those ships have cloaking devices) 
  and, if executed properly, cause few casualties among the 
  attacking force.
  Warp speed attacks:  Attacking a stationary target 
  at warp speeds—typically by firing a torpedo as the 
  ship passes by, but occasionally with suicide runs like 
  the one a Sentala III—sometimes works well, but usually 
  attackers don’t use this tactic due to the difficulties and 
  dangers involved. First, attackers often have difficulty 
  hitting immobile targets while moving at warp speeds. 
  Second, traveling at warp in a solar system poses dangers 
  to an attacker; gravitational fields or collisions with physi-
  cal obstacles often destroy a ship before it attacks. Third, 
  the target can damage the attacker simply by projecting 
  a solid object (such as an empty torpedo casing or a 
  meteoroid) into his path. Few commanders want to risk 
  losing their ships that way, so they restrict themselves to 
  WHY CAPTURE PLANETS?
  Some people question the usefulness of capturing 
  enemy planets. They argue that control of the heavens 
  above means actually going down and invading the 
  planet itself is pointless. Some even argue that fleets 
  can simply pass planets by on their way to more 
  important targets. If a space navy must attack a 
  planet, it can just orbitally bombard it without risking 
  the lives of personnel.
  But these analyses overlook several crucial factors. 
  First, sometimes it’s worthwhile for a force to deny 
  the enemy possession of a planet without destroying 
  it. Perhaps the planet has valuable resources, or the 
  attacker abhors the needless loss of life orbital bom-
  bardment causes. Second, orbital control of a planet 
  means nothing, and can even pose a danger to the 
  space navy, if the enemy has planetary defense 
  emplacements with which to attack ships (as most 
  core worlds and heavily-inhabited planets do). Third, 
  when a force proceeds towards an ultimate target 
  (say, the enemy’s homeworld), leaving other enemy 
  planets behind without neutralizing them often leads to 
  attacks from behind and other problems. Thus, while 
  sometimes a navy can settle for simply “besieging” a 
  planet from orbit, in many cases it must send ground 
  forces down to invade, occupy, and pacify an enemy 
  world.
  WARP SPEED COMBAT
  You can find complete rules regarding warp speed 
  combat in Spacedock, and those rules adapt easily to 
  the basic starship combat rules. For readers who do 
  not have Spacedock, here’s a quick summary, adapted 
  for the basic rules.
  When a ship moving at warp speed attacks an immo-
  bile target or one moving at impulse, or vice-versa, 
  increase the Difficulty of the attack Test by (Warp 
  Factor/2). Narrators may wish to decrease this modifier 
  for the immobile and impulse targets to discourage 
  warp speed assaults.
  See page 132 of the Star Trek: Deep Space Nine 
  Roleplaying Game core rulebook for rules on ramming. 
  To determine the damage for a warp speed ram, con-
  sult the Warp Factor Table on page 213. Multiply the 
  number in the “Multiple of c” column by 10 to determine 
  the Movement Units moved by a ship traveling at warp 
  speed. Thus, a Jem’Hadar Battle Cruiser (Size 8) moving 
  at Warp 9.6 does (((1,909 x 10) x8) x2) = 305,440 
  points of damage (!).
  If a ship moves through a solar system or too 
  near a star while at warp speeds, it must make a 
  Challenging (9) Shipboard Systems (Flight Control) or 
  Space Sciences (Astronomy) Test. If it succeeds, it 
  takes no damage. If it fails, it takes 5+8d6 damage (no 
  defense applies). If it Dramatically Fails, it’s torn apart 
  by the star’s gravitational field and energy. The system 
  (or parts of it) may suffer damage as well.
  
  36
  The Dominion War Sourcebook: The Fires of Armageddon
  impulse-speed fighting. 
  FLEET COMBAT
  While the Dominion War included thousands of small-
  scale battles and skirmishes involving only one or two 
  dozen ships or less, many of its primary battles involved 
  clashes between enormous fleets—usually numbering in 
  the hundreds or thousands on a side. The final battle 
  for Cardassia, for example, pitted over 8,000 Federation 
  alliance ships against nearly 18,000 Dominion, Cardassian, 
  and Breen vessels.
  CAPITAL SHIPS AND FIGHTERS
  In a standard fleet confrontation, most of the ships 
  involved are “capital” ships—larger, more powerful ves-
  sels (in game terms, ships of Size 5 and above, but 
  particularly ships of Size 7 and above). A larger ship 
  allows for larger weapons, stronger shields, and the high-
  er-capacity power generation systems needed to power 
  them. Most species’s and governments’ strategic and tac-
  tical doctrines depend primarily on the use of capital 
  ships. However, smaller vessels—usually called “fighters,” 
  though that designation most properly applies to short-
  range vessels piloted by one or two crewmembers—have 
  not disappeared from the battlefields of space. Indeed, 
  they have carved out important niches for themselves.
  Fighters present several advantages when compared 
  to capital ships. First, a government can produce them 
  cheaper and easier. Designing and building a capital ship 
  requires a major investment of manpower and resources. 
  Fighters, due to their small size and (in many cases) 
  minimal systems, take less effort. The builders can more 
  easily incorporate design advances and the newest sys-
  tems without having to redesign significant portions of 
  the ship.
  Second, while their generally smaller armaments can’t 
  match those of capital ships phaser for phaser, fighters 
  make up for in volume what they lack in “punch.” By 
  ganging up on a larger ship, a wing of fighters can 
  inflict serious damage, even though any one of their num-
  ber couldn’t do much against that target individually. A 
  repeated series of energy beams will weaken the target’s 
  shields enough for another pass by the wing (or a nearby 
  capital ship) to blast through them and affect the target 
  directly.
  If the fighters carry torpedoes, like Starfleet’s Attack 
  Fighters do, the effectiveness of this tactic increases. More 
  than once during the Dominion War, Starfleet fighter 
  wings destroyed Jem’Hadar Battle Cruisers and Carriers 
  with repeated, layered barrages of photon torpedoes. So 
  successful was this tactic that in mid-2375, the Dominion 
  began a program to re-equip more of its Jem’Hadar 
  Attack Ships with torpedo launchers (sometimes multiple 
  launchers). Fortunately for the Federation alliance, this 
  program began too late to have a significant effect on the 
  course of the war.
  GAMING FLEET COMBAT
  For Narrators and players interested in incorporating 
  large-scale fleet combat into their games, Spacedock 
  has appropriate rules on pages 165-169. Briefly, those 
  rules provide that if an attacker tries to pass by 
  a defender without “engaging” that defender in com-
  bat, the defender gets a +4 Test Result bonus for 
  attacks against that attacker in the rounds when the 
  attacker tries to pass it (for a minimum of 2 rounds). 
  The Narrator determines what constitutes “engaging” 
  a defender; simply firing at it once as the attacker 
  passes by does not qualify.
  Narrators may also wish to apply the following rules 
  to simulate some of the tactics described in this sec-
  tion:
  Defense Formations
  When the defender lines up its forces, have the com-
  manding officer make a Moderate (7) Starship Tactics 
  Test. If he succeeds, he has properly arranged his 
  forces to allow for maximum fire on attackers which try 
  to pass him. If an attacker tries to pass through or by 
  the defense formation without engaging 1d6 worth of 
  defending ships equal to or greater than it in Size for 
  at least 2 rounds per ship, all attacks against him 
  for those rounds do 150% of their normal damage 
  (multiply the damage before applying it to the target’s 
  shields). If the Test fails, the attacker can proceed 
  through without engaging any ships, but does take 
  regular damage from any attacks which hit it. If the 
  Test Dramatically Fails, all of the defender’s Tests to hit 
  the target during those rounds suffer a -2 Test Result 
  penalty.
  Attack Patterns
  The attacker can try to counteract the defender’s 
  formation by making an Opposed Starship Tactics Test 
  against the defender commander’s Starship Tactics 
  Test Result. (It’s usually best for each attack wing to 
  make a separate Test, rather than making one Test 
  for the entire attacking fleet.) If the attacker wins the 
  Test, he can proceed through without engaging any 
  ships, but does take regular damage from any attacks 
  which hit him. If he Dramatically Succeeds, all of the 
  defender’s Tests to hit him during those rounds suffer 
  a -2 Test Result penalty.
  The attacker can also attempt to lure the defenders 
  out of formation by provoking them, luring them into a 
  trap, or any other way which seems appropriate to the 
  Narrator. This involves an Opposed Starship Tactics Test 
  between the attacker and the defending ships which 
  he’s trying to remove from the line. If the attacker wins 
  the Test, multiply the amount by which his Test Result 
  exceeded the defender’s Test Result by 2. That much 
  Size worth of ships can proceed through the hole per 
  round for 1d6 rounds (or until the Narrator decides the 
  defender would close the hole) without engaging any 
  ships, but do take regular damage from any attacks 
  which hit them. (If the attacker tries to send more 
  Size than that worth of ships through, the defenders’ 
  attacks do 150% damage against them, like normal.) 
  Once the hole closes, the attacker can try to open it 
  again with another Opposed Test.
  (Continued opposite sidebar)
  
  The Dominion War Sourcebook: The Fires of Armageddon
  37
  Third, fighters have an edge in maneuverability over 
  most larger vessels. In a starship battle, capital ships’ 
  ability to achieve higher warp speeds has no effect, and 
  most fighters’ impulse engines are as good (or nearly so) 
  as those on bigger ships. Where the fighters have the 
  upper hand is in acceleration and maneuverability. They 
  can achieve their highest speed more quickly, and turn 
  in a smaller area, than capital ships. In a pitched starship 
  battle, where hundreds, thousands, or tens of thousand 
  of ships occupy the same few hundred square kilometers 
  of space, maneuverability can play a key role. Wings of 
  fighters can get behind enemy ships to attack from a 
  second angle, squeeze through defense perimeters which 
  keep larger ships blocked out, and prevent enemy fighters 
  and fast attack ships from flanking their side’s capital 
  vessels.
  For all these reasons, fighters remain an important 
  part of modern space warfare. Many Starfleet admirals, 
  after seeing the Attack Fighter perform in combat for the 
  first time during the Dominion War, have called for an 
  increase in Attack Fighter production, and also proposed 
  that Starfleet build more carrier ships (such as the Akira, 
  El Dorado, and Steamrunner).
  ENGAGEMENT AND MANEUVERING
  In many battles between fleets, the attacker wants 
  to reach a certain goal (for example, Deep Space 9), 
  while the defender wants to stop him. The defender must 
  prevent the attacker from moving freely—it must turn him 
  back or destroy him before he can get past and head for 
  his goal without further obstacles.
  The defender has several ways to do this. First, he can 
  simply physically interpose ships in the attacker’s way. This 
  doesn’t work very often in the three-dimensional environ-
  ment of space, but sometimes it’s a valid tactic in regions 
  and systems where nebulae, asteroid belts, and other 
  astronomical phenomena curtail the attacker’s freedom of 
  movement.
  Second, and much more commonly, he can deny the 
  attacker the ability to pass safely by establishing a zone 
  of fire too dangerous for the attacker to fly through. 
  By arranging his forces properly, the defender creates 
  overlapping arcs of fire which give him multiple ways 
  to attack any ship which tries to pass. If the attacker 
  makes the attempt, he gets cut to pieces by the barrage. 
  Fighter wings, with their ability to maneuver quickly and 
  fire frequently, often play an important role in this tactic. 
  Denial strategies were involved in virtually every major 
  battle of the Dominion War.
  Third, the defender can simply try to destroy or inca-
  pacitate every attacking ship before it runs the protective 
  gauntlet. Destruction strategies usually go hand in hand 
  with denial tactics.
  Attackers have their own ways to counteract defend-
  ers’ attempts to keep them out. The simplest is to 
  outmaneuver the defender. With skilled, clever flying, the 
  attacker can flank the defending forces, or even dart right 
  Example:  A wing of Starfleet ships wants to 
  open a hole in the Jem’Hadar lines preventing it 
  from reaching Chin’toka. The wing’s commander 
  makes an Opposed Starship Tactics Test against 
  the commander of the Jem’Hadar wing occupying 
  space where the attacker wants to create the 
  hole. Starfleet’s Test Result is 11, the Jem’Hadar’s 
  is 8. So, Starfleet has managed to lure enough 
  Jem’Hadar ships out of formation to create a 
  hole big enough for up to ((11-8) x 2) = Size 6 
  worth of ships to pass through. The Narrator rolls 
  1d6 and gets a 3; the hole will remain open for 
  3 rounds. The first round Starfleet sends one 
  Istanbul-class ship (Size 6) through. The next 
  round it sends three Starfleet Attack Fighters 
  (Size 2 each, 2x3=6) through. The last round 
  it sends an Oberth-class (Size 4) and a Danube-
  class (Size 2) ship through. If it had tried to 
  send a Galaxy-class ship (Size 8) through in any 
  of these rounds, the defender could have done 
  150% damage to it with any attacks, since the 
  ship is too big for the hole.
  Defensive Maneuvers
  When two fleets clash, phaser beams, disruptor 
  beams, and missiles fly fast and thick. This poses 
  problems for ships trying to maneuver and dodge; jink-
  ing out of the way of a photon torpedo may thrust the 
  ship directly into another enemy ship’s disruptor blast. 
  To simulate this, Narrators may wish to reduce the 
  Difficulty bonus provided by dodging (or the Test Result 
  penalty imposed by a Spacedock defensive/evasive 
  maneuver) by 1 or 2.
  through the middle of them, and avoid or dodge the 
  defenders’ attacks. To a certain extent, attackers use this 
  tactic every time they try to pass defenders.
  Second, the attackers can destroy or cripple enough 
  defending ships that it deprives the defender of the ability 
  to deny it passage. By attacking ships in key locations 
  throughout the defense formation, or luring defenders out 
  of position by provoking or tricking them, the attacker 
  can open holes in the defense lines which it can then 
  get through safely (or more safely). Attackers who do not 
  manage to create openings in the defense lines this way 
  often expose themselves to attack when they try to pass 
  the lines.
  WEATHER AND TERRAIN
  There are no rainstorms, hills, cold snaps, swamps, or 
  the like in space. But astronomical objects and phenom-
  ena in effect take the place of planetside weather and 
  terrain, creating a battlefield much more varied than the 
  “empty space” envisioned by so many people.
  Spatial “weather” consists of ion storms, plasma 
  storms, temporary gravimetric distortions, nucleonic 
  wavefronts, and the like—transitory phenomena which 
  sweep through space, affecting everything they touch. 
  They can isolate ships, cutting off their contact with the 
  rest of their fleet and possibly even damaging them or 
  preventing them from moving. If a force isn’t careful, it 
  
  38
  The Dominion War Sourcebook: The Fires of Armageddon
  can find itself pinned down by an ion storm, allowing 
  an observant enemy to outmaneuver or flank it. On the 
  other hand, a clever attacker could use an ion storm or 
  the like as cover to sneak up on an entrenched enemy. 
  Narrators may want to throw a storm or two into the mix 
  to liven up battles or strategic operations.
  Similarly, instead of staging battles in empty space, 
  Narrators can use terrain—nebulae, stars, quasars, plan-
  ets, asteroid belts, cosmic strings, and the like. This gives 
  ships the chance to take cover, dodge, and maneuver 
  in ways which add flavor to a battle and often make it 
  more exciting. Sending two wings into a nebula which 
  interferes with their ability to locate each other adds a 
  major element of tension which battles in ordinary space 
  often lack. Instead of just trying to blow each other up, 
  the two forces have to devote effort to finding the enemy 
  without, in turn, being detected by him.
  And don’t forget:  all this terrain is constantly in 
  motion. The galaxy turns around its core, planets and 
  asteroids orbit stars, comets travel an endless circular path 
  through solar systems. Characters who are familiar with a 
  particular system or sector may find it easier to track and 
  use the terrain, giving them a “home field advantage” 
  over their enemies.
  Spacedock has rules for astronomical phenomena 
  beginning on page 171 for Narrators interested in more 
  specific guidelines on using weather and terrain in battles.
  CLOAKING DEVICES
  Cloaking devices play an important role in 24th century 
  space warfare. They allow a wing to raid deep into enemy 
  space without being detected, strike a target, then “van-
  ish” and return home. Used on missiles and mines, they 
  can hide a weapon until it’s too late for the target to 
  avoid the attack.
  But ships rarely use cloaking devices in large, pitched 
  battles, because they can actually endanger a ship in that 
  situation. During a battle, there’s a continual high level of 
  fire and movement. A stray attack can easily hit a cloaked 
  ship by accident—and with an active cloak, a ship has 
  no shields. Even worse, when other ships don’t know the 
  location of a cloaked ship, they may accidentally collide 
  with it while maneuvering, causing catastrophic damage 
  to both vessels.
  For unknown reasons, the Dominion never used cloak-
  ing devices during the war, though it could easily build 
  them. Federation analysts presume the Dominion stopped 
  using cloaks decades or centuries ago, when the size and 
  power of its Jem’Hadar military became so great that it 
  abandoned that level of subtlety in favor of raw, naked 
  force.
  ATLAS’S AGONY:  PLANETSIDE 
  WARFARE IN THE 24TH 
  CENTURY
  While ground warfare has become, in many ways and 
  situations, obsolete in the 24th century, by no means has 
  it vanished from the military scene. Sometimes a govern-
  ment has no way to capture and hold a planet other than 
  putting the “poor bloody infantry” on the ground to do 
  the job with their own hands and energy rifles.
  GROUND FORCES
  Starfleet and every other participant in the Dominion 
  War maintains a body of troops, usually referred to as 
  “ground forces.” Except for the Klingons and Dominion, 
  a species’s or government’s ground forces always contains 
  significantly fewer personnel than its space-based forces; 
  modern warfare requires fewer troops than naval person-
  nel.
  TROOP MOVEMENT
  The armies of the 24th century have several ways to 
  move troops around besides walking and ground vehicles.
  LANDING ON THE PLANET
  Troops first have to get onto the planet to engage 
  the enemy. Most star navies prefer to use transporters 
  for this, but that’s not always feasible. For one thing, if 
  enemy ships have engaged them, lowering the shields to 
  transport troops will probably result in the destruction of 
  the ship. For another, the planet’s atmosphere or sub-
  space phenomena may prevent transport. Third, enemy 
  forces occupying the planet may generate their own inter-
  ference. General Granek, the famed Klingon war leader 
  of the mid-24th century, once opined, “The transport 
  inhibitor may be the most tactically valuable piece of 
  equipment in the modern infantry arsenal,” and soldiers 
  who’ve used those devices to keep an enemy from mak-
  ing a safe and easy landing often agree with him.
  When transporters can’t do the trick, ground forces 
  rely on armored personnel transports, such as Starfleet’s 
  Wyvern-class ship. Generically known as “hoppers,” these 
  ships lack warp capability but can enter an atmosphere 
  and land on a planet without difficulty. Although not as 
  heavily armed and armored as a starship, they’re well-
  defended compared to civilian transports. Hoppers also 
  pick up troops on the battlefield and carry them elsewhere 
  on the planet without returning to space. Most hoppers 
  carry about 25 to three dozen troops in addition to one 
  or two pilots; larger models can carry ground vehicles and 
  emplaced weapons.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  39
  BATTLEFIELD MOVEMENT
  Over short distances, troops cover ground on the bat-
  tlefield simply by walking or running. Unlike troops of 
  previous eras, they rarely have to carry large amounts of 
  equipment or materiel, so they can move quickly if they 
  need to. But over any distance longer than a kilometer or 
  two, most ground forces prefer faster methods.
  In some situations, troops can maneuver via transport-
  ers. They set up portable transporter units in areas of the 
  planet they control, then transport troops into the hot 
  zones—assuming the enemy hasn’t generated interfer-
  ence to prevent that. Within contested areas, neither side 
  can exert enough control to establish and maintain an 
  anti-transport perimeter, so troops beam into the fight. 
  But as soon as a force takes over a particular zone, it 
  quickly brings up enough transport inhibitors to keep the 
  enemy out. The enemy often counterattacks quickly, hop-
  ing to destroy the inhibitors or stop them from reaching 
  the front lines.
  When transporting is out of the question, ground forc-
  es turn to the ubiquitous hopper and other vehicles such 
  as armored assault craft, attack skimmers, and ground 
  troop transports. Some troops actually prefer this method, 
  since vehicles offer cover, extra firepower, and no risk 
  of having one’s atoms scrambled in mid-transport by an 
  enemy energy field.
  Ground forces use personal communicators, military 
  tricorders, field sensors, portable tactical displays, and 
  space-based sensors to create a highly accurate, con-
  stantly updated picture of the battlefield which they relay 
  to troops in the field. Gone are the days when squads 
  stumbled along, half-blind, not knowing if that sound a 
  few meters off was a fellow soldier, an enemy, or an 
  animal. Today, soldiers move fast and hit hard. Combat 
  sensors aren’t perfect, of course, and many times battle 
  situations change too swiftly for even the most highly 
  trained soldier to take advantage of tactical data, but 
  typically ground forces operate with a high degree of 
  efficiency.
  TACTICS
  Soldiers of earlier eras would easily recognize many 
  tactics used by 24th century troops. Pincer movements, 
  flanking, firesacks, cover formations, enfilading fire, artil-
  lery support, ambushes, and a thousand other maneuvers 
  and doctrines have changed little from methods used for 
  centuries. The primary difference, of course, is the use 
  of modern technology—flanking takes on a new meaning 
  when you’ve got transporters, and it’s easier to enfilade 
  with weapons that fire in wide-beam mode.
  Most ground forces emphasize small unit tactics 
  instead of larger movements by divisions, corps, or armies. 
  In some cases this choice comes from cultural preferenc-
  es—Klingons, for example, like to work in smaller groups 
  where the chance of achieving individual honor is greater. 
  But it’s also a factor of technology (no need to use sheer 
  numbers to control an area when your troops can trans-
  port) and a general, unspoken recognition that smaller 
  units usually cause less overall destruction. Starfleet, the 
  Central Command, and the Romulan Ground Forces usu-
  ally prefer to preserve what they’re trying to capture or 
  protect instead of using overkill attacks or scorched-earth 
  defenses.
  WEAPONS AND TECHNOLOGY
  From personal energy weapons, to drones, to phaser 
  tanks, technology is a crucial element of the 24th century 
  battlefield. For samples of some of the items described 
  below, refer to the Military Technology chapter.
  MELEE WEAPONS
  Most ground troops employ hand-held weapons to 
  some degree, since soldiers often get into fights where 
  brute strength and blades work better than energy weap-
  ons. The Klingons are famed for their use of the bat’leth, 
  and the Jem’Hadar have proved themselves equally effec-
  tive with their kar’takin pike-axes. Starfleet, Cardassian, 
  and Romulan personnel usually just carry a knife if they 
  carry any melee weapons at all; for them, fists and make-
  shift clubs often suffice.
  ENERGY WEAPONS
  Every soldier on the 24th century battlefield carries 
  an energy rifle. Many have smaller energy weapons as 
  well, since they weigh little and function well as “back-
  up” weapons. Troops carry multiple energy packs for 
  their weapons, so they rarely worry about running out 
  of “ammunition” (even though soldiers usually keep the 
  weapons set at lethal levels). Starfleet enjoys an edge 
  in the personal energy weapons field, since its phaser 
  rifles are nearly as powerful as other species’s weapons, 
  but more versatile. The disruptors used by the Romulans, 
  Klingons, and Jem’Hadar pack more offensive power, 
  but don’t have nearly as many settings or uses as 
  tools. Federation soldiers particularly appreciate the “wide 
  beam” setting, a feature absent from disruptors, which 
  lets them instantly excavate a foxhole or stun several 
  enemies at once.
  ARTILLERY
  The ground forces of the 24th century find artillery 
  support as important as their predecessors did. Advances 
  in projectile technology, targeting systems, and explosives 
  have made artillery phenomenally accurate and precise. 
  The larger projectiles act as much like drones as bombs, 
  since they have “genius” systems allowing them to dodge 
  the target’s point defenses but still land exactly on target. 
  (Of course, the target uses counter-artillery defenses, 
  defense drones, jamming, shields, and other means to 
  protect itself from the attack.) Modern artillery uses mag-
  
  40
  The Dominion War Sourcebook: The Fires of Armageddon
  netic and gas-propulsion launching systems similar to 
  starship torpedo launchers; even the smallest type can fire 
  a projectile at targets dozens of kilometers away. Larger 
  units are restricted only by the curvature of the planet.
  The most common artillery projectile is the photon gre-
  nade (a more accurate name would be “phaser grenade”) 
  or bomb. These deadly devices come in sizes ranging from 
  ones carried by soldiers to shells too large for a single 
  humanoid to lift. They offer precision destruction over a 
  wide area without many of the undesireable side effects 
  of traditional explosions.
  But sometimes soldiers want those side effects—con-
  cussion, chain reaction explosions, and various other 
  forms of collateral damage. The most commonly-used 
  explosive is the ultritium shell, ultritium being the most 
  potent explosive currently known to the Alpha Quadrant 
  civilizations. Sometimes soldiers use matter/antimatter 
  artillery, but since it’s difficult (and often dangerous) to 
  transport or carry antimatter, most artillery units rely on 
  ultritium shells.
  The most advanced form of artillery used during the 
  Dominion War was the self-transporting artillery shell, 
  known to Starfleet as the “Wu Hsan” (or “woozie”) 
  shell (after a Federation scientists who helped develop 
  transporter technology in the late 22nd century). Using 
  its sophisticated sensors and a microtransporter system, 
  a Wu Hsan shell beams itself to the target coordinates 
  and detonates. Many forces also have self-transporting 
  artillery launchers (and other emplaced weapons). Such 
  devices are just one more reason why 24th century soldiers 
  rely so heavily on transport inhibitors.
  MISSILES
  Missiles of the 24th century typically use microfusion 
  engines or gravitic “hover” technology to propel them-
  selves at the target. Ranging from the size of a humanoid 
  finger to the size of a tree, and containing ultritium or 
  matter/antimatter explosives, they can strike enemy posi-
  tions beyond the range of artillery, shoot down artillery 
  and orbital bombardment shells, and destroy enemy vehi-
  cles. Thanks to their sophisticated sensor and guidance 
  systems, if they miss a target, they can turn around and 
  try again.
  DRONES
  As if artillery, missiles, and military vehicles weren’t 
  enough of a threat, many forces use a wide variety of 
  combat drones. From flying reconnaissance drones not 
  much larger than nanites, to combat drones bristling with 
  disruptors, to large point defense drones which create 
  three-dimensional defense perimeters, drones affect all 
  levels of the battlefield. Most come equipped with anti-
  grav technology that allows them to fly and maneuver, 
  sophisticated sensor suites with hardened links to the 
  user’s communications network, and “genius” computer 
  systems that let them react to changing combat condi-
  tions.
  DEFENSIVE EQUIPMENT
  When you’re facing weapons capable of disintegrating 
  you instantly, few defenses exist, and some defensive 
  measures may actually hinder you. For this reason, 
  Starfleet and most other governments don’t equip their 
  troops with any kind of armor. No existing or predicted 
  material can dissipate the energy of a disruptor blast suffi-
  ciently to protect the wearer. But sometimes governments 
  issue more advanced defensive technology to their forces. 
  Force shields, individual force field generators, and similar 
  items provide a limited amount of protection against ener-
  gy weapon fire. (See the Star Trek: The Next Generation 
  Roleplaying Game Players’ Guide, pages 109, 111 for 
  game statistics on these items.) They’re of little use 
  against artillery or mechanized weapons, though. Against 
  them, the only defenses a soldier has are staying out of 
  the way and prayer.
  On the other hand, species who engage in a lot 
  of hand-to-hand combat, such as the Klingons and 
  Cardassians, do find armor worthwhile. Typically such 
  armor offers +2 protection against physical attacks and +1 
  protection against energy attacks.
  MECHANIZED FORCES
  If navies can install weapons on their vehicles, so can 
  ground forces. From hoppers, to self-propelled artillery, 
  to energy tanks, soldiers have a wide variety of military 
  vehicles to call upon. Most use gravitic “hover” tech-
  nology to fly at extremely high speeds; some, such as 
  armored assault craft, have full hovercraft capability and 
  compete for control of the skies. (Ground forces generally 
  refrain from using warp-capable craft because of the dan-
  ger of a warp core breach in the atmosphere.)
  The most commonly used ground vehicles besides hop-
  pers are attack skimmers. Carrying up to a dozen troops, 
  armed with phasers and missiles, and protected by tritani-
  um armor, they dart back and forth across the battlefield, 
  ferrying troops and spearheading assaults on enemy posi-
  tions. Most ground forces group them into units of 6-12 
  vehicles, but also assign individual skimmers to infantry 
  squads or platoons.
  The most powerful ground vehicles available to 24th 
  century soldiers are phaser and disruptor tanks. Typically 
  mounting one forward energy weapon and one turretted 
  energy weapon, and sometimes also carrying missiles, 
  these heavily armored behemoths hover slowly across the 
  battlefield, engaging each other and major ground posi-
  tions in devastating confrontations. Just one or two tanks 
  can quickly destroy any unshielded city or fortification.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  41
  ORBITAL BOMBARDMENT
  Last but not least, ground forces sometimes actually 
  fight from the “high frontier”—near space. An orbiting 
  weapon platform or starship can provide significant sup-
  port to any ground force. The most common example 
  in the Dominion War was the ultritium concussion shell, 
  a favorite weapon of the Jem’Hadar. Fired from orbiting 
  starships, one of these enormous shells could vaporize an 
  entire building, tank, or similar target. Other combatants 
  used similar weapons, such as stratospheric torpedoes. A 
  more low-tech, but no less deadly, orbital attack involves 
  kinetic weapons—objects, such as metal rods or small 
  asteroids, simply “dropped” onto the planet. The force of 
  the impact exceeds that of many bombs. When a ground 
  force requires more precision, orbital support uses beam 
  weapons. Beams attenuate somewhat in atmospheres, but 
  still strike with enough force to damage or destroy most 
  targets.
  PSIONICS IN WARFARE
  Species with psionic abilities frequently use them 
  in warfare. They provide a distinct advantage against 
  opponents, such as the Dominion and Cardassians, who 
  rarely have such powers. Although psionic skills make 
  excellent weapons in espionage holonovels, in reality 
  they don’t have much offensive effect. Since no 
  known psionic ability allows a person to affect large 
  numbers of enemy personnel at once, governments 
  prefer to employ psionics to improve sensory and com-
  munications capacity. For these tasks they’re almost 
  unparalleled, since there’s no way to “jam” or “block” 
  the transmissions. Starfleet’s Betazoids, Vulcans, Cairn, 
  and other psionic species provided it with a definite 
  edge on many occasions during the war.
  For years persistent rumors have maintained that 
  Starfleet Intelligence, or the Romulans, or the Am 
  Tal, or many other organizations are trying to develop 
  psionic-based weapons. Theoretically, such devices 
  would amplify a psionic’s power, allowing him to affect 
  individual targets from many light-years away, or a 
  large group of targets simultaneously. But since no 
  such weapons were employed during the Dominion War 
  (at least as far as the Federation public knows), pre-
  sumably no one working on them has yet succeeded (if 
  the rumors are even true).
  
  The Dominion War Sourcebook: The Fires of Armageddon
  42
  
  O
  f all the forces involved in the Dominion War, Starfleet engaged 
  in the most major battles, sacrificed more of its ships and 
  personnel, and suffered the greatest losses. As the one force that 
  spent the entire war fighting to defend its home territory, it had the 
  most desperate mission to perform and the most to lose should 
  it falter. Fortunately for the Federation, the superbly trained 
  men and women of Starfleet rose to the greatest challenge 
  they’d ever encountered and gave all they had (often 
  including their very lives) to preserve the UFP and its 
  ideals.
  The information presented in this chapter 
  describes Starfleet as it existed in the 2370s, and 
  as it was organized and deployed to fight the 
  Dominion War. For information on the state and 
  organization of Starfleet during the 2360s, please 
  refer to Chapter Six of The Price of Freedom:  The 
  United Federation of Planets Sourcebook.
  STARFLEET:  A QUASI-
  MILITARY ORGANIZATION
  Throughout the UFP’s existence, countless books, fora, 
  and private debates have discussed the nature of Starfleet 
  and its mission as a part of the Federation. The core fact at the 
  heart of those discussions, and its implications, bears repeating here.
  Starfleet is not a military organization.
  Starfleet is an organization devoted to exploration, scientific discovery, and 
  diplomacy. It also defends the Federation against aggressors and various other 
  threats. Now, obviously, an organization that defends a political entity functions, 
  at some level, as a “military” organization. Starfleet possesses, and when neces-
  sary uses, military technology, military doctrine, and military procedures.
  But there’s more to being a military organization than such trappings. There’s 
  also the issue of outlook and conduct. Most truly military organizations, such as 
  the Jem’Hadar or the Romulan Star Navy, actively regard themselves as military 
  entities. They may perform other missions, such as exploring the galaxy, but they 
  think of themselves, first and foremost, as militaries.
  Not so with Starfleet. To Starfleet, its defense role occupies a secondary place 
  in its view of itself. Indeed, many Starfleet officers abhor violence and the use 
  of force as a tool of political will, and find the concept of Starfleet as military 
  distasteful. Starfleet officers want to learn, grow, and develop themselves and their 
  society—not to fight.
  That’s not to say Starfleet officers are pacifists. Most of them recognize that there 
  comes a time when right-thinking men must use force to preserve that which is good. 
  When push comes to shove they take a stand and protect the Federation by any 
  legitimate means necessary. Starfleet counts among its personnel some of the most 
  brilliant tacticians and strategists in the history of its member species, and remains 
  cognizant of the fact that without it, the Federation’s enemies would quickly overrun 
  the UFP worlds.
  Many officers prefer to describe Starfleet as quasi-military. This recognizes Starfleet’s 
  important role as Federation defender, and its use of many aspects of military culture in 
  its organization and procedure. But it also stresses that Starfleet isn’t a traditional military 
  and doesn’t consider its military missions its primary ones.
  THE STARFLEET ORDER OF BATTLE
  CHAPTER FOUR
  
  44
  The Dominion War Sourcebook: The Fires of Armageddon
  CONDUCT DURING THE DOMINION WAR
  As a defense organization, Starfleet usually adopts 
  a primarily defensive, reactive role. In the Cardassian, 
  Tholian, and Tzenkethi wars, Starfleet responded to 
  attacks by the enemy, repulsed them, and forced the 
  enemy back into his own territory. Rarely did it conduct 
  strikes into enemy territory, and then mainly to conduct 
  reconnaissance or disable supply depots and similar tar-
  gets. Starfleet was never the aggressor; it had no desire to 
  conquer new territory for the Federation. When it occu-
  pied and held enemy territory, it did so for strategic or 
  tactical purposes. When those wars ended, it returned the 
  captured territories to the enemy—sometimes in exchange 
  for a treaty concession, sometimes freely.
  But the Dominion War differed significantly from 
  those relatively low-intensity conflicts. The Dominion War 
  was an all-out struggle over the very existence of the 
  Federation as an entity. Had Starfleet lost, the Dominion 
  would have conquered and absorbed the Federation, 
  butchering billions of UFP citizens in the process and 
  curtailing the liberties at the heart of Federation life. To 
  fight such a war defensively would have meant to lose 
  it. Ultimately, to win a true war, one must take the offen-
  sive, act aggressively, and do more than just turn the 
  enemy away from one’s borders. One has to break the 
  enemy, stop his aggressive conduct, and deprive him of 
  the means to conduct war.
  The actions of the Dominion-Cardassian alliance thrust 
  Starfleet into an offensive role. Since the Dominion was 
  determined to conquer the Alpha Quadrant, Starfleet had 
  to meet it with similar determination—with a willingness 
  to win, not just to keep the Dominion out. As officers like 
  Benjamin Sisko recognized, that meant acting more like a 
  true military organization. During the war, Starfleet had 
  to fight, not just defend. It had to take control of enemy 
  territory and hold it, fight not to incapacitate enemy 
  ships but to utterly destroy entire enemy fleets, and use 
  every means at its disposal to ensure victory—even if 
  that sometimes meant compromising vaunted Federation 
  principles and ideals. It never broke those ideals, but it did 
  sometimes have to engage in conduct it would never have 
  considered had it not been fighting for its very survival.
  Within Starfleet itself, reaction to this conduct was 
  decidedly mixed. Most officers were somewhat uncom-
  fortable with it, and hope to set Starfleet back on 
  the “straight and narrow” now that it has defeated 
  the Dominion. But other officers, longtime advocates 
  of enhancing Starfleet’s “military-ness,” were pleased 
  that “common sense” had finally emerged among their 
  brethren. They’re now working to ensure that Starfleet 
  maintains a much greater level of military preparedness 
  and doesn’t slip back into its old, ultimately self-defeating, 
  ways.
  STARFLEET SPACE FORCES
  When most inhabitants of the Alpha and Beta 
  Quadrants refer to “Starfleet,” they mean the 
  Federation’s space navy—its powerful exploratory and 
  defense ships and the personnel who crew them. This 
  is apropos, since Starfleet devotes the vast majority of 
  its resources to the navy. Starfleet considers its Ground 
  Forces (see below) a department of the space navy, rather 
  than a separate branch of service.
  THE STARFLEET TABLE OF 
  ORGANIZATION
  At the beginning of the war, Starfleet possessed 
  approximately 8,800 combat-capable ships (plus thou-
  sands of additional non-combat craft such as shuttles, 
  runabouts, and support ships). Approximately 70% of 
  those were capital ships; the remainder Starfleet Attack 
  Fighters. To operate such a large force with maximum 
  efficiency and utility, it employs a strict, military-influ-
  enced table of organization and chain of command.
  FLEETS
  The largest unit of organization in Starfleet is the 
  fleet. Starfleet has forty-four fleets, designated the First 
  through Forty-Fourth. When at full strength, each fleet 
  contains about 100 to 200 ships (including Starfleet 
  Attack Fighters). Generally speaking, the lower a fleet’s 
  number, the longer it’s been in existence, and the more 
  important its assignments. (The war changed this to some 
  extent, since the enemy destroyed or substantially dam-
  aged longstanding fleets, leading Starfleet to replace the 
  losses with ships from other fleets, or newly-built ships.)
  But not all Starfleet vessels belong to one of these 
  fleets. Starfleet keeps several thousand ships as a 
  “reserve” to reinforce fleets operating in dangerous areas, 
  respond quickly to crises, conduct independent missions, 
  or replace fleet ships lost in action. It refers to this group 
  of ships, including the Federation’s flagship the U.S.S. 
  Enterprise-E, as the Supporting Fleet (as opposed to 
  the “support fleet,” meaning its support ships). Officers 
  sometimes call it the “floating fleet” or “phantom fleet.” 
  Many of them regard serving in the Supporting Fleet as 
  a mark of distinction, since it provides greater opportunity 
  for travel (and, in wartime, for front-line action).
  In times of peace, Starfleet differentiates between 
  standing fleets and mobile fleets. Standing fleets have 
  a permanent or near-permanent posting, an assignment 
  that keeps them in a single area (typically a sector) for a 
  long period of time. For example, the Third Fleet defends 
  Sector 001. It doesn’t conduct exploration missions or 
  travel to far-flung Federation colonies; it stays in the 
  Sector 001 to defend Earth and the surrounding region 
  of space. Mobile fleets, on the other hand, travel exten-
  sively. Starfleet deploys them wherever it needs them at 
  the moment. One week the ships of a mobile fleet might 
  
  The Dominion War Sourcebook: The Fires of Armageddon
  45
  assist with a diplomatic conference on Parliament, the 
  next they’re off exploring a newly-charted sector.
  In wartime, the distinction between standing and 
  mobile fleets largely disappears. Starfleet does maintain 
  some standing fleets (the Third again being a good exam-
  ple), but the chaos and needs of war cause Starfleet to 
  shift fleets around to achieve its strategic and tactical 
  objectives, shore up weaknesses in its lines, reinforce or 
  replace decimated fleets, and thwart enemy offensives. 
  Most standing fleets did not spend the entire war in their 
  accustomed posting.
  Admirals command fleets. Generally, the larger and/or 
  more important the fleet, the higher the rank of the 
  admiral (see pages 19-20 of the Star Trek: The Next 
  Generation Roleplaying Game Players’ Guide for further 
  information). When two or more fleets work together, 
  the highest-ranking admiral commands the force; if two 
  or more have equal rank, Starfleet Command appoints 
  one as “supreme commander.” It grants the same title to 
  any officer who commands a mixed fleet of Starfleet and 
  allied vessels (for example, General Martok was supreme 
  commander of the Ninth Fleet for most of the war, since 
  it included a mix of Starfleet and Klingon ships). Similarly, 
  if a fleet includes two or more admirals (an uncommon, 
  but not impossible, occurrence), the one appointed to 
  command the entire fleet by Starfleet has authority over 
  the other(s) (who themselves command tactical wings).
  Admirals command from flagships. Most have 
  Sovereign-, Galaxy-, Nebula-, or Excelsior-class flagships, 
  but some admirals prefer other ships (such as Akira-, 
  Ambassador-, Andromeda-, and Sequoia-class ships). 
  The flagship usually occupies the center of the fleet’s 
  formation(s) or stays slightly to the rear, though this 
  depends on the personality and desires of the admiral. 
  Some prefer to get in the thick of the fight, using the 
  power of their ships to help the wings under their com-
  mand destroy the enemy. Destruction or loss of a fleet’s 
  flagship constitutes a serious blow to that fleet. The ship 
  commanded by the second in command becomes the new 
  flagship, but it cannot replace the lost morale or experi-
  ence caused by the loss of the flagship.
  Fleets break down into tactical wings, wings, and 
  squadrons, identifying them with numerical designations 
  such as the 215th Tactical Wing (and sometimes fanciful 
  nicknames adopted by the members of that unit). The 
  numbers aren’t necessarily sequential, since when a unit 
  is destroyed or dismantled, its designation does not carry 
  over to a new unit. When fleets work together, Starfleet’s 
  tactical computers temporarily renumber all the units 
  involved to make it easier for the fleet commanders 
  to orchestrate maneuvers. Thus, when the Eighth Fleet 
  teamed up with the Twenty-Second and Thirtieth Fleets 
  to defend Andoria, Squadron 5 of the Eighth became 
  Squadron 37 of the combined force.
  THE EIGHTH FLEET
  As an example for Narrators who wish to create 
  detailed descriptions of fleets for their games, the 
  Eighth Fleet has been detailed in Appendix B, page 161.
  THE 219
  TH TACTICAL WING
  The largest tactical unit in the Eighth Fleet is the 
  219th, which contains 37 ships organized into a Galaxy 
  wing, two cruiser wings, a destroyer wing, and two 
  fighter wings. The commander of the 219th is Isaac 
  Ross, a Human renowned for his bravery during the 
  defense of Andoria.
  Here’s a Spacedock fleet combat Wing Template for 
  the 219th Tactical:
  Size:  163
  Movement:  .87
   
  Shipboard Systems (Flight Control) 3 (4)
  Maneuverability:  4
  Offense:  184
   
  Shipboard Systems (Tactical) 3 (4)
  Defense:  4
  TACTICAL WINGS
  Starfleet divides its fleets into tactical wings. Each tactical 
  wing contains about 15-40 ships, including Attack Fighters 
  (though not necessarily fighter complements on carrier ships 
  like Akiras or El Dorados). The exact number and type of ships 
  in a tactical wing depends upon Starfleet’s current resources, 
  the perceived needs of the tactical wing based upon its typical 
  mission profiles, and various other logistics and supply consid-
  erations.
  A captain commands most tactical wings. He also has his 
  own ship and/or wing within his tactical wing (giving him a 
  “flagship” of sorts). Within some fleets, the admiral prefers 
  that tactical wing captains have their own wings; in others, 
  he prefers to keep his tactical wing leaders separate from 
  their units in the table of organization. Sometimes Rear or 
  Vice Admirals command tactical wings. This most often occurs 
  with large tactical wings assigned to particularly important 
  missions.
  In peacetime, the tactical wing level of organization has 
  relatively little meaning. Sometimes Starfleet assigns an entire 
  tactical wing to a mission, such as escorting a large diplomatic 
  delegation, or thoroughly exploring and cataloguing some 
  new sector. But most of the time Starfleet finds it easier and 
  more effective to give orders to ships individually or as wings.
  WINGS
  Starfleet Command divides tactical wings into wings 
  (sometimes referred to as “attack wings” or “units”) of four 
  to ten ships each. For most ships in Starfleet, the wing is the 
  smallest unit they belong to. Officers proudly represent their 
  wings in “wing competitions” against the rest of their fleet 
  or wings from other fleets. Many wings adopt a nickname or 
  mascot, such as the “Rigellian Roughnecks” (Destroyer Wing 
  1, 352nd Tactical Wing, Tenth Fleet; destroyed at Betazed) 
  
  46
  The Dominion War Sourcebook: The Fires of Armageddon
  or the “Koryphon Dogs” (Fighter Wing 1, 628th Tactical 
  Wing, Seventeenth Fleet). A few even get away with 
  painting tiny pictures of their mascot on the hulls of their 
  ships, a practice Starfleet Command frowns upon.
  Starfleet has three types of wings. The first, and most 
  common, is the class wing. A class wing consists of ships 
  of only one class. Examples include fighter wings (with 
  only Starfleet Attack Fighters), Akira wings, Galaxy wings, 
  Miranda wings, and New Orleans wings. The tactical 
  advantage to a class wing is that ships of the same type 
  tend to work well together (and can resupply each other 
  when one runs out of spare parts). Furthermore, class 
  wings of larger ships have considerable firepower, as the 
  unparalleled success of Akira wings during the Dominion 
  War demonstrates.
  The next most common wing is the type wing. It 
  includes ships of only a single type, such as cruisers, 
  frigates, or escorts. What these wings lack in uniformity 
  they make up for by expanding the range of attack and 
  defense options open to them.
  Last are destroyer wings, a term some officers dislike 
  due to its militaristic connotations. Destroyer wings con-
  sist of a mix of smaller ships (no larger than a standard 
  Cruiser (CA)) of various types and classes—a hodgepodge 
  often assembled from the survivors of wings and tactical 
  wings destroyed in combat. While somewhat ungainly, 
  even chaotic, in appearance, destroyer wings make their 
  diversity an advantage. Their leaders adeptly combine the 
  various tactical assets of the ships in the wing in unusual 
  and effective ways.
  Most wings have a captain as commander; he also 
  commands the largest or most prominent ship in the 
  wing. Fighter wings are an exception to this rule. The 
  highest-ranking officer in most fighter wings is a lieuten-
  ant or lieutenant (JG), and ensigns command some, since 
  enlisted personnel often pilot fighters.
  SQUADRONS
  Starfleet sometimes subdivides larger wings, particu-
  larly fighter wings, into squadrons of two to four ships 
  each. This provides tactical wing and fleet commanders 
  more flexibility to exploit minor tactical opportunities.
  STARFLEET STRATEGY AND TACTICS
  As mentioned above, in general Starfleet prefers to 
  fight defensively. It’s not an aggressive military organiza-
  tion, but a peaceful one protecting its home territory. In 
  peacetime, it’s not uncommon for a Starfleet vessel to 
  allow another ship to fire on it two or three times while 
  the captain keeps talking to the attacker, hoping to defuse 
  the situation without using his own ship’s weapons.
  The Dominion War didn’t allow for such civilized nice-
  ties. The Dominion-Cardassian alliance had no interest 
  in resolving things peacefully; it wanted to conquer 
  the Federation and its allies and absorb them into the 
  Dominion. Starfleet responded accordingly, combining the 
  CAPTAIN ISAAC ROSS
  Attributes
  Fitness 4
       Strength +1
       Vitality +1
  Coordination 5
  Intellect 5
       Perception +1
  Presence 4
       Willpower +1
  Psi 0
  Skills
  Administration (Starship Administration) 2 (3)
  Athletics (Running) 3 (4)
  Parrises Squares (4)
  Command (Starship Command) 4 (5)
  Computer (Research) 1 (2)
  Culture (Human) 2 (3)
  Dodge 3
  Energy Weapon (Phaser) 3 (4)
  Espionage (Counterintelligence) 1 (2)
  History (Human) 2 (4)
       Federation (3)
  Knowledge, Human Toys 3
  Language, Betazoid 2
       Federation Standard 3
       Klingon 2
       Romulan 1
  Law (Starfleet Regulations) 4 (5)
  Personal Equipment (Tricorder) 1 (2)
  Starship Tactics (Starfleet) 3 (4)
       Cardassian (4)
       Dominion (4)
  Planetside Survival (Forest) 1 (2)
  Security (Law Enforcement) 1 (2)
  Shipboard Systems (Command) 3 (4)
  Social Sciences (Political Science) 1 (2)
  Stealth (Stealthy Movement) 1 (2)
  Strategic Operations (Federation Defense In Depth) 3 (4)
  Systems Engineering (Command) 1 (2)
  Unarmed Combat (Starfleet Martial Arts) 2 (3)
  Vehicle Operations (Shuttlecraft) 1 (2)
  World Knowledge (Earth) 1 (2)
  Advantages/Disadvantages
  Commendation (Christopher Pike Medal of Honor) +3, 
  Department Head (commander of a Galaxy-class ship) 
  +4, Distance Sense +1 (see text), Famous Incident 
  (defense of Andoria) +2, Instant Calculator +1, Language 
  Ability +2, Mathematical Ability +3, Promotion (Captain) 
  +5, Sense Of Direction +1, Code of Honor (Defender) -3, 
  Dark Secret (genetically resequenced) -3
  Courage:  6
  Renown:  64
       Aggression:  12
       Discipline:  10
       Initiative:  12
       Openness:  10
       Skill:  20
  Resistance:  5
  (Continued opposite sidebar.)
  
  The Dominion War Sourcebook: The Fires of Armageddon
  47
  strongest defense it could muster with a potent, focused 
  offense. Its strategic goals were threefold. First and fore-
  most, it had to defend the Federation and its people from 
  Dominion-Cardassian aggression. Many Starfleet officers 
  gave their lives to stop Dominion advances or destroy key 
  ships in enemy fleets.
  Second, Starfleet wanted to cripple the Dominion-
  Cardassian alliance’s ability to make war against it. Its 
  favored tactic to achieve this was the destruction of 
  the infrastructure needed to support the Jem’Hadar and 
  Cardassian forces:  shipyards, Jem’Hadar breeding facili-
  ties, ketracel-white production plants, and the like.
  Third, after sufficiently hampering the enemy forces 
  in this way, Starfleet and its allies planned to invade 
  Cardassian space itself to achieve victory and bring an end 
  to all hostilities. The most important aspect of this strat-
  egy was that the Federation never had any intention of 
  conquering and keeping Cardassian territory. It only want-
  ed to stop the fighting and keep itself safe; it neither had 
  nor has any desire to hold onto any part of Cardassian 
  space. While both the Klingons and the Romulans were 
  somewhat less reluctant about the possibility of taking 
  territory away from the Cardassians, the Klingons agreed 
  not to do so as part of their alliance with the Federation. 
  In any event, the Union’s borders remained more or less 
  intact after the War, leaving it to chart its own political 
  and social destiny (see The Cardassians:  Iron and Ash and 
  CHapter Seven of this book for more information).
  For details on numerous specific Starfleet tactics, please 
  refer to Spacedock.
  THE STARFLEET GROUND 
  FORCES
  When Starfleet finds it necessary to fight planetside 
  or hold a planet directly, it sends in the Starfleet Ground 
  Forces (usually just referred to as “Ground Forces”). 
  While the Federation lacks the martial culture possessed 
  by every other species and government participating in 
  the Dominion War, the combination of its open culture, 
  superior training, and the strength of its ideals give its 
  Ground Forces tactical competence and capabilities to 
  make it a match for any other ground force.
  THE GROUND FORCES TABLE OF 
  ORGANIZATION
  At the start of the war, the Ground Forces consisted 
  of approximately 200,000 personnel. When it became 
  apparent that planetside conflict would play a greater role 
  in the war than previously expected, Starfleet began an 
  aggressive recruiting drive, expanding the Ground Forces 
  to 250,000 persons. Although casualties diminished that 
  number considerably, the Ground Forces today are nearly 
  as strong as in the pre-War period.
  Starfleet organizes the Ground Forces in a fairly typical 
  Background
  Born on Earth in 2332, Isaac Ross (a distant cousin 
  of Admiral William Ross) was a relatively average child 
  born to two renowned university professors. Deeply 
  embarrassed to find out that their child wasn’t a genius 
  like they were, his parents arranged for him to undergo 
  genetic resequencing on Adigeon Prime. Fortunately 
  for him, the procedure worked. He went from being a 
  more or less ordinary child to one with a genius-level 
  intellect, strength and reflexes far greater than the 
  Human norm, and an innate grasp of mathematics and 
  linguistics. Most intriguingly of all, he developed the 
  ability to instantly and accurately gauge the distance 
  between any two points he could see. This “distance 
  sense,” as he calls it, has proven of great use in tacti-
  cal, athletic, and engineering endeavors.
  Hiding his genetic superiority to avoid the crushing 
  social penalties imposed upon people like him, Ross 
  attended Starfleet Academy and, after graduating at 
  the top of his class, entered the Command branch of 
  the fleet. He showed a definite flair for leadership and 
  administration and soon received his first command, 
  the Miranda-class U.S.S. Devereaux. He captained 
  the Devereaux throughout most of the Federation-
  Cardassian War, and managed to get most of his crew 
  to safety after a Galor-class Battle Cruiser destroyed 
  his ship in 2365. He spent several years teaching at 
  Starfleet Academy before receiving command of the 
  Galaxy-class U.S.S. Benton in 2372 and, a year later, 
  leadership of the 219th Tactical Wing of the Eighth Fleet.
  Captain Ross served with distinction during the 
  Dominion War. He came to the attention of the entire 
  Federation for the courage he displayed during the 
  defense of Andoria. He’s particularly famous for a 
  near-suicide run he and the Benton performed on a 
  Jem’Hadar Carrier to destroy it and open up a major 
  hole in the Dominion-Cardassian lines.
  In his spare time, Captain Ross enjoys playing par-
  rises squares, studying languages, and participating in 
  holonovels depicting great moments in Human history. 
  He’s also an avid collector of toys from Earth’s late 20th 
  and early 21st centuries.
  THE GROUND FORCES UNIFORM
  Throughout the 2360s and up until mid-2373, the 
  Ground Forces uniform consisted of a black unitard 
  with a colored stripe (red, gold, or blue) about 8 cm 
  thick running across the chest approximately 25 cm 
  below the shoulder. Pips on the collar indicated rank. In 
  mid-2373, the Ground Forces switched to the current 
  standard Starfleet uniform (grey-shouldered black uni-
  tard with a high-necked colored undershirt). Of course, 
  soldiers left in the field for long periods of time often 
  adapted other bits and pieces of clothing suitable to 
  the conditions.
  fashion. The squad (three to 12 troops) is the most basic 
  unit of the Ground Forces. Commanded by an ensign 
  or lieutenant (JG), a squad contains primarily enlisted 
  personnel. Three to five squads form a platoon of 20-60 
  soldiers commanded by a lieutenant (JG) or lieutenant. 
  While a soldier’s squadmates usually are intensely devoted 
  
  48
  The Dominion War Sourcebook: The Fires of Armageddon
  to each other (after all, they support one another in 
  life or death situations), they also identify strongly with 
  their platoon; friendly rivalries between platoons occur 
  frequently.
  Captains command the Ground Forces’ companies, 
  which have 100-300 soldiers (two to five platoons). 
  Captains or majors command battalions of 200-2,000 
  men (two to five companies). Majors or colonels com-
  mand regiments of 1,500-5,000 soldiers (two to five 
  battalions). Colonels or generals command brigades of 
  5,000-20,000 soldiers (two to five regiments). Generals 
  command divisions (25,000-40,000 soldiers in two to 
  five brigades) and corps (50,000-100,000 soldiers in two 
  to five divisions). Generals commanding larger units are 
  higher in rank than those in charge of smaller units. 
  The highest ranking soldier in Starfleet, holding the rank 
  of Commangind General, serves as supreme commander 
  of the Ground Forces. Throughout the Dominion War, 
  General Sarev Idrani of Andoria filled the post. Known 
  for his fearsome demeanor and temper, General Idrani 
  nevertheless enjoys the respect of all members of the 
  Ground Forces due to his fighting prowess and willingness 
  to stick up for his men in the face of what many soldiers 
  consider an attitude of disdain for soldiering on the part 
  of many high-ranking Starfleet naval officers. Not one to 
  lead from the rear, General Idrani fought on the front lines 
  with Ground Forces soldiers in several battles of the war.
  Within the Ground Forces, Starfleet maintains the 
  same departmental structure:  Command, Operations, and 
  Science. Command includes all unit leaders. Operations is 
  a much smaller department than on a starship, since a 
  ground unit doesn’t need Flight Control, Mission Ops, or 
  similar officers. It includes combat engineers, quartermas-
  ters, and other such personnel. Science officers are usually 
  doctors, but most platoons contain at least one officer 
  with a background in planetary sciences (geology, biology, 
  meteorology, or the like).
  SPECIALIZED UNITS
  Not every unit in the Ground Forces consists simply of 
  phaser rifle-wielding “grunts.” Starfleet fields many spe-
  cialized units to support the frontline troops. Specialized 
  units include:
  Air:  Air units fly armored assault craft, gunships, and 
  other aircraft. Organized into “squadrons” and “wings” 
  instead of squads and platoons, Air troops protect their 
  ground-pounding brethren from enemy airmen and attack 
  enemy positions.
  Artillery:  An Artillery unit supports ordinary troops 
  with artillery fire, missile fire, emplaced weapons fire, and 
  other heavy weapons system. Compared to other govern-
  ments’ ground forces, Starfleet has few Artillery units.
  Electronic Warfare:  The modern battlefield is rife 
  with electronic signals, transporter beams, communica-
  tions transmissions, and the like. Electronic Warfare units 
  try to intercept enemy transmissions while ensuring that 
  their own force’s transmissions get through safely and 
  clearly. They also jam enemy transporters and try to cut 
  through the enemy’s own interference so Starfleet can 
  transport personnel or weapons into enemy territory.
  Mechanized:  Mechanized units drive assault skimmers, 
  phaser tanks, and other military ground vehicles. They 
  often spearhead Ground Forces advances, allowing the 
  troops to follow behind them and use their vehicles for 
  cover.
  SPECIAL FORCES
  In addition to its regular Ground Forces personnel, 
  Starfleet has several units of “special forces,” such as the 
  Starfleet Rangers and the 3rd Andorian Battalion. First and 
  foremost among these elite units are the renowned Rapid 
  Response Teams. During peacetime, Rapid Response per-
  sonnel fulfill a wide variety of functions, such as search 
  and rescue, counterrorism, specialized law enforcement, 
  and disaster relief. During the Dominion War, Starfleet 
  temporarily reorganized the Rapid Response Teams and 
  tasked them with various special missions behind enemy 
  lines (such as the Vuldok Nor mission; see page 24). 
  They conducted reconnaissance, sabotage, and deception 
  missions that proved invaluable for the war effort. A 
  wartime Rapid Response Team was roughly equivalent 
  to a platoon, with 20-50 personnel commanded by a 
  lieutenant. In most teams, at least half of the members 
  were ensigns with full Starfleet Academy training, and the 
  rest enlisted personnel with several years of experience. 
  Since the end of the war, the teams have returned to their 
  peacetime table of organization.
  STANDARD EQUIPMENT
  Starfleet equips the typical Ground Forces soldier 
  with a Type III phaser rifle (including phaser targeting 
  module, if available), a Type II phaser, a force shield or 
  individual force field generator (if available), and a Tactical 
  Communications Suite (if available, a personal commu-
  nicator and a military tricorder if not). A soldier may 
  request additional equipment, such as a combat knife. If 
  he provides a good reason for the request, Starfleet will 
  fulfill it if possible. Special forces personnel usually have 
  more specialized equipment. Rapid Response soldiers use 
  Compression Phaser Rifles (Type-3C), for example.
  Squads and platoons have additional equipment, 
  including transport inhibitors, pattern enhancers, portable 
  tactical displays, tetryon pulse launchers, isomagnetic 
  disintegrators, various remote drones, communications 
  packs, vehicles, and various tools (including replicator 
  multitools). The amount and type of equipment assigned 
  to a unit depends upon its role, missions, and Starfleet’s 
  current resources.
  During the latter stages of the war, the Ground Forces 
  often suffered from equipment shortages. Many soldiers 
  had to do without their Type II phaser; even more lacked 
  the force shield or individual force field generator.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  49
  TACTICS
  Compared to most 24th century armies, the Starfleet 
  Ground Forces seem somewhat limited in their tactical 
  doctrines and procedures. Compared to the Klingons or 
  Jem’Hadar, Starfleet’s troops rarely take advantage of all 
  the capabilities modern military technology offers, such 
  as orbital bombardment, weapons that devastate entire 
  planets, explosives that can level mountains. Starfleet per-
  sonnel usually find such tactics repugnant, since they 
  cause far more destruction and loss of life than necessary. 
  Starfleet prefers to use the minimum force needed to 
  accomplish its objectives. In short, the Ground Forces 
  don’t use wasteful or excessively violent tactics. This 
  held true during the Dominion War, when Ground Forces 
  soldiers usually found themselves defending Federation 
  territory, and were not, unlike the Jem’Hadar, willing to 
  lay waste their own planets rather than let them fall into 
  enemy hands.
  Rather than use brute force, the Starfleet Ground 
  Forces relies on precise attacks, surgical strikes, and what 
  Starfleet Command refers to as “intelligent warfare.” 
  Starfleet expects its soldiers to fight with their minds as 
  much as their hands and eyes. Deception, trickery, and 
  accuracy are the name of the day. When confronted with 
  a superior enemy force, a Ground Forces commander 
  finds a way to use his environment, the principles of 
  science, or some unorthodox tactic to tip the balance in 
  his favor and win the battle.
  Of course, in wartime soldiers cannot always live up 
  to such ideals. Particularly during the latter half of the 
  war, when manpower and materiel shortages began to 
  affect the Ground Forces, soldiers often made do with 
  more direct, brutal methods. Starfleet kept many of them 
  on the front lines far longer than the regulation 90-day 
  period, and the strain affected them, diminishing their 
  efficiency and capacity to fight. Thanks to their training 
  and ideals, most of them soldiered on and saw the 
  Federation through to victory, but the victims of combat 
  fatigue and related disorders will fill Starfleet Medical’s 
  mental health facilities for years.
  AFTER THE WAR
  While Starfleet fared better, in many ways, than its 
  allies, it nevertheless experienced tremendous losses dur-
  ing the Dominion War—losses that may affect the very 
  nature of the organization, and how it does its job, for 
  years or decades to come.
  At the beginning of the War, Starfleet consisted of 
  about 8,800 vessels (approximately 70% capital ships, 
  30% Attack Fighters). As of the signing of the Treaty of 
  Bajor, it had 2,700 ships at 75% or greater capacity, and 
  another 1,400 at 40-74% capacity. In short, the enemy 
  destroyed over half of its ships. It suffered enormous per-
  sonnel losses as well—nearly half a million highly trained 
  Starfleet officers and enlisted men died at the hands of 
  the Jem’Hadar, Cardassians, and Breen.
  The Ground Forces started the war 200,000 strong. 
  Thanks to an intensive recruiting effort and the thousands 
  of Federation citizens who volunteered for duty, it 
  reached highs of 250,000 troops early in the war, and it 
  continued recruiting personnel throughout the fighting. At 
  the war’s end it was left with 174,300 combat-capable 
  soldiers, but had lost approximately 105,000 more on the 
  field of battle.
  Psychologically, Starfleet finds itself in a most unusual 
  position. While elated over the victory they achieved, its 
  personnel often find themselves overwhelmed by feelings 
  of loss and depression. Hundreds of thousands of their 
  comrades died, and their once-proud fleet lies almost in 
  ruins. But for a few key events here and there, they could 
  easily have lost the war. Officers from planets like Betazed 
  and Benzar feel the devastation even more acutely. But 
  despite this blow to their morale, few of them feel their 
  struggle was in vain. They’ve taken the worst the galaxy 
  could throw at them and repulsed it. In time, as the physi-
  cal and psychic wounds of war heal themselves, they will 
  come to see even more clearly just how great a triumph 
  they achieved.
  The question now confronting Starfleet Command is:  
  where does the fleet go from here? Many in Starfleet’s 
  upper echelons want to see the organization return to its 
  roots—to the missions of exploration, scientific discovery, 
  and diplomacy Starfleet personnel excel at. They’ve had 
  their fill of war. While threats to the safety and security 
  of the Federation remain, none are immediate. Starfleet 
  and the UFP can rebuild much faster than most other 
  galactic powers due to the strength of the Federation 
  economy and work ethic. Unprecedented opportunities 
  exist for expanding the scope of relations with the weak-
  ened Romulan Star Empire, and to usher in a democratic 
  Cardassian government. If Starfleet applies itself properly, 
  it can leave future Federation citizens a peaceful, even 
  paradisical, quadrant as the ultimate legacy of the most 
  terrible, destructive danger their society ever faced.
  But others in Starfleet learned different lessons from 
  the Dominion War. As they see it, the Federation fared so 
  badly for so much of the war because it wasn’t prepared. 
  The fact that the UFP is a utopia, run by wise and enlight-
  ened people, doesn’t mean everyone else in the galaxy 
  shares its philosophies and ideals. Federation principles are 
  worth upholding, but all too often they leave the UFP 
  vulnerable to enemies who do not share them. Hope and 
  kind intentions offer no protection against aggression.
  To these people, returning to Starfleet’s primary mis-
  sions as if the war had not occurred would constitute a 
  grievous mistake. Those who do not learn the lessons of 
  history will simply repeat the mistakes of their forebears, 
  and they believe the lesson of the Dominion War is this:  
  Starfleet must defend the Federation more aggressively. 
  The notion that “Starfleet is not a military organization” 
  is an ultimately self-defeating one the organization must 
  reject once and for all. It must adopt a more logical, prac-
  tical, and effective military doctrine to guide it into the 
  
  The Dominion War Sourcebook: The Fires of Armageddon
  50
  25th century. Some of the specific suggestions floated by 
  this camp include:  designing more dedicated “warships” 
  like the Defiant and Akira classes; initiating extensive 
  research projects to upgrade all of Starfleet’s existing 
  tactical systems, and to develop newer, better systems; 
  reviewing and revising all of Starfleet’s tactical protocols 
  “in light of the realities of the modern galactopolitical 
  situation”; and taking full advantage of modern techno-
  logical developments to make defense perimeters stronger 
  and more effective (“If the Federation had simply 
  used existing technologies to improve the Mars Defense 
  Perimeter, 22 million innocent Humans would be alive 
  today!” in the words of Admiral Vatel Pa’thyr). 
  No one can say for certain which direction Starfleet will 
  take; perhaps a middle road is the most likely option. But 
  in a galaxy where the Breen and Borg still represent major 
  threats to the safety of the Federation, no UFP citizen 
  can deny that the need for Starfleet to protect them is 
  very real.
  
  THE KLINGON ORDER OF BATTLE
  The Klingons were a crucial part of the Federation alliance, 
  second only to Starfleet in their contribution to the war effort. 
  Indeed, at one point only the Klingon ships could stand 
  against the enemy while Starfleet and the Romulans 
  figured out how to protect themselves from the Breen 
  energy dissipator. Without the Klingons, it’s doubtful 
  the Federation could have won the war.
  Readers interested in general information about 
  the Klingons, including their military and govern-
  ment, should refer to The Klingon Empire:  Blood 
  and Honor. This chapter addresses only the nature 
  and activities of the Klingons during the Dominion 
  War.
  WARRIORS BORN
  The Klingons often describe themselves as “a war-
  rior people.” Virtually every aspect of their culture 
  revolves, at least to some degree, around combat. Every 
  Klingon considers himself a warrior first and foremost, 
  and stands ready to drop whatever he’s doing and go fight 
  whenever necessary. Nor do they differentiate between “navy” 
  and “ground forces” personnel; Klingons “cross-train” as they see fit, 
  and expect any warrior capable of fighting to acquit himself honorably in any 
  military role. Naturally, some Klingons prefer certain jobs on the battlefield, 
  develop skills related to those jobs, and get assigned to them more often than 
  not. In this way “specialists” develop, but the Klingons do not organize them 
  into specific units the way most military organizations do. Nor do they have 
  “special forces” units like the Rapid Response Forces; every Klingon warrior 
  considers himself an “elite” fighter. 
  KLINGON FLEETS
  Unlike the centralized military or quasi-military organizations maintained by the 
  Romulans, the Cardassians, or the Federation, the Klingon military is a patchwork of 
  different types of fleets under different commanders. Three types of Klingon fleets 
  fought in the Dominion War:  the Chancellor’s Fleet; various House fleets; and the 
  Imperial Klingon Defense Forces (IKDF). (Some renegade fleets also “joined in the 
  fun,” but on their own terms.)
  Klingon internal politics and military policy are tightly interwoven. The Chancellor 
  maintains alliances with various Great Houses of the Empire to ensure he has enough 
  ships, combined with the Chancellor’s Fleet (his personal House fleet), to patrol the 
  borders of the Empire and enforce his will. His need for these alliances, and the 
  leverage that grants the Great Houses, play an important role in Klingon politics. The 
  IKDF, a holdover from the 23rd century, acts as a military bureaucracy and fleet of 
  support ships and older vessels, not as a true “fleet” per se. Most Klingons have little 
  respect for the IKDF, which they perceive as weak and less than competent. The House 
  fleets, even though they ultimately answer only to the House leader and not to any 
  central authority, represent true Klingon military might.
  THE FEDERATION’S ALLIES: THE 
  KLINGONS AND THE ROMULANS
  CHAPTER FIVE
  
  52
  The Dominion War Sourcebook: The Fires of Armageddon
  ASSEMBLING THE FLEET
  This type of “organization” suits the Klingons perfectly 
  during times of peace, or even in a typical low-intensity 
  war like the Betreka Nebula Incident. But Klingon military 
  planners and strategists quickly realized that it would 
  cause problems when the Empire prosecuted a high-inten-
  sity war for its survival—something which it had not 
  done before. They argued to Chancellor Gowron that the 
  Klingons couldn’t oppose the Dominion by letting each 
  House fight as it chose; that would simply prolong the 
  Empire’s inevitable defeat in the face of a numerically and 
  technologically superior foe. The Klingon fleets needed 
  strong central control.
  Gowron had no quarrel with a temporary reform that 
  would give him more power, so he brought the analysts’ 
  proposal to the High Council. Many members of the 
  Council immediately saw the wisdom in the plan. After an 
  extended, rancorous debate, they convinced their oppo-
  nents, one by one, that Gowron was right. In a time of 
  crisis, the Klingons proved they could put their personal 
  differences aside and fight together for the honor and 
  glory of the Klingon people.
  But the Council disliked the idea of giving Gowron 
  total control over their House fleets—though loyal to the 
  Empire, they weren’t blind to Gowron’s personal ambi-
  tions. Rather than let the Chancellor’s Fleet command 
  the assembled House fleets, the Councillors stunned the 
  Empire by insisting that Gowron place the IKDF in charge 
  of the war effort. At first the Klingons widely derided 
  this suggestion, but they soon realized it was a logical 
  choice:  who better than the bureaucrats and logistics 
  experts to organize and administrate the largest Klingon 
  fleet ever assembled? After all, they freed the warriors 
  to do what they did best:  fight! When Gowron agreed 
  to the proposal, on the condition that his chosen com-
  mander, General Martok, act as supreme commander, the 
  warriors of the Empire agreed to the plan.
  Thus, when Gowron finally called for the Houses to 
  assemble their fleets and turn control of them over to 
  General Martok and the IKDF, the response was unprec-
  edented:  thousands of Klingon ships, assembled in 
  one place, devoted to a single purpose:  defeating the 
  Dominion. Klingon warriors realized this was the greatest 
  conflict most of them would ever see. Young warriors 
  viewed the Dominion War as the chance to blood them-
  selves in combat and earn their first true taste of honor; 
  older warriors saw a chance to revive the fire in their souls 
  and die in glorious battle instead of in their beds.
  No fool, Martok left the various Houses’ commanders 
  in control of their individual units instead of replacing 
  them. Using his own commanders would only anger 
  skilled, popular warriors and make it all the more difficult 
  to control his forces. But he made it absolutely clear 
  he expected all Klingon warriors to follow his orders 
  regardless of their personal feelings about him or the 
  other fleets. To their credit, Klingon warriors listened and 
  obeyed. The threat of the Dominion occupied all of their 
  attention, leaving little energy for internecine squabbling. 
  Incidents of old rivalries flaring up among Klingons during 
  the war were surprisingly few.
  MARTOK’S TABLE OF ORGANIZATION
  The Klingons came to the war with nearly 6,500 
  ships, ranging from B’rel-class birds of prey (Scouts, or 
  “Light Warships” in Klingon parlance) to Gel’tar-class 
  Battleships. (Gowron kept his flagship, the Negh’Var, at 
  Qo’noS.) The Great Houses of the High Council brought 
  hundreds of ships each; lesser houses provided a few 
  dozen or whatever they could spare.
  Martok subdivided his forces into one fleet for each 
  Great House. The nucleus of each fleet was, of course, 
  the Great House’s own fleet. Martok assigned the fleets of 
  the lesser Houses to the Great House fleets, making each 
  fleet roughly numerically equal. Martok placed Houses 
  with strong rivalries or hatreds in separate fleets, to min-
  imize disciplinary problems. (Similarly, he arranged the 
  combat assignments to keep rival Houses apart.)
  Within each fleet, Martok allowed the Great House 
  commander to organize his forces as he saw fit. Martok 
  didn’t care how each commander ordered his ships and 
  troops, provided he filed the proper reports and respond-
  ed promptly to Martok’s demands for ships and soldiers. 
  Thus, whereas the House of Kang divided most of its fleet 
  into numerically equal “wings” of approximately three 
  to six capital ships and six to twelve smaller ships, the 
  House of Krotmag maintained its traditional brigade, regi-
  ment, battalion, fighting wing, wing, and squadron table 
  of organization. Its commander assigned ships from lesser 
  fleets to form new fighting wings or battalions, or used 
  them to fill deficiencies in House units.
  Since Martok based his fleet around the oft-scorned 
  Imperial Klingon Defense Forces, he used IKDF personnel 
  for record-keeping, administrative, and logistical tasks, 
  rather than letting each House fleet fend for itself to 
  obtain supplies, reinforcements, and repairs. While many 
  Klingons (even Martok!) grumbled about having to report 
  to “the honorless bureaucrats,” not one complained 
  about how the IKDF freed him up to concentrate on 
  actual fighting.
  KLINGON SPACE STRATEGY AND TACTICS
  Although other species sometimes think Klingons use 
  only straightforward, brutal attacks, in truth Klingon war-
  riors can be tactically cagey and clever (as shown by 
  their frequent use of cloaking devices). A victory won by 
  deceiving or outmaneuvering the enemy is just as honor-
  able as one involving a frontal assault. In fact, the most 
  dangerous Klingon warriors aren’t the ones who attack 
  pell-mell in a rage, but those who can control their fury 
  and rationally analyze the situation so they can obtain the 
  best result.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  53
  STARFLEET INFLUENCE
  The Klingons were both influenced by, and had a sig-
  nificant influence on, their Starfleet allies. They fought on 
  virtually every front during the war, always working close-
  ly with Starfleet to defend Federation territory. Therefore 
  they usually followed Starfleet procedures. They fit their 
  ships into Starfleet formations as instructed and obeyed 
  Starfleet commanders placed in charge of joint task forces. 
  At the same time, they added a healthy dose of Klingon 
  aggression to Starfleet’s more disciplined approach to 
  fighting the enemy. Without the Klingons urging it on, 
  Starfleet might have fought defensively for much longer 
  than it did.
  But Starfleet often gave the Klingons plenty of free-
  dom. On many occasions Starfleet or General Martok 
  assigned Klingons missions to perform on their own 
  instead of making them work with Starfleet ships. For 
  example, since Klingon raiding tactics work well against 
  supply convoys, Klingon-only wings often attacked 
  Dominion-Cardassian cargo ships and escorts. This suited 
  the Klingon warriors just fine, since it kept Starfleet reg-
  ulations and niceties from hampering them too much. 
  They could fight the Jem’Hadar on their own terms:  
  making superluminal suicide attacks; orbitally bombarding 
  Jem’Hadar positions; triggering solar flares to destroy mil-
  itary production facilities; and using biogenic weapons 
  tailored to affect only their enemies. Even Klingon 
  Intelligence worked overtime performing sabotage and 
  reconnaissance mission, earning the grudging respect of 
  Klingon warriors whose lives KI’s efforts saved.
  SPECIFIC TACTICS
  Some of the specific tactics and combat doctrines used 
  by Klingon ships and warriors in space include:
  Total combat:  Unlike the other combatants in the 
  Dominion War, the Klingons don’t keep their flagships to 
  the rear of a battle to orchestrate the activities of the 
  other ships. Instead, all ships, from the flagship to the 
  smallest fighter, get involved in the fighting. The Klingon 
  command expects the commander of a wing to fight and 
  lead his troops at the same time.
  Triangular formations:  During the Dominion War, the 
  Klingons preferred to organize their ships into sub-groups 
  of three, which allowed them to surround an enemy and 
  concentrate fire on him. When attacking larger targets, 
  they expanded the three-group into a squadron of six or 
  nine ships. For this reason, the total number of vessels in 
  most Klingon starship units is evenly divisible by three.
  Gornag Maneuver:  Developed by the renowned 
  General Gornag, who fought the Cardassians during the 
  Betreka Nebula Incident, this maneuver exploits a weak-
  ness in Cardassian EPS systems (Cardassian vessels built 
  after 2371 no longer have this weakness). Cardassian 
  ships have a special type of power junction just a few 
  meters from each of their spiral-wave disruptors. By 
  maneuvering in very close to the target ship (which usu-
  ally involves some skilled flying, due to the number and 
  placement of weapons on Cardassian ships), the Klingons 
  can hit a disruptor power junction with an energy beam, 
  creating an overload in the EPS system which causes 
  explosions throughout the Cardassian ship and decreases 
  its ability to provide power to its systems. (Targeting a 
  disruptor power junction requires a Klingon ship to get 
  within Point Blank beam weapon range and make an 
  attack Test at +8 Difficulty. A hit which causes damage to 
  the junction causes an extra 4d6 damage to the target (no 
  defense applies) and reduces its Power by 10%.)
  Chokath HoHwI’:  This attack, the “Triangle of 
  Death,” uses the placement of weapons on a bird of prey 
  to bypass a target’s shields with a torpedo (Starfleet calls 
  this “shield dimpling”). In attack mode, a bird of prey 
  lowers its “wings,” forming a triangle between the disrup-
  tors on the tips of the wings and the torpedo launcher 
  in the forward section of the command hull. The ship 
  fires the disruptors, then, a microsecond later, launches 
  a torpedo at the same point on the target. If the ship 
  times the attack correctly, the disruptor blast weakens the 
  shields at that point, allowing the torpedo to pass through 
  unhindered and hit the target ship directly. (The attacking 
  character performs two actions, one after the other, with 
  the usual Multiple Action Penalty. First he fires a beam 
  weapon, then a torpedo. The torpedo attack is at +5 
  Difficulty. If the attack succeeds, the torpedo bypasses the 
  shields and hits the target ship directly. If the torpedo 
  attack fails, the beam weapon does no damage to the 
  shields and the torpedo doesn’t bypass them (but it does 
  damage them normally); if it Dramatically Fails, the beam 
  HOUSE KANG FLEET WING 327
  One of the most renowned wings of the House of 
  Kang, itself among the greatest houses of the Empire, 
  is Wing 327. Commanded by totlh Krotar To’ghelj 
  (“Krotmar the Scarred”), the 327th fought at Kalandra, 
  Chin’toka, Daxura, and many other important battles, 
  acquitting itself honorably every time. Its pilots and 
  soldiers are known for their willingness to take on any 
  opponent or challenge, no matter how dangerous.
  Ship 
  Class 
  Commander
  Flagship 
   
   I.K.V. Rek’trel 
  Torath 
  totlh Krotar To’ghelj
  Capital Ships 
   
   I.K.V. Var’tang 
  Vor’cha 
  HoD Bronag
   I.K.V. Ch’groth 
  Vor’cha 
  HoD Drenaf
   I.K.V. Morta 
  K’Vort 
  HoD Nagtor
   I.K.V. Qa’meg 
  K’Vort 
  HoD Sogas
   I.K.V. LoHQo 
  K’Vort 
  HoD Grokar
  Smaller Ships 
   
   I.K.V. TaSorD 
  B’rel 
  HoD Hotan
   I.K.V. Dor’geth 
  B’rel 
  HoD Trogel
   I.K.V. Sa’trin 
  B’rel 
  HoD Renkar
   I.K.V. ToH’la 
  B’rel 
  HoD Qag’leth
   I.K.V. Pragh 
  B’rel 
  HoD Melga
   I.K.V. Boghara 
  B’rel 
  HoD Deglen
   I.K.V. JevbeD 
  Qa’cheng 
  HoD Dren
   I.K.V. Qa’tlhab 
  Brakt 
  HoD Kara
   I.K.V. Kahle’mIn  
  Bla’koth 
  HoD Pelag
  
  54
  The Dominion War Sourcebook: The Fires of Armageddon
  weapon destroys the torpedo, and neither attack damages 
  the target at all.)
  Cloaking devices:  While cloaking devices weren’t as 
  much help to the Klingons in the Dominion War as in 
  most conflicts (due to Dominion tachyon scanner tech-
  nology), they still provided a significant advantage in 
  many circumstances. The Klingon tactic of choice when 
  appropriate is the “decloak and strafe.” A wing or unit 
  approaches the target while cloaked, decloaks right before 
  reaching beam weapon range to the target, fires at 
  the target, and then either returns for another pass or 
  decloaks and leaves the scene of the attack. Sometimes 
  the Klingons only pretend to leave, remaining nearby until 
  repair crews start work. Then they attack again, com-
  pletely destroying both the target and its repair resources.
  Raiding:  The Klingons often prefer pitched battles, but 
  the nature of the Dominion War meant that conducting 
  raids on enemy outposts and stations often proved more 
  effective. With their “decloak and strafe” maneuver, the 
  Klingons were well-suited to to such attacks. After the 
  Federation alliance penetrated Cardassian space in early 
  2375, the Klingons made frequent raids on enemy posi-
  tions.
  Bridge assaults:  The Klingons have even found ways 
  to introduce hand-to-hand combat into space warfare. 
  They beam a group of warriors onto a target’s bridge, 
  bat’leths in hand, to cut down the enemy’s officers and 
  take over the bridge (and thus, in effect, the entire ship 
  or station). Using this tactic, they can capture an enemy 
  ship virtually intact, allowing them to study it, or even use 
  it against the enemy. Of course, this tactic won’t work 
  when a target’s shields are up, so the Klingons must make 
  a “decloak and beam” run before the target has a chance 
  to raise shields, or knock the target’s shields down with 
  conventional attacks. Bridge assaults didn’t work quite 
  as well in the Dominion War as in most conflicts, since 
  the Jem’Hadar could fight back against Klingon boarders 
  much better than the average Alpha Quadrant humanoid.
  KLINGON GROUND WARFARE
  Although the Klingons are skilled starship combatants, 
  it’s ground warfare they particularly excel at. Being down 
  in the trenches, fighting man to man against the enemy, 
  sings to the Klingon soul. The battle comes down to steel 
  and sinew and blood, without shields or torpedoes or 
  anything else to get between two warriors, each doing his 
  best to defeat the other with nothing more than strength 
  and skill.
  That, of course, is a romanticized picture of ground 
  combat, but one many Klingons subscribe to. To them, 
  hand-to-hand combat represents the ultimate opportunity 
  to prove one’s mettle as a warrior—to fight and 
  defeat the enemy without weapons of mass destruction 
  or other technological impedimentia. But even among 
  the Klingons, modern ground forces use a lot of technol-
  ogy and long-range weapons, from artillery to missiles. 
  Regardless of the weapons involved, though, Klingons 
  make superb ground warriors. During the Dominion War, 
  only the Jem’Hadar matched them for strength, resilience, 
  and ferocity. Encounters between Klingon and Jem’Hadar 
  armies, such as on Argolas III or Gamma Reticula IV, were 
  some of the most violent, brutal, and bloody combats in 
  either species’s history. A Klingon warrior who survived 
  the battle for Gamma Reticula, where the Jem’Hadar 
  killed over four-fifths of the Klingons before the Klingons 
  won, automatically receives an extra measure of respect 
  from his fellow warriors.
  UNITS AND SOLDIERS
  As with space fleets, each Klingon House organizes 
  its warriors for ground combat as it sees fit. During the 
  Dominion War, pursuant to General Martok’s suggestion, 
  most used the following levels of command:  division 
  (about 10,000 warriors, commanded by a Sa’ [general] 
  or totlh [commodore]); brigade (about 2,500 warriors, 
  commanded by a ‘ech [brigadier]); battalion (about 500 
  warriors, commanded by a HoH [captain]); company 
  (about 100 warriors, commanded by a la’ [commander]); 
  platoon (about 25 warriors, commanded by a Sogh [lieu-
  tenant]); and squad (about 5 warriors, commanded by 
  an officer or noncommissioned officer lower in rank than 
  lieutenant). Standardizing unit sizes across the force made 
  it easier for the IKDF to perform its administrative duties.
  The typical Klingon soldier fighting the Dominion 
  carried the following equipment:  a disruptor rifle or dis-
  ruptor (depending on individual preference or mission 
  profile); a bat’leth; a secondary melee weapon (such as 
  a d’k tahg or mek’leth); a photon grenade or two; and 
  miscellaneous equipment (such as a tricorder, rations, and 
  tools). Each warrior wore the traditional Klingon leather 
  and metal armor (+2 Protection versus physical attacks, 
  +1 Protection versus energy). Within a squad, at least one 
  warrior, if not more, carried the following:  a military tri-
  corder; a disruptor rifle (or, if the squad members already 
  carry rifles, a heavier weapon such as an isomagnetic 
  disintegrator); a grenade launcher and extra grenades; 
  enhanced communications equipment; and a medical kit.
  TACTICS
  Unsurprisingly, the Klingons usually approach ground 
  warfare with bluntness and ferocity. Instead of teaching 
  soldiers fancy, complicated maneuvers, they allow each 
  warrior to use his martial abilities as he sees fit. 
  Sometimes this results in a squad of Klingons charging at 
  an enemy with no semblance of formation or “discipline,” 
  but the smartest Klingons quickly learn that they’re more 
  effective on the battlefield, and thus earn more glory and 
  honor, when they work together with their squadmates.
  Rather than exchanging disruptor fire with an enemy 
  dozens of yards away, Klingons prefer to engage the 
  enemy up close, in hand-to-hand range if possible, where 
  their natural strength and toughness give them an edge. 
  Typically Klingons with heavy weapons will lay down cov-
  
  The Dominion War Sourcebook: The Fires of Armageddon
  55
  ering fire so their squadmates can approach the enemy 
  (perhaps by moving from cover to cover until they’re 
  close enough to leap into the fray). Once the melee starts, 
  they sling their heavy weapons and join their brethren in 
  combat.
  Once they take ground, Klingons fight like sabre bears 
  to keep it. Many of them regard retreating as dishonor-
  able and refuse to do it except in the most desperate 
  circumstances; they’d rather die fighting an advancing 
  enemy than live with the shame of running away. Thus, 
  Klingon units often find themselves stranded behind 
  enemy lines (in which case it’s not considered dishon-
  orable to fight their way back to Klingon territory). If 
  trapped in the open or surrounded, Klingons fight back-
  to-back to protect each other. In an intact squad, the 
  three lightest-armed Klingons form a triangle around the 
  squadmates carrying heavy weapons, trying to protect 
  them long enough for them to blast a way to safety for 
  the squad.
  Klingon troops prefer not to send for help—a true war-
  rior can handle any challenge by himself! But when a unit 
  cannot take a target alone, it summons reinforcements 
  or calls in an artillery or orbital bombardment strike. The 
  Klingons have no qualms about obliterating a target or 
  enemy unit with emplaced or orbital weapons, provided 
  they have no reason to take the target intact. But because 
  they view such victories as “less honorable” (not dishon-
  orable), they don’t use such tactics as frequently as they 
  otherwise might.
  Klingons rely on disruptor tanks and other military 
  ground vehicles more than Starfleet does. Klingon tanks 
  and attack skimmers often clear a path for troops on foot 
  to follow. A skilled tank pilot can earn much honor by 
  successfully attacking an enemy tank, weapons emplace-
  ment, or fortification. On the other hand, some Klingons 
  regard using a tank against ordinary ground troops as 
  “overkill” and thus less honorable—a true Klingon warrior 
  would take on those enemy soldiers hand-to-hand.
  AFTER THE WAR
  The Klingons started the Dominion War with 6,500 
  ships. Thanks in part to Chancellor Gowron’s mismanage-
  ment during the latter stages of the war, they ended it 
  with approximately 1,350 ships intact, at least half of 
  which were only at 50-75% capacity. Nearly 200,000 
  Klingons were killed in space or ground battles, a remark-
  able number given Klingon resistance to injury and 
  brak’lul organ duplication.
  The Klingon Empire now finds itself at something 
  of a crossroads. While the IKDF and House fleets are 
  but a shadow of their pre-war strength, ship production 
  facilities suffered little damage during the war; Klingon 
  engineers began building new ships right away. But under 
  Martok’s new regime, some Klingons ask:  should we 
  simply step back onto the same old path, or do we have 
  other options available, ones that can restore true honor 
  and nobility to our moribund Empire? These Klingons 
  seek genuine reform—changes to improve Klingon society 
  without sacrificing its vaunted warrior ethic and principles. 
  Only time will tell whether their voices attract enough 
  attention in the High Council to make a real difference. 
  (For extensive discussion of the post-war Klingon politics, 
  refer to The Klingon Empire:  Blood and Honor.)
  THE ROMULAN ORDER OF 
  BATTLE
  Although they only fought in the Dominion War half 
  as long Starfleet or the Klingons, the Romulans were a 
  valuable part of the Federation alliance. Indeed, without 
  their entry into the war in late 2374, it’s doubtful Starfleet 
  and the Klingons could have defeated the Dominion-
  Cardassian alliance. Their bold and heroic conduct during 
  the war, including the liberation of Benzar and partic-
  ipation in the liberation of Betazed, has earned them 
  unprecedented respect and admiration in the eyes of bil-
  lions of Federation citizens, and given both Starfleet and 
  the Klingon Empire a new appreciation for Romulan mili-
  tary might.
  THE ROMULAN STAR NAVY
  The Romulan Star Navy occupies a sort of middle 
  position between Starfleet and the Klingon military. At 
  least in theory, the Star Navy possesses a high degree 
  of central authority, emanating from the Praetor and the 
  High Tribunal through the Romulan Star Command out 
  to the individual fleets—just like Starfleet. But while Star 
  Command does exercise extensive control over many ele-
  ments of the Star Navy, in practice, Romulan political 
  concerns fracture the military authority—much like the 
  Klingons. Besides the Praetorian Fleet and the Command 
  Fleets, various senators and political coalitions possess 
  fleets of their own. The internal politics of the Star 
  Navy make things very interesting for its personnel, and 
  while politics rarely has a significant adverse impact on 
  the Romulans’ ability to fight effectively, no experienced 
  Romulan officer can deny that the constant infighting and 
  jockeying for position sometimes causes problems.
  Fortunately, those problems never arose during the 
  Dominion War. While the average Romulan officer is a 
  political creature, even political creatures recognize when 
  it’s time to stop fighting their fellows because a greater 
  threat looms on the horizon. Once they entered the war, 
  the Romulans realized the Dominion represented a danger 
  to the very existence of the Empire. A Dominion triumph 
  would mean the end of D’era, as the Romulans found 
  themselves trapped between victorious invaders from the 
  Gamma Quadrant on one side, and the Taurhai on 
  the other. The thought of such defeat was intolerable, 
  so all Romulans cast aside their personal differences to 
  fight against a common enemy. They took advantage of 
  the opportunity to gather information on their allies, of 
  
  56
  The Dominion War Sourcebook: The Fires of Armageddon
  course—never before had Romulan ships penetrated so 
  far into Federation space—but at all times they remained 
  aware of their primary mission:  defeating the Dominion.
  ORGANIZATION DURING THE DOMINION WAR
  The Romulan Star Navy uses a multifaceted orga-
  nizational system. First, it groups ships into various 
  fleets—Command Fleets, the Praetorian Fleet, senatorial 
  and coalition fleets, and others. Second, it places each 
  fleet under the control of one of its “commands,” such 
  as the Star Command (the general administrative and 
  logistical branch of the Star Navy, and thus the default 
  assignment for most fleets), Exploration Command, 
  Pacification Command, Occupation Command, and so 
  forth. Negotiating the hierarchy of authority often seems 
  a sisyphean task. (For more details on the structure of the 
  Romulan Star Navy, please refer to pages 37-50 of The 
  Romulans, Book One of the Way of D’era boxed set.)
  While this system suits the Romulans quite well during 
  peacetime or low-intensity conflicts, it works poorly dur-
  ing a major conflict such as the Dominion War. To 
  oversee and control fleets and officers in wartime, Star 
  Command establishes Tellas Vornai—“field hierarchies,” 
  nonstandard chains of command. Rather than upset the 
  political applecart by appointing existing flag or line offi-
  cers to command positions within the field hierarchies, 
  Star Command turns to the Tal Diann, the Star Navy’s 
  internal affairs and military intelligence division. The 
  belisaro, or “legates,” of the Tal Diann become the com-
  manders of the unified Star Navy. As such, they have 
  the power to promote and demote, order troop move-
  ments, choose strategies, and otherwise conduct war in 
  the Praetor’s name. Some centurions object to the heavy-
  handed nature of the legates’ actions, and disagree with 
  their decisions, but Romulan law give the legates ultimate 
  field authority in these matters.
  When the Romulans declared war on the Dominion, 
  the Praetor appointed Velal, Ar’nal of Command Fleet 13, 
  as Ar’nal Belisarus, or “Prime Legate.” A veteran of the 
  Romulan military and political scene with over 30 years’ 
  experience fighting the Taurhai, the Federation, and other 
  enemies of the Empire, Velal was an ideal choice for the 
  job. With his razor-sharp intellect and (often grudging and 
  arrogance-tinged) respect for his Starfleet and Klingon 
  allies, he directed the Romulan war effort with skill and 
  determination.
  VELAL’S TABLE OF ORGANIZATION
  Acting in the name of the Praetor and the High 
  Tribunal, Ar’nal Velal assembled a force of nearly 7,000 
  ships in 25 fleets. Fourteen of those fleets were Command 
  Fleets; the rest were mainly senatorial and coalition fleets 
  from political factions supporting the Star Empire’s entry 
  into the war. The other Command Fleets remained behind 
  to protect the Praetor, check senatorial ambitions, prevent 
  enemy invasions of Romulan space, and deal with the 
  Taurhai menace.
  Using the legate system, Velal reorganized his forces 
  for maximum efficiency. He divided his ships into three 
  roughly equal “war navies” by astrographical region. Each 
  fleet within a war navy answered to a legate, and those 
  legates in turn reported to Naval Legates in charge of 
  the war navies. Together with certain select centurions 
  and other officers, the legates and Naval Legates formed 
  Velal’s “War Council”—his body of advisors. Many ambi-
  tious Romulans jockeyed for positions on the Council, 
  knowing victory in the war would make their political for-
  tunes, but Velal did his best to choose competent military 
  personnel instead of yes-men.
  The fleets composing the war navies kept their tra-
  ditional organizational structure. Their largest level of 
  organization, the Avara or “century,” includes approxi-
  mately one hundred ships (most fleets consist of three 
  centuries, or about 275-350 ships). Ar’nals (roughly 
  equivalent to Starfleet admirals) subdivide centuries into 
  “command wings,” each led by (and named after) a 
  “wingship” and its captain. Most command wings contain 
  10-20 ships.
  ROMULAN SPACE STRATEGY AND TACTICS
  Since they entered the war late, the Romulans were 
  initially content to follow the directions of Starfleet (but 
  not of the brutish Klingons). As soon as they learned 
  the lay of the battlefield and tasted the enemy’s tactics, 
  they chose to operate mostly on their own, in all-Romu-
  lan fleets. They remained in close contact with Starfleet 
  Command and General Martok, and Starfleet kept a wary 
  eye on all Romulan activities within Federation space. But 
  the allies allowed the Romulans to work by themselves as 
  much as possible, since they repeatedly proved just how 
  effectively they could fight.
  GENERAL ROMULAN TACTICS
  The Romulans suffered much more extensive ship 
  casualties during the Dominion War than one would 
  expect given the average size and strength of their ves-
  sels. One of the reasons this happened is that many 
  of their preferred tactics don’t work as well in pitched 
  battles as in small skirmishes and cold war confrontations. 
  The Romulans generally favor tactics of deception and 
  subterfuge. They analyze the enemy, draw him out, and 
  then, using elaborate plans developed long in advance, 
  strike at the moment of his greatest disadvantage to 
  achieve victory. Or they use their cloaking devices to 
  get close to the enemy and attack from surprise before 
  he even knows they’re there. But a ship can’t cloak in 
  the middle of a large battle (see page 38), and the con-
  stantly shifting battlefields and fronts of the Dominion 
  War denied the Romulans the chance to plan all the 
  aspects of their attack down to the minute level of detail 
  they prefer.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  57
  After Velal and his War Council realized this, they 
  reverted to tactics developed in battle against the Taurhai 
  decades before, involving maneuvering wings in complex, 
  deadly formations. These formations increase the effec-
  tiveness of Romulan firepower while giving the ships 
  greater mobility than Dominion and Cardassian forma-
  tions (which used more static defense tactics). The 
  awesome sight of a quartet of D’deridex-class Heavy 
  Warbirds surrounded by T’rasus-class Light Starbirds and 
  D’gerok-class Assault Gunships, all moving in precise 
  formation and unleashing their combined firepower to 
  destroy a Jem’Hadar Battle Cruiser or Carrier, stirred 
  Federation alliance hearts time and again.
  SPECIFIC TACTICS:  CLOAKING DEVICE
  Decloak and Strike:  For many years, the Romulans 
  have experienced success with one simple combat maneu-
  ver:  decloak right in front of a target and blast it with 
  a plasma torpedo. At close ranges, a single plasma tor-
  pedo cripples or destroys most capital ships. While the 
  Dominion’s tachyon scanners reduced the effectiveness of 
  this tactic, it still accounted for a significant number of 
  enemy casualties.
  The Mordet Maneuver:  While few ships dare to use 
  a cloak in the middle of a battle, the Romulans have 
  discovered that a group of cloaked ships can flank an 
  enemy easily. Before the battle begins, a small command 
  wing of Romulan ships at the rear of the fleet cloaks 
  and stops moving. Once the battle occupies the Dominion 
  ships’ attention, they maneuver around the outside of 
  the battle (where there’s much less chance of a collision 
  or stray energy blast hitting a cloaked ship) and flank 
  the enemy, often beginning with a decloak and strike 
  maneuver.
  Evasive Maneuver Chel-Akep:  When pursued by 
  an enemy vessel, the Romulan ship cloaks, immediately 
  changing its line of flight to prevent the enemy from 
  guessing where it is. Then it launches a cloaked probe. 
  The probe emits an energy signature matching the ship’s, 
  and has a slight flaw in its cloak so the enemy can detect 
  the “ship’s” location. As it pursues and attacks the probe, 
  the real ship circles in for a decloak and strike, or makes 
  good its escape.
  SPECIFIC TACTICS:  OTHER TACTICS
  No fighters:  The Romulans employ no fighter craft, 
  preferring instead to rely solely on capital ships. As a 
  result, most of their attack and defense formations are 
  more fluid, and involve more maneuvering, than those 
  of forces which use fighters. Romulan wings form them-
  selves into large, impressive moving “blocks” of ships, 
  usually rectangular or square-shaped, striking at targets in 
  tandem or in small sub-wings.
  Krellus Envelopment:  A wing chooses a single ship 
  of Size 8 or larger as its target. It flies straight at the 
  target, breaking into two or more sections to surround it 
  completely. Once it surrounds the target, all of its ships 
  fire at the target until they destroy it, carefully choosing 
  firing angles so they won’t hit a wingmate if they miss. 
  (All ships in the wing make a Moderate (7) Starship 
  Tactics Test each round as an Immediate Action; all ships 
  in the wing receive a +1 Test Result bonus for attacks 
  on the target that round for every three ships that suc-
  ceed with their Starship Tactics Test (add one ship to the 
  total for each Dramatic Success, subtract two for every 
  Dramatic Failure). Thus, if seven ships out of a 15-ship 
  wing succeed with their Starship Tactics Test, all ships get 
  a +2 Test Result bonus for attacks on the target that 
  round. In subsequent rounds, the ships have to make 
  a new Starship Tactics Test as an Opposed Test against 
  the target’s commander to maintain the envelopment and 
  calculate the bonus.)
  Defensive Pattern Kar-Sotar:  When one ship in a wing 
  (particularly the flagship) has taken an excessive amount 
  of damage and the wing commander wants to protect it 
  from further enemy attacks, he orders the wing to use 
  this maneuver. It involves a complex interweaving of ships 
  as they fly around the damaged ship, protecting it from 
  incoming attacks. (All ships in the wing must maneuver 
  between attackers and the damaged ship every round 
  they wish to maintain this defense. Each ship makes 
  a Moderate (7) Starship Tactics (Romulan) Test as 
  an Immediate Action (add one ship to the total for 
  each Dramatic Success, subtract two for every Dramatic 
  Failure). For every five ships which succeed with the Test, 
  the wing commander defines one attacker the maneuver 
  effects. Those attackers suffer a +2 Difficulty penalty to 
  hit the protected ship. The Romulans must roll again each 
  round to maintain the penalty.)
  THE V’KORRAN COMMAND WING
  The V’korran command wing enjoys the distinction 
  of being the only command wing in the entire Star 
  Navy to not lose a single ship in the final battle for 
  Cardassia. While the enemy destroyed one Romulan 
  vessel after another, Centurion T’gral’s cool head while 
  under fire and brilliant small unit tactical skills kept 
  her wing safe and sound while it inflicted extensive 
  casualties on the enemy.
  Ship 
  Class 
  Commander
  V’korran 
  D’deridex 
  Centurion T’gral
  Tronath 
  D’deridex 
  Centurion Kronac
  Vorset 
  T’korex 
  Centurion Verdal
  Kal’tarin 
  V’tir 
  Centurion Lobar
  Ta’virix 
  D’valek 
  Centurion Dornak
  So’deron 
  Nelvek 
  Centurion T’veroth
  Lotura 
  Nelvek 
  Centurion Grena
  Rodalus 
  Meret 
  Centurion Sheldran
  Kradix 
  D’gerok 
  Centurion Jonat
  Pel’shar 
  D’gerok 
  Centurion T’lora
  V’del 
  Serex 
  Centurion Trelok
  Galerok 
  D’tavan 
  Centurion Goreth
  Salkora T’ren 
  Deresus 
  Centurion Pregat
  Mengasa 
  Deresus 
  Centurion Karem
  D’shala 
  Deresus 
  Centurion Rodak
  
  58
  The Dominion War Sourcebook: The Fires of Armageddon
  Attack Pattern Chora-Kenet:  Known to Starfleet as the 
  “capital wing strafe” maneuver, Attack Pattern Chora-
  Kenet involves a strafing run by an entire Romulan wing. 
  As a group they fly by a single target, unleashing every-
  thing they have at it. The lead ships in the wing are 
  responsible for attacking any ships or objects blocking the 
  flight path.
  ROMULAN GROUND FORCES
  Although it’s much smaller than the Star Navy, the 
  Romulan Ground Forces (RGF) plays many important roles 
  in the Romulan military.  The Ground Forces is a separate 
  branch of service with its own supreme commander, 
  Major-General Korel Rendak. However, it works so closely 
  with the Pacification and Occupation Commands of the 
  Star Navy that most Romulans think of it, and its person-
  nel, as belonging to the Star Navy.
  Just like Romulan ships, the Ground Forces came 
  under heavy enemy fire wherever it fought. Of approxi-
  mately 190,000 personnel sent to the war, only a few 
  lagor’val (regiments’) worth survived. A Romulan com-
  mander, General Nevet, received a commendation from 
  the Senate for his bold and heroic actions in saving even 
  that many after a much larger Jem’Hadar force trapped 
  him and the bulk of his troops behind enemy lines on 
  Chin’toka.
  UNITS AND SOLDIERS
  The RGF rank structure and table of organization dif-
  fers from that of the Star Navy. Most soldiers hold the 
  rank of “Trooper.”  Above them one finds, from lowest to 
  highest, Sergeants, Sublieutenants, Lieutenants, Captains, 
  Majors, Centurions, and Generals.  The Ground Forces 
  reserves the title “Major-General” for its supreme com-
  mander, who answers directly to the High Tribunal.
  The basic unit of the RGF is the ter’val (“squad”), 
  consisting of five to 13 troopers typically commanded by 
  one sergeant and one sublieutenant.  Two to three squads 
  form a rost’val (“platoon”) of 20-50 troops commanded 
  by a lieutenant or captain.  Al’gess’val (“companies”) 
  include three to four platoons with a total of 80-175 
  men; captains command them.  Al’gess’val are grouped 
  into unsha’val (“brigades”) of 1,000 soldiers commanded 
  by majors, tresh’val (“battalions”) and lagor’val (“regi-
  ments”) commanded by colonels (with 3,000-5,000 and 
  8,000-12,000 soldiers, respectively), keth’val (“divisions”) 
  of 20,000-30,000 soldiers commanded by generals, and 
  finally barhet’val (“legions,” equivalent to corps) of 
  80,000-100,000 soldiers also commanded by generals. 
  (Note that the Romulans re-arrange the normal order 
  of battalion, regiment, brigade as brigade, battalion, regi-
  ment.) As of the date the Romulans entered the Dominion 
  War, the Ground Forces consisted of five legions totalling 
  slightly over 500,000 men; two of these legions were 
  sent to fight the Dominion. All Romulan soldiers, from 
  the lowliest trooper right up to the Major-General himself, 
  graduate from the Korath Tanar Military Training College 
  on Derassa IV.
  The Ground Forces soldier wears a uniform similar to 
  that of Star Navy personnel, but dark forest green in color 
  instead of steel grey. The shape and style of the uniform’s 
  harness indicates rank. During the Dominion War, the 
  High Tribunal issued each soldier the following equip-
  ment:  Type R-7 Disruptor Rifle; Type 3 Disruptor Pistol 
  (the standard model, also used by Star Navy personnel); a 
  Romulan military tricorder; a pack or bandolier containing 
  four Disruptor Grenades; a multifunctional combat knife; 
  a personal communicator; a soldiers’ field medkit; and 
  miscellaneous tools and provisions. (See pages 62-65 of 
  The Romulans, Chapter Twelve of the Star Trek: Deep 
  Space Nine Roleplaying Game core rulebook, or the 
  Military Technology chapter of this book for game statis-
  tics for most of these items.)
  ELITE UNITS
  The RGF fields three elite units, each formed as a joint 
  project with the Pacification Command of the Star Navy 
  (and ultimately commanded by Pacification). The largest 
  of these is the Tal Shava, or Imperial Marines. Experts 
  at getting onto and conquering enemy-occupied planets, 
  they were a key component of the offensives to retake 
  Benzar and parts of the Kalandra Sector.
  The Imperial Shrikes, or Teth Koros, enjoy an even 
  more enviable reputation. They recruit from the Imperial 
  Marines, taking members of the Tal Shava and giving 
  them infiltration and sabotage training in addition to their 
  superb military skills. A single platoon of Imperial Shrikes 
  can penetrate enemy territory undetected and pin down 
  an entire division with its assassination strikes, lightning 
  assaults, and military trickery.
  The Empire’s elitest of the elite is the Ventava Legion, 
  the 2,000 most skilled warriors of Romulus. They recruit 
  only Tal Shava or Teth Koros veterans with at least three 
  years’ field experience, and the admission test is so harsh 
  and brutal that only half of those who take it survive. 
  They perform missions even the Imperial Shrikes blanch 
  at, and they treat their enemies with a brutality that’s 
  made them infamous throughout the galaxy.
  During the Dominion War, the Romulan elite forces 
  retook several planets occupied by the enemy. Without 
  them, it would have taken the Federation alliance much 
  longer to free Betazed and several Kalandra Sector worlds. 
  While the brutality of their methods created some friction 
  between Starfleet and Ar’nal Velal’s staff, the two allies 
  always found a way to work together to reach their com-
  mon goal.
  TACTICS
  Except, perhaps, for the Starfleet Ground Forces, the 
  RGF employs the most sophisticated approach to ground 
  warfare of any of the major Alpha and Beta Quadrant 
  species. Its combination of ordinary troops, heavy weap-
  
  The Dominion War Sourcebook: The Fires of Armageddon
  59
  ons units (including artillery), and mechanized forces 
  provide it with a great deal of tactical flexibility.
  The Ground Forces prefers to operate at the rost’val 
  (platoon) level of organization whenever possible. Squads 
  work well for discrete minor missions, but ordinarily com-
  manders would rather send an entire platoon (or larger 
  unit) to capture an objective or defend an area. Since 
  most other governments rely more heavily on squads, this 
  often gives the Romulans a numerical advantage in an 
  encounter. They can also form multidisciplinary platoons 
  by mixing squads. A platoon with one regular squad, one 
  heavy weapons squad, and one mechanized squad gives 
  its soldiers both many different options for responding to 
  an enemy, and the opportunity to learn how to use each 
  others’ equipment.
  In a typical Romulan advance, a mechanized platoon 
  consisting of both ground and air vehicles moves forward, 
  breaking ground and providing cover for regular and 
  heavy weapons platoons. Once they reach their desired 
  perimeter, the soldiers eliminate any remaining enemy 
  forces and set up transport inhibitors. Then the mecha-
  nized units pull back to the new perimeter to defend it 
  against counterattacks.
  Much like their brethren in space, Romulan soldiers 
  have plenty of tricks up their sleeves. When a straight-
  forward assault is inadvisable, they manipulate and 
  deceive the enemy. Romulan units make extensive use of 
  holographic camouflage, holographic “reinforcements,” 
  ambushes, and various types of traps. In fact, many 
  squads have at least one soldier who’s received special 
  training from the Tal Shiar in preparing traps for enemy 
  forces—everything from spike-filled pits and deadfalls, to 
  tripwire-rigged grenades, to concealed transporter pads 
  which beam enemy troops into the vacuum of space.
  AFTER THE WAR
  Despite their skill and determination, the Romulan 
  forces suffered significant losses during the war. 
  Recognizing the threat implicit in the Romulan ships, 
  which are larger and more powerfully armed than com-
  parative Starfleet and Klingon ships, the Jem’Hadar and 
  Cardassians attacked them aggressively. An examination 
  of captured Dominion records later revealed that the 
  Founder Leader specifically ordered the Jem’Hadar to con-
  centrate attacks on the “treacherous” Romulan ships. 
  Furious over the Romulans’ “betrayal” of the Dominion, 
  a betrayal she believed the Tal Shiar engineered, she was 
  determined to make them pay for abrogating the non-
  aggression pact.
  In a year’s worth of fighting, the Romulans lost over 
  5,500 of their ships to Dominion-Cardassian-Breen attacks 
  (and most of the surviving ships returned to Romulus 
  badly damaged). Greatest of the losses was the Ko’nar, 
  Ar’nal Velal’s advanced Vereleus-class flagship and the 
  pride of the Star Navy, destroyed by the Jem’Hadar with 
  all hands aboard during the final assault on Cardassia. In 
  all the Romulans suffered nearly 200,000 casualties—far 
  fewer than Starfleet, but still too many. The loss of so 
  many ships—over a dozen fleets’ worth—and personnel 
  leaves the Star Empire militarily vulnerable to the Taurhai, 
  and the Praetor politically vulnerable to some charismatic 
  senators and coalition leaders.
  One positive effect of the Empire’s involvement in 
  the war was an increase in Federation-Romulan contact. 
  Fighting side by side against a common enemy helped 
  to thaw relations between the two governments, to 
  the extent that Starfleet personnel attended conferences 
  on Romulus itself and Romulan fleets flew unhindered 
  through core Federation space. Neither government has 
  completely abandoned its cautionary stance toward the 
  other yet, but they have set the stage for a possible nor-
  malization of relations. Whether the Federation and the 
  Romulans can put aside their longstanding differences and 
  reach an accord, perhaps even an alliance, depends on 
  future conduct, but at least they’re making some progress 
  towards peace.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  60
  
  T
  he most ruthless and technologically advanced government in the 
  Dominion War, the Dominion invaded the Alpha Quadrant to 
  extend its control over vast new territories. It started a war of aggres-
  sion, pure and simple, making no attempt to justify its actions morally 
  or philosophically other than to claim the Founders wanted to 
  “spread order throughout the galaxy”—their order.
  DOMINION MILITARY 
  DOCTRINE AND HISTORY
  For ten thousand years, the shapeshifting lead-
  ers of the Dominion have sought to protect 
  themselves from “solids” (monoform humanoids) 
  by exerting political and military control over 
  them. Using their changeling powers and vast 
  intellects against their enemies, they soon pos-
  sessed the beginnings of an empire, and called 
  themselves the “Founders.” Over many millennia 
  they conquered hundreds of systems in the Gamma 
  Quadrant, using humanoid soldiers indoctrinated to 
  their service through psychological manipulation, drug 
  addiction, hostage-taking, and various other means.
  The Founders justified their empire-building as a form 
  of self-preservation. Having once suffered terribly at the hands 
  of ignorant and bigoted solids, they were determined never to find 
  themselves in a position of weakness again. They wanted political, social, and 
  military superiority over anyone who might oppose them. That was the surest 
  way to prevent the horrors of the past from reoccurring, since they could not 
  trust solids to restrain their hatred and prejudice voluntarily.
  Approximately 2,000 years ago, Dominion policy underwent a shift that 
  would have profound effects on the development of the Dominion thereafter and 
  led to the Dominion War. At that time Dominion biological sciences advanced to 
  the point where it could create entire new lifeforms in the laboratory. Dominion 
  genetics had already allowed the Founders to create servants like the Vorta by 
  “elevating” semi-sentient species to full sentience, but now they didn’t need to 
  rely on nature for raw breeding stock. They could simply build what they wanted 
  from scratch.
  This resulted in the Jem’Hadar, perhaps the greatest soldiers in the known 
  galaxy. They grow to adulthood in a period of days. They are immensely strong, 
  resilient, and hardy. They require neither sleep, nor food, nor sex. Their loyalty is 
  nigh-absolute, for not only are they genetically predisposed to regard the Founders 
  as gods (and to obey the Founders’ chief servants, the Vorta), but the Founders 
  engineered them to lack a certain vital isogenic enzyme which they can obtain only 
  from their masters, in the form of an addictive drug called ketracel-white. Without 
  “white,” the Jem’Hadar sicken, lose control of themselves, and eventually die from 
  total physiological collapse.
  Freed of the need to depend on native populations for lesser soldiers over whom 
  they exerted imperfect control, the Founders no longer had to limit themselves to basic 
  self-protection. Now they could expand their concept to encompass control of the entire 
  galaxy—the ultimate form of self-preservation. With a limitless supply of super-soldiers, 
  the Dominion could impose its way of life on all sentient species. Decreeing they would 
  “bring order to a chaotic universe,” the Founders embarked on a program of aggressive 
  conquest which ultimately culminated in, and suffered its first reversal in, their attempt 
  to take over the Alpha Quadrant.
  THE DOMINION ORDER OF BATTLE
  CHAPTER SIX
  
  62
  The Dominion War Sourcebook: The Fires of Armageddon
  The Dominion entered the “Alpha Quadrant War” 
  with a ten thousand year-long unbroken record of military 
  victories. Their military doctrine, developed over millennia 
  and successfully applied in dozens of Gamma Quadrant 
  conflicts, involved the application of overwhelming force 
  to any problem. Thanks to their technology, the Founders 
  avoided many recruitment and logistical concerns. They 
  had to supply the Jem’Hadar with white, but that rarely 
  posed any significant difficulty. With hundreds of heavi-
  ly-defended facilities to breed Jem’Hadar, manufacture 
  white, and build ships and weapons, the Dominion was a 
  military juggernaut unparalleled in the Gamma Quadrant. 
  Whenever opposition confronted it, it sent in wave after 
  wave of Jem’Hadar, with thousands of ships and tens 
  of thousands of men in each wave, until it overran the 
  enemy. Then it executed anyone who’d fought against 
  it and enslaved anyone who’d supported those fighters. 
  Eventually, when a vanquished population proved it had 
  adapted to the Dominion way of life, the Founders 
  allowed it to assume a more normal place within the 
  Dominion political and social structure.
  But the Dominion’s brute force tactics did not serve 
  it well in the Alpha Quadrant. The cornerstone of that 
  strategy—an enormous, unstoppable supply line—was cut 
  off when the Federation, and later the Prophets them-
  selves, sealed the Bajoran wormhole. Separated from their 
  planetary factories and vast orbital breeding stations, the 
  four Founders trapped in the Alpha Quadrant had to 
  adapt the much less efficient Cardassian industrial base to 
  suit their military production needs.
  The sheer ferocity and brutality of the Jem’Hadar, 
  combined with some mistakes on the part of the 
  Federation alliance, gave the Dominion-Cardassian alli-
  ance significant momentum early in the war. But once the 
  Federation exploited the Dominion’s supply problems, and 
  took other steps to reverse the course of the war, the 
  effectiveness of the Dominion approach to warfare dimin-
  ished considerably. Eventually its weaknesses became too 
  significant to overcome, and for the first time in its his-
  tory, the Dominion lost a war.
  JEM’HADAR AND VORTA
  The Dominion’s attitude towards warfare and conquest 
  depends primarily on the existence of the Jem’Hadar. 
  Without these unquestioning, extremely effective soldiers, 
  the Founders would have to find other, less direct, ways 
  of achieving their aims. But with them they have no fear 
  of defeat.
  The Jem’Hadars’ attitudes towards fighting and con-
  ducting war both derive from and influence the Founders’ 
  attitudes and policies in a sort of vicious circle. When 
  the Founders first created Jem’Hadar, they had to teach 
  them military skills and procedures in traditional ways. But 
  as their knowledge of genetics increased, they learned to 
  breed brutality and aggressiveness into the Jem’Hadars’ 
  very being. A Jem’Hadar cannot be peaceful any more 
  than a diamond can be soft. He may be calm and con-
  THE FOUNDER LEADER
  Attributes
  Fitness 3
       Strength +1
       Vitality +2
  Coordination 3
       Dexterity +1
       Reaction +1
  Intellect 4
       Logic +1
       Perception +1
  Presence 4
       Empathy -1
       Willpower +2
  Psi 0
  Skills
  Administration (Dominion) 5 (6)
  Culture (Dominion) 2 (3)
  Diplomacy (Intergalactic Affairs) 3 (4)
  Espionage (Dominion Intelligence Techniques) 2 (3)
  History (Dominion) 2 (3)
  Language, Breen 2
       Dominionese 4
       Federation Standard 2
       Romulan 2
  Persuasion (Debate) 2 (3)
  Shipboard Systems (Communications) 3 (4)
  Starship Tactics (Dominion) 3 (4)
       Klingon (4)
       Starfleet (4)
  Strategic Operations (Invasion Strategies) 3 (4)
  Theology (Dominion) 3 (4)
  World Knowledge (Founder Homeworld) 2 (3)
  Advantages/Disadvantages
  Political Rank (leader of Alpha Quadrant Dominion 
  forces) +6, Religious Rank (considered a god by 
  the Vorta and the Jem’Hadar) +5, Shapeshifting +10, 
  Telepathic Resistance +4, Intolerant (all solids) -3, Poor 
  (No) Chemoreception -1
  Courage:  5
  Renown:  94
       Aggression:  32
       Discipline:  20
       Initiative:  12
       Openness:  -15
       Skill:  15
  Resistance:  5
  The Founder Leader, who typically takes the form of 
  a humanoid female with features similar to those of 
  Deep Space 9 Security Chief Odo when interacting with 
  solids, is the commander of all Dominion personnel and 
  forces in the Alpha Quadrant (and perhaps throughout 
  the entire Dominion). Ruthless enough to order the 
  destruction of anyone and anything which stands in 
  her way—such as the entire Cardassian species—“she” 
  wields great power because she has the unquestioning 
  obedience of legions of Jem’Hadar soldiers and Vorta 
  servants. If forced into some sort of personal confron-
  tation, she’ll use her shapeshifting powers to strike 
  back or, preferably, escape and summon the Jem’Hadar 
  to deal with the interlopers.
  The Founder Leader’s contempt for “solids” in general 
  and the civilizations of the Alpha Quadrant in particular 
  changed after Odo provided her with the cure for 
  the virus which Section 31 engineered to destroy the 
  Founders. Perhaps because his selfless act finally made 
  her realize that there were solids whom she could 
  trust, she called off her fleets. While not happy about 
  having to surrender for the first time in her people’s 
  history, she does not regret what she did, and will likely 
  become a voice in the Great Link calling for moderation 
  of the Dominion’s traditional policies.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  63
  trolled, but he’s never merciful or nonaggressive. With 
  such a tool available to them, the Founders became 
  more brutal and ruthless themselves, willing to instruct 
  the Jem’Hadar to exterminate entire planetary popula-
  tions where they might, millennia ago, have chosen a less 
  extreme option.
  The Vorta are more complex. To make them effective 
  administrators and scientists, the Founders never bred 
  free will out of them. Instead, the Dominion maintains 
  psychological control over the Vorta. The Vorta fanatically 
  believe in the divinity of the Founders, making them 
  every bit as dedicated to the Dominion as the Jem’Hadar. 
  But every now and then, the process fails. A Vorta with 
  slightly less devotion to the Founders, or slightly more 
  self interest, or a very different view of things than the 
  Dominion “party line,” emerges from the cloning tanks. 
  While the Jem’Hadar are limited (but utterly loyal) ser-
  vants, the need for Vorta freedom of thought occasionally 
  backfires on the Founders.
  DOMINION SPACE FORCES
  The Dominion divides its military into Space Forces 
  and Ground Forces, though the distinction has little mean-
  ing. Since the Dominion trains all Jem’Hadar in at least 
  the basics of both space and planetside warfare, a First 
  serving on a ship one day might find himself leading a 
  platoon through a mountain pass the next. The boundary 
  between the navy and army is much more amorphous 
  than in most forces; they even use the same equipment 
  in most cases.
  TABLE OF ORGANIZATION
  When the war began, the Dominion had brought 
  approximately 15,000 ships (40% capital ships, 60% 
  Jem’Hadar Attack Fighters) into the Alpha Quadrant. Due 
  to their extensive shipbuilding operations in Cardassian 
  space, throughout the war they actually had an average 
  of 18,000 ships available at any given time, spread out 
  across the various battlefields.
  DOMINION SHIP TYPES
  Compared to any other participant in the war, the 
  Dominion has relatively few types of ships in its fleet. 
  Rather than building many different designs for many 
  different mission profiles, the Dominion creates a small 
  number of ship designs capable of handling many differ-
  ent types of missions well, then produces those ships 
  in vast numbers. That’s why the Federation encountered 
  mainly Jem’Hadar Attack Fighters and Battle Cruisers dur-
  ing the war; there simply aren’t many other types of 
  Dominion vessels, and given their supply problems in 
  the Alpha Quadrant the Founders didn’t concentrate on 
  building any of the more unusual designs. Some of the 
  other ship types used in the Alpha Quadrant included 
  SADOK’TORAN LISKA
  Attributes
  Fitness 3
  Coordination 3
  Intellect 5
       Logic +1
       Perception +1
  Presence 3
       Willpower +1
  Psi 0
  Skills
  Administration (Logistics) 5 (6)
  Command (Starship Command) 4 (5)
  Culture (Dominion) 2 (3)
       Federation (3)
       Human (3)
       Klingon (3)
       Romulan (3)
  Energy Weapon (Jem’Hadar Rifle) 2 (3)
  History (Dominion) 2 (3)
  Intimidation (Threats) 3 (4)
  Resistance (4)
  Language, Dominionese 2
  Law (Dominion) 3 (4)
  Personal Equipment (Tricorder) 2 (3)
  Planetary Tactics (Mechanized Ground Combat) 2 (3)
  Security (Security Procedures) 2 (3)
  Shipboard Systems (Communications) 2 (3)
  Space Sciences (Astronomy) 1 (2)
  Strategic Operations (Invasion Strategies) 4 (5)
  Advantages/Disadvantages
  Eidetic Memory +3, Excellent Hearing +2, Promotion 
  (Sadok’toran), Resistance (to most poisons) +12, 
  Tactical Genius +3, Poor Sight -2
  Courage:  4
  Renown:  25
       Aggression:  6
       Discipline:  6
       Initiative:  4
       Openness:  2
       Skill:  7
  Resistance:  3
  Sadok’toran Liska isn’t the sort of person you’d 
  expect to find commanding legions of Jem’Hadar. A 
  short, delicately pretty wisp of a woman, she looks 
  as if a single Jem’Hadar could easily intimidate her. 
  But the truth of the matter is it’s the genetically-bred 
  super-soldiers who are intimidated by her, for she is 
  one of the Founders’ most favored servants. A single 
  word from her is enough to cause any Jem’Hadar to kill 
  himself without hesitation.
  Liska has risen so high in the Dominion military 
  hierarchy due to her gift for strategy and tactics. 
  Possessing an almost intuitive grasp of matters mili-
  tary and a photographic memory, she can keep track 
  of her entire force in her mind and issue precise orders 
  without hesitating or having to review data. Until the 
  Dominion War, she’d never suffered a loss, or even 
  anything less than overwhelming victory. She feels a 
  deep sense of shame over the Dominion’s surrender to 
  the hated Federation, and is working even harder at her 
  job to prove her worth to the Founders.
  
  64
  The Dominion War Sourcebook: The Fires of Armageddon
  reasonably intelligent Vorta commanders rely heavily on 
  the advice of their Jem’Hadar subordinates, who as com-
  batants have a first-hand understanding of what is and is 
  not feasible on the battlefield.
  STRIKE FLEETS
  When the Jem’Hadar initiate an offensive that does 
  not require the use of an entire division, the Vorta create 
  a strike fleet composed of some portion of the division. 
  Typically a strike fleet includes at least 100 ships, but 
  fleets of as many as 300 ships (some of them Cardassian) 
  were encountered by Federation alliance forces. Unless 
  the Sadok’toran chooses to take charge of a strike 
  fleet himself due to the importance of the mission, a 
  Vorta Chelek’toran commands it. Performing well as a 
  Chelek’toran allows a Vorta to prove his worthiness for 
  the rank of Sadok’toran.
  A typical strike fleet includes, at most, three different 
  types of ships. The bulk of the fleet usually consists 
  of Attack Fighters (perhaps with a few Fast Attack 
  Ships in support). Wings of capital ships, typically just 
  Jem’Hadar Battle Cruisers (but perhaps including Carriers 
  or Destroyers), form the fleet’s core.
  Since they’re not permanent groupings, strike fleets 
  don’t have permanent names. When the Vorta create one, 
  it receives a number-letter designation from the Dominion 
  military database. Federation military intelligence analysts 
  named strike fleets based on where they first appeared 
  (“That’s the Kalandra-57 fleet”) and carefully tracked the 
  ships in each fleet in the (ultimately fruitless) hope of 
  figuring out the logic behind the assignments and thus 
  finding some flaw in Dominion strategic planning.
  WINGS
  Within divisions and strike fleets, Vorta commanders 
  organize ships into wings, each containing only ships 
  of one type (except for capital wings, with any ships 
  of Size 8 or larger). Attack Fighter wings have about 
  5-30 ships; Fast Attack wings about 5-20 ships; Destroyer 
  wings about 5-15 ships; and capital wings about 3-10 
  ships. The leadership of a wing ordinarily vests in a Vorta 
  Suba’toran. Since wings can suffer heavy damage quickly 
  in a pitched battle, possibly resulting in the death of the 
  Suba’toran, several Vorta both aboard his own ship and 
  on several other ships in the wing are qualified to take 
  over for him (some may engage in a little backstabbing to 
  get him out of the way).
  SQUADRONS
  Attack Fighters and Fast Attack Ships often get split 
  into a further group, the squadron, of 3-6 ships. The 
  commander of a squadron is a Vorta Vara’toran, but given 
  the small “scale” of fighter and fast attack ship combats, 
  most Vara’toran limit themselves to giving broad strategic 
  orders (“Move into position to reinforce that weakness 
  STRIKE FLEET 17-GAMMA-F
  Strike Fleet 17-Gamma-F, known to Starfleet analysts 
  as the Betazed-12 fleet, operated in and around 
  Betazed space during the conquest and occupation of 
  Betazed. Most of its ships were destroyed when the 
  Federation alliance liberated that planet; the Vorta re-
  assigned the remaining ships to other units.
  Ship 
  Class 
  Commander
  Flagship 
    
   
   17-Gamma-F-39487001 
  Carrier 
  Chelek’toran Harone
  Capital Ships 
    
   
   17-Gamma-F-92387002 Cruiser 
  Chelek’toran Omaros
   17-Gamma-F-27487003 Cruiser 
  Chelek’toran Keela
   17-Gamma-F-14487004 Cruiser 
  Chelek’toran Vaidor
   17-Gamma-F-84387005 Cruiser 
  Chelek’toran Rendal
   17-Gamma-F-25687006 Cruiser 
  Chelek’toran Bregart
   17-Gamma-F-52787007 Cruiser 
  Chelek’toran Veedan
   17-Gamma-F-14687008 Cruiser 
  Chelek’toran Getha
   17-Gamma-F-03287009 Cruiser 
  Chelek’toran Brodane
   17-Gamma-F-58287010 
  Cruiser 
  Chelek’toran Melitar
   17-Gamma-F-92787011 
  Cruiser 
  Chelek’toran Nasara
   17-Gamma-F-44487012 
  Cruiser 
  Chelek’toran Dereth
   17-Gamma-F-71387013 
  Cruiser 
  Chelek’toran Roga
   17-Gamma-F-63387014 
  Destroyer Chelek’toran Yagren
   17-Gamma-F-29087015 
  Destroyer Chelek’toran Tretho
   17-Gamma-F-68387016 
  Destroyer Chelek’toran Shalera
  Fighters 
    
   
   17-Gamma-F-18930001 through -18930084
  the Jem’Hadar Fast Attack Ship, Jem’Hadar Destroyer, 
  Jem’Hadar Carrier, and Jem’Hadar Battleship.
  The Dominion does not provide names for its ships, 
  just registration codes. Examples translated from the 
  Dominionese include “Carrier Alpha-26” and “Fighter 
  Gamma-579-Epsilon.”
  DIVISIONS
  The Founders divide the overall Jem’Hadar fleet into 
  divisions. Each division contains an average of 650 ships, 
  though they vary from a minimum of 500 to a maximum 
  of 1,000 ships. When the four Founders realized they 
  were marooned in the Alpha Quadrant, the Founder 
  Leader reorganized the divisions to make administrative 
  and logistical tasks easier. Possessing a total of 22 
  divisions, she abandoned their existing designations 
  and simply renumbered them “First” through “Twenty-
  Second.” (Ordinary division designations consist of a 
  string of letters and numbers, since the vast number of 
  divisions the Dominion possesses makes simpler identifica-
  tion schemes useless.)
  Command of a division rests in a Vorta Sadok’toran 
  (which roughly translates as “supreme leader in the name 
  of the Founders” and involves responsibilities similar to 
  a Starfleet admiral). Vorta chosen for this position have 
  received special training in starship tactics and strategy, 
  and have spent decades, or even centuries, serving as 
  aides to experienced Vorta commanders (the cloning pro-
  cess allows for lengthy Vorta “apprenticeships”). Most 
  
  The Dominion War Sourcebook: The Fires of Armageddon
  65
  in our line”). They let the eminently talented Jem’Hadar 
  direct themselves when it comes to the actual fighting.
  INDIVIDUAL SHIPS
  On any specific Dominion ship, there’s a Vorta, called 
  a Rona’toran, in charge. He functions, roughly speaking, 
  like a Starfleet captain, though he actually ranks much 
  lower in the Vorta military hierarchy than a captain does 
  in Starfleet. Other Vorta who hope to become Rona’toran 
  themselves one day assist him, and at least one or two of 
  them can take over for him if he’s injured or killed. The 
  other authority on a ship is the First, the highest-ranking 
  Jem’Hadar (see below for more on Jem’Hadar ranks). All 
  Jem’Hadar aboard the vessel answer to him—but he must 
  take orders from the Vorta.
  DOMINION SPACE TACTICS
  The Dominion star navy’s tactics depend largely on 
  three things:  the use of superior combatants; overwhelm-
  ing levels of force; and the interaction between their types 
  of ships and wings.
  SUPERIOR SOLDIERS
  The linchpin of Dominion strategy and tactics is that it 
  has better soldiers than any opponent. Until the Dominion 
  War, the course of history bore out this opinion—the 
  Jem’Hadar were undefeated before they encountered the 
  Federation. With this assumption in mind, the Founders 
  allocate their military resources based on the comparative 
  worth of the enemy forces. If they judge that it takes 
  four average enemy soldiers to equal one Jem’Hadar, they 
  assign 25 Jem’Hadar to defeat 100 enemy troops.
  But regardless of the quality of the soldiers involved, 
  the sheer force of numbers can give an inferior enemy 
  more opportunity to attack—more beams or missiles he 
  can fire—and therefore a way to win. To counteract this, 
  the Dominion relies on smaller ships and groups of troops. 
  That’s why Jem’Hadar use such a large ratio of Attack 
  Fighters and Fast Attack Ships to capital ships (the oppo-
  site of the strategy adopted by every other participant in 
  the war, all of whom for various reasons prefer capital 
  ships to fighters). Sending 40 Jem’Hadar in one ship to 
  meet 160 enemy troops in 10 ships means the Jem’Hadar 
  will probably lose, because the enemy can bring more 
  force to bear. But if you divide those Jem’Hadar between 
  five to 10 Attack Fighters, their superiority as warriors 
  gives them the edge. With about half as many attacks 
  as an inferior enemy, the Jem’Hadar can win. That’s one 
  reason the Founders favor smaller ships over capital ves-
  sels.
  OVERWHELMING FORCE
  Having a large number of ships—and thus a large 
  number of weapons—also plays into the Dominion’s other 
  strategic/tactical doctrine:  use overwhelming force when-
  ever possible. Obviously, any military force prefers to 
  operate from a position of extreme numerical superiority 
  whenever it can. But the Dominion’s ability to produce 
  vast quantities of soldiers and ships allows it to rely on 
  numerical superiority as a strategy. For example, even 
  with its Alpha Quadrant supply problems, the Dominion 
  (plus its Cardassian and Breen allies) outnumbered the 
  Federation alliance in every major battle of the Dominion 
  War. Starfleet and its allies could only obtain numerical 
  superiority by ambushing the enemy or conducting sur-
  prise attacks on static targets.
  Why, then, did the Dominion lose? In Starfleet it faced 
  an opponent with better morale, loftier ideals, and greater 
  adaptability than any it had fought before. Had it just 
  faced the Klingons, or the Romulans, it would have beat-
  en them; they’d have futilely battered themselves against 
  the Jem’Hadar military machine. Starfleet found more 
  intelligent ways to fight—the depth and flexibility of its 
  training compensated for its relative lack of numbers. It 
  wasn’t an easy fight; the Dominion almost won several 
  times. But Starfleet persevered and, ultimately, prevailed.
  SHIP INTERACTION
  By restricting itself to a small number of ship designs, 
  designs which it has used with few substantial changes 
  for more than a century, the Dominion has developed a 
  very thorough understanding of how those ships work 
  together and how their advantages and drawbacks inter-
  act to improve the efficiency and power of the overall 
  force.
  The Dominion’s fleet table of organization starts with 
  a small ship (a fighter, albeit one larger than any fighter 
  fielded by any Alpha Quadrant species). From there they 
  progress upward in a definite hierarchy of size and capa-
  bilities—Fast Attack Ship, Destroyer, Light Battle Cruiser, 
  Battle Cruiser, Heavy Battle Cruiser, Carrier, Battleship. 
  Each one has design features allowing it to complement 
  the ships nearest it in the chain, and to a lesser extent 
  any other Dominion vessel. And these ships are for only 
  one thing:  military use. They don’t have to engage in 
  exploration, diplomacy, or anything else besides defeating 
  the enemy.
  With such extensive data regarding their ships at 
  their fingertips, the Founders and Vorta have established 
  hundreds of different tactical formations and maneuvers 
  designed to exploit their advantages and minimize their 
  weaknesses. Enemies find it very difficult to break 
  Jem’Hadar ship formations due to the efficiency and skill 
  of the Jem’Hadar warriors who create them. During the 
  battle of Operation Return, for example, Captain Sisko 
  and the Federation alliance forces weren’t able to make 
  any progress at getting through the enemy lines until they 
  lured the Cardassians out of formation. The Jem’Hadar 
  knew exactly what to do and did it, and had those 
  Cardassian ships been Jem’Hadar ships, it’s unlikely Sisko 
  would have made it through their lines to get to Deep 
  
  66
  The Dominion War Sourcebook: The Fires of Armageddon
  Space 9. (To simulate this aspect of Dominion tactical 
  policy, the Narrator may wish to increase the Difficulty of 
  Tests to penetrate Dominion formations using the rules in 
  Chapter Two.)
  SPECIFIC TACTICS
  Some of the maneuvers the Jem’Hadar found particu-
  larly effective during the Dominion War include:
  Suicide attacks:  Due to their fanatic loyalty to the 
  Founders, the Jem’Hadar do not hesitate to make suicide 
  runs on enemy ships. A direct collision between a small 
  Attack Fighter and large enemy ship usually cripples 
  or destroys the enemy ship at the cost of losing the 
  Fighter—a small price to pay, in the Dominion’s eyes. (See 
  page 132 of the Star Trek: Deep Space Nine Roleplaying 
  Game or page 108 of Spacedock for rules on ramming.)
  Maneuver 17-AM(R)-12746:  After the Romulans 
  entered the war, the Jem’Hadar adapted their standard 
  17-AM-12746 maneuver to counteract the typical 
  Romulan capital ship wing formation. A Jem’Hadar 
  wing consisting of a number of Battle Cruisers and/or 
  Destroyers equal to 50% of the number of Romulan 
  ships, plus the same number of Attack Fighters, approach-
  es the wing using the best available vector. While the 
  capital ships engage the Romulans directly, the Attack 
  Fighters penetrate the enemy formation to attack its ships 
  from inside angles. (Have the Jem’Hadar commander 
  make an Opposed Starship Tactics Test against the com-
  mander of a Romulan wing, or any other ship formation 
  consisting of 75% or more capital ships. If the Jem’Hadar 
  win the Test, all ships in their wing receive a +1 Test 
  Result bonus for attack Tests for 1d6 rounds. After the 
  bonus ends, they may make another Opposed Test to 
  re-establish the bonus.)
  Maneuver 02-AM-23473:  This maneuver requires a 
  wing containing at least eight Attack Fighters. The fight-
  ers swarm a single target, each pair of them concentrating 
  their beam weapon fire on the same point on the target’s 
  shields (typically dividing their attacks equally between 
  all of a ship’s shields, but sometimes concentrating on a 
  single one to collapse it as quickly as possible). By coordi-
  nating their attacks they amplify the damage caused by 
  their polaron beams. (Each ship must make a Moderate 
  (6) Starship Tactics Test as a Timed Action. For each pair 
  of ships which both succeed with the Test, their beam 
  weapons each do +2 points of damage. They must make 
  the Tests every round to keep their beams coordinated).
  DOMINION GROUND FORCES
  If the Jem’Hadar seem frightening in space combat, 
  they’re positively terrifying in planetside warfare. On the 
  ground the enemy can see them up close in all their 
  ferocity and brutality. He can see them march implacably 
  forward in the face of withering fire. He can see them 
  withstand blows capable of felling any ordinary human-
  oid. He can see his defeat in their eyes, their stance, 
  their very being. Only troops with high morale can stand 
  against the Jem’Hadar.
  TABLE OF ORGANIZATION
  Jem’Hadar organize their ground forces into groups 
  based on threes. The most basic unit is the squad, consist-
  ing of three Jem’Hadar warriors. Three squads form a 
  platoon of nine soldiers. Three platoons create a company 
  of 27 Jem’Hadar.
  Here the Dominion ground forces model departs even 
  further from the standard. Three companies form a col-
  umn of 81 soldiers. Three companies together—243 
  Jem’Hadar—create a formation. Three formations com-
  bine into a battalion of 729 soldiers. Three battalions form 
  a regiment of 2,187 Jem’Hadar; three regiments a brigade 
  of 6,561; and three brigades a division of 19,683. The 
  division was the largest unit of organization the Dominion 
  used in the Dominion War. The Dominion identifies its 
  units solely by numerical designation:  the 4235th Platoon, 
  the 23rd Division, the 57th Formation. As with her ships, 
  the Founder Leader renumbered the units in the Alpha 
  Quadrant to make administrative tasks easier.
  The Dominion Ground Forces contain no “elite” units 
  like the Imperial Shrikes; every Jem’Hadar should be more 
  than a match for any “special forces” soldier he meets. 
  But the Jem’Hadar do have specialized units, ones where 
  the soldiers receive special training in particular skills or 
  equipment. Examples include artillery units, amphibious 
  landing units, mechanized units, infiltration units, air com-
  bat units, and the like.
  VORTA
  In addition to the Jem’Hadar assigned to a given unit, 
  platoons and all larger units have at least one Vorta 
  as “commander.” The larger the unit, the more Vorta 
  accompany it. Vorta infantry commanders use the same 
  ranks as ship Vorta, but using the suffix -‘atorn instead 
  of -‘toran. Thus, a Rona’atorn commands a platoon, a 
  Chelek’atorn a regiment, a Sadok’atorn a brigade, and a 
  Hentek’atorn a full division.
  Whereas Vorta on ships usually have to get involved in 
  the combat, since their ships are right in the line of fire, 
  infantry Vorta lead from the rear. Lacking weapons or any 
  urge to fight, they come onto the battlefield only when 
  the Jem’Hadar have pacified it. Most Jem’Hadar soldiers 
  have a certain contempt for their Vorta because of this; 
  those few Vorta who join their troops on the battlefield 
  earn a lot of respect.
  JEM’HADAR RANKS
  The Jem’Hadar use a seemingly simple rank structure. 
  The leader of a unit (any unit) is known as the First. His 
  second in command is the Second, his third in command 
  the Third, and so forth. Technically every Jem’Hadar in the 
  
  The Dominion War Sourcebook: The Fires of Armageddon
  67
  unit has a numerical rank, but for the most part only the 
  First, Second, and Third matter.
  In units composed of smaller units, the First, Second, 
  and Third of the overall unit have command over the 
  First or other officers of the smaller unit. For example, the 
  Third of a column outranks the First of any of the compa-
  nies or platoons in that column. However, the Fourth of a 
  larger unit is considered of equivalent rank with the First 
  of the next sub-unit down the chain, the Fifth with the 
  sub-unit Second, and so forth. In the event of a dispute 
  between, say, the Fourth of a battalion and the first of a 
  formation, either a superior officer settles the argument, 
  or they resolve it through combat. But that Fourth still 
  outranks the First of any unit below the formation level.
  Beyond these basic rules, the hierarchy of whether 
  a Sixth of this unit outranks a Third of that unit 
  becomes very complicated. Dominion personnel under-
  stand it instinctively due to long familiarity with it, but 
  other people have to study an elaborate table of organiza-
  tion before they can make heads or tails of the Jem’Hadar 
  chain of command. The frequent shifting of responsibility 
  based upon the deaths of Jem’Hadar or Vorta, or the 
  whims and desires of the Founders, only complicate mat-
  ters further, but the Jem’Hadar themselves suffer no loss 
  of efficiency because of this. Enemy intelligence and 
  reconnaissance personnel, on the other hand, often expe-
  rience confusion, which suits the Dominion just fine.
  SPECIALIZED UNITS
  The Dominion Ground Forces contain no “elite” units 
  as the civilizations of the Alpha Quadrant use that term. 
  The Founders expect every Jem’Hadar to be as competent 
  and ruthless as possible; no one unit should have sig-
  nificantly more skill than any other unit of the same 
  size. Some would describe the Jem’Hadar as the ultimate 
  meritocracy—a group where everyone has the same basic 
  high level of skill and intelligence, and only experience 
  sets one apart from another. But the Jem’Hadar still have 
  specialized units, ones where the soldiers have received 
  special training in particular skills or equipment. Examples 
  include artillery units, amphibious landing units, mecha-
  nized units, and the like.
  EQUIPMENT
  In addition to his uniform, ketracel-white pump, 
  shroud, and personal communicator, a Jem’Hadar soldier 
  typically carries a Jem’Hadar Rifle, a Jem’Hadar Pistol, a 
  bladed weapon of some sort (a kar’takin or Jem’Hadar 
  Combat Knife), and his personal communications equip-
  ment. Within any squad, at least one soldier has a military 
  tricorder, a field medical kit, and an advanced commu-
  nications suite. The Vorta issue other equipment when 
  necessary. The Founders expect a Jem’Hadar to ask for 
  anything he feels will contribute to his ability to accom-
  plish his mission, but also not to need much technology 
  to obtain his objectives.
  The Dominion never allows any Jem’Hadar carry his 
  own resupply of ketracel-white. He gets one vial at a 
  time and no more; he must report back to his Vorta for 
  another dose. This limits the ability of the Jem’Hadar to 
  advance. The Dominion structures its tactics and logistics 
  to compensate, rotating fresh Jem’Hadar in to replace 
  those who are running out of white.
  GROUND FORCES TACTICS
  On the ground as in space, the Dominion prefers to 
  meet its opponents with overwhelming force. When it 
  cannot, enemies often learn that the Jem’Hadar aren’t the 
  mindless brutes they sometimes seem. In fact, sometimes 
  they’re as clever and wily as Romulans. The Founders 
  know that in the 24th century, a stupid soldier is a useless 
  soldier—and the Jem’Hadar are far from useless.
  As its first priority, a Jem’Hadar ground force estab-
  lishes a base of operations for staging further actions. 
  They find (or capture) a defensible area, set up a perim-
  eter, and protect that perimeter as much as possible. 
  This “controlled zone,” in Dominion military parlance, 
  gives them a place to beam in new troops, obtain new 
  tubes of ketracel-white, and so forth. A minimum of 27 
  Jem’Hadar (one company) guards the controlled zone. 
  One-third of them patrol the perimeter, while the rest 
  do chores, conduct reconnaissance, or prepare ambushes. 
  If a lack of personnel prevents them from following this 
  routine, the Jem’Hadar adapt, reducing the number of 
  soldiers assigned to various missions proportionately.
  Their superior sensor and transporter technology often 
  give the Jem’Hadar an advantage over their enemies, and 
  they ruthlessly exploit it. In situations where they cannot 
  do so, their tactics vary, depending on the situation, the 
  preferences of the Vorta and First in charge, and many 
  other factors. Some Vorta callously order their men right 
  into the line of fire; others defer to their Firsts’ judgment.
  If traditional assault methods seem unlikely to work, 
  the Jem’Hadar find indirect ways to harass and destroy 
  the enemy. Some common unconventional tactics include:  
  using portable holographic generators to create false 
  “troops” so that observers can gauge the enemy’s 
  strength and position; attacking with chemical and bio-
  genic warfare agents that the Dominion has rendered the 
  Jem’Hadar and Vorta immune to; ambushing the enemy 
  under flag of truce; burrowing in from underground with 
  transporter-based tunnelling technology; using captured 
  enemy personnel as “living bombs”; and suicide runs with 
  armored vehicles.
  Those who fight the Jem’Hadar soon realize they have 
  absolutely no fear of death. An enemy can’t threaten 
  them with it or dissuade them with force if they’re deter-
  mined to get at something. They’ll sacrifice entire columns 
  on suicide attacks solely to impress the enemy with their 
  refusal to back down. If it’s worth it, they’ll trade casual-
  ties at the rate of five or 10 Jem’Hadar to one enemy. 
  Their suicidal devotion to the Founders allows them to 
  succeed at missions most soldiers wouldn’t even attempt.
  
  68
  The Dominion War Sourcebook: The Fires of Armageddon
  SHROUDING
  Some of the Dominion’s most clever ground tactics 
  involve shrouds, personal cloaking device-like systems 
  implanted in each Jem’Hadar (see page 256 of the Star 
  Trek:  Deep Space Nine Roleplaying Game core rulebook 
  for shroud rules). Using their shrouds, an entire formation 
  of Jem’Hadar can sneak up on an enemy position before 
  opening fire at close range. But they cannot fight while 
  shrouded. Starfleet scientist theorize that the adrenaline 
  rush accompanying the activation of their fighting instinct 
  overrides the biochemical triggers of the shrouding tech-
  nology. Military tricorders have only spotty success, at 
  best, in detecting shrouded Jem’Hadar.
  Because shroud technology is implanted in the 
  Jem’Hadar body, it doesn’t work properly if its user is in 
  poor health. Among other things, a Jem’Hadar who hasn’t 
  had ketracel-white for over a day or two loses the ability 
  to shroud.
  FIRST GOREK’GATAN
  Attributes
  Fitness 5
       Strength +2
       Vitality +2
  Coordination 4
       Dexterity +2
       Reaction +2
  Intellect 4
       Perception +1
  Presence 4
       Willpower +1
  Psi 0
  Skills
  Administration (Logistics) 3 (4)
  Athletics (Running) 3 (4)
  Command (Combat Leadership) 4 (5)
  Culture (Dominion) 2 (3)
  Demolitions (Dominion Military Explosives) 2 (3)
  Dodge 3
  Energy Weapon (Jem’Hadar Rifle) 4 (5)
       Jem’Hadar Pistol (5)
  Heavy Weapons (Launched Artillery) 2 (3)
  History (Dominion) 1 (2)
  Intimidation (Interrogation) 1 (2)
  Language, Dominionese 2
  Law (Dominion Military Regulations) 3 (4)
  Personal Equipment (Communicator) 1 (2)
  Planetary Tactics (Small Unit) 4 (5)
  Mechanized Ground Combat (5)
  Planetside Survival (Mountains) 1 (2)
  Primitive Weaponry (Kar’takin) 4 (5)
  Search 2
  Security (Military Security Procedures) 2 (3)
  Shipboard Systems (Flight Control) 2 (3)
  Starship Tactics (Dominion) 2 (3)
  Starfleet (3)
  Stealth (Stealthy Movement) 3 (4)
  Strategic Operations (Invasion Strategies) 3 (4)
  Federation Strategies (4)
  Theology (Dominion) 1 (2)
  Unarmed Combat (Jem’Hadar Martial Arts) 3 (4)
  Vehicle Operation (Shuttlecraft) 1 (2)
  Advantages/Disadvantages
  Excellent Sight +2, High Pain Threshold +2, Promotion 
  (First) +3, Toughness +2, Addiction (Ketracel-White) -3, 
  Code of Honor (Jem’Hadar Code) -5, Fanatic (devotion 
  to Founders) -3
  Courage:  5
  Renown:  29
       Aggression:  10
       Discipline:  6
       Initiative:  2
       Openness:  1
       Skill:  10
  Resistance:  9
  Commander of the 4513th Battalion (renamed the 37th 
  in the Alpha Quadrant), First Gorek’gatan is one of the 
  toughest and most experienced Jem’Hadar fighting the 
  Federation alliance. He has survived for 18 long years 
  in the service of the Founders, and has every intention 
  of staying alive long enough to achieve the status of 
  “Honored Elder” in two years.
  Although he’s personally capable of taking on three 
  or four Klingons at once and defeating them (and, in 
  fact, did so during the war), Gorek’gatan is a dangerous 
  opponent primarily because of his intellect. Although 
  not as broadly educated or trained as a Starfleet offi-
  cer, he shares their willingness to try unconventional 
  tactics and to approach military problems from non-
  military angles.
  (Continued opposite sidebar.)
  
  The Dominion War Sourcebook: The Fires of Armageddon
  69
  AFTER THE WAR
  Overall, the Dominion military was little affected by 
  the war. The Founders can easily replace their losses with 
  their breeding facilities and shipyards. After seeing how 
  effective the Starflight Attack Fighters were with their 
  multiple torpedo launchers, the Founders plan to install 
  torpedo launchers in more of their own Attack Fighters.
  But the war had a much greater effect on troop 
  morale. For the first time in their 2,000 year existence, the 
  Jem’Hadar lost. Supply difficulties are no excuse; they’ve 
  suffered from them before and still won. The Jem’Hadar 
  remain utterly devoted to the Founders, and convinced of 
  their divinity, but still they question. What did they do 
  wrong? Why did they lose this war? Vorta and Jem’Hadar 
  strategists have already begun in-depth analyses of every 
  encounter of the war, trying to trace every single cause of 
  the Dominion’s defeat to prevent future losses.
  In the end, the loss of the war may lead to extensive 
  changes in Dominion military policy (not to mention 
  Dominion culture and politics in light of the Treaty of 
  Bajor and the re-introduction of Odo to the Great Link). 
  Despite their anger at losing the war, the Founders are 
  beings of their word. Having promised never to invade 
  the Alpha Quadrant or attack any of its species or govern-
  ments again, they will forever refrain from doing so. But 
  whether this will lead to cultural and policy changes, or 
  just prompt them to direct their imperialistic impulses in 
  other directions, will depend on many factors.
  Gorek’gatan maintains scrupulous loyalty to the 
  Founders, and has killed valuable officers for so much 
  as questioning a Vorta’s orders. Nevertheless he finds 
  the pasty-faced bureaucrats rather repellent himself, 
  and dislikes having to take orders from them. He likes 
  it best when he’s out in the field, away from them, able 
  to chart his own course without their meddling.
  Gorek’gatan’s battalion fought on the ground at 
  Chin’toka and Cardassia. During the Breen counterof-
  fensive, he personally led his men on a charge through 
  the Klingon lines which left over a hundred warriors 
  of the Empire dead. Despite the Klingons’ attempts to 
  kill him during the remainder of the war, he managed 
  to survive, and eventually returned to the Gamma 
  Quadrant with the Founder Leader.
  ERIS
  Attributes
  Fitness 2
       Vitality +1
  Coordination 2
  Intellect 3
       Logic +1
  Presence 2
  Psi 3
  Skills
  Administration (Dominion) 2 (3)
  Athletics (Running) 2 (3)
  Command (Jem’Hadar) 2 (3)
  Computer (Data Alteration/Hacking) 1 (2)
  Culture (Dominion) 2 (3)
  Diplomacy (Trade Negotiations) 2 (3)
  Energy Weapon (Jem’Hadar Pistol) 2 (3)
  Espionage (Dominion Intelligence Techniques) 3 (4)
  Fast Talk 2
  History (Dominion) 1 (2)
  Language, Dominionese 2
  Personal Equipment (Communicator) 1 (2)
  Persuasion (Oratory) 2 (3)
  Planetary Tactics (Small Unit) 1 (2)
  Planetside Survival (Forest) 1 (2)
  Security (Security Systems) 1 (2)
  Shipboard Systems (Transporters) 2 (3)
  Space Sciences (Astrogation) 1 (2)
  Starship Tactics (Dominion) 1 (2)
  Telekinesis 3
  Telekinetic Manipulation 2
  Unarmed  Combat (Rhutala) 2 (3)
  Vehicle Operation (Skimmer) 1 (2)
  World Knowledge (Kurill Prime) 2 (3)
  Advantages/Disadvantages
  Excellent Hearing +2, Resistant +12, Poor Sight -2
  Courage:  3
  Renown:  7
       Aggression:  -1
       Discipline:  4
       Skill:  4
  Resistance:  3
  A clever and capable female Vorta, Eris possesses 
  an unusual gift:  psionic powers. Her telekinetic abilities 
  usually come as a surprise to others, since so few 
  Vorta develop such skills. Combined with the special 
  training she has received, they make her an excellent 
  “field agent” compared to most Vorta. She often goes 
  undercover to spy on species who aren’t yet aware 
  of the Vortas’ link to the Dominion. In addition to 
  her mental powers, she is a capable combatant with 
  either energy pistols or rhutala (an aikido-like style 
  of unarmed combat popular in some parts of the 
  Dominion), and knows many other useful skills.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  70
  
  THE CARDASSIAN ORDER OF 
  BATTLE
  Of all the governments involved in the Dominion War, 
  the Cardassians suffered the most. They paid in blood 
  for their folly in allying with the Dominion and aggres-
  sively attacking their neighbors:  over 800 million 
  Cardassians, mostly innocent civilians, were killed 
  during the war. The fighting severely damaged 
  Cardassia’s already shaky infrastructure and indus-
  trial manufacturing base. With their best and 
  brightest leaders dead amidst the ruins, the war 
  has left the Cardassians to rebuild not just facto-
  ries, but an entire society.
  THE CARDASSIAN MILITARY:  AN 
  OVERVIEW
  The Cardassian Central Command organizes its mili-
  tary into orders, each with approximately 500,000 to 
  one million personnel. Each order is “unified,” meaning 
  it includes both Space Forces and Army personnel (and also 
  personnel from other branches of the service, such as Medical, 
  Engineering, and Logistics & Supply). The Central Command has mil-
  lions of deshataro (soldiers), and until it fell completely under the Dominion’s 
  thumb it was the primary political, cultural, and social institution in the 
  Cardassian Union.
  Like every other aspect of Cardassian society, personal influence and con-
  nections—what Cardassians call vesala—play a significant role in the military. 
  Gaining a promotion or a plum assignment often has more to do with how 
  much vesala a soldier can muster than his qualifications for the job. Similarly, 
  a high-ranking officer may have trouble getting a subordinate with high vesala 
  to obey his orders. The vast, interconnecting webs of influence permeating the 
  Cardassian military sometimes hinder military activities as much as they help 
  them.
  THE HIGH COMMAND
  Leadership of the Central Command vests in the Cardassian High Command, a 
  body composed of the commanders of the orders and certain other senior officers 
  and military officials. Gul Damar, a prominent member of the High Command, 
  had primary responsibility for the conduct of the war subsequent to the Federation 
  alliance’s “Operation Return” (his predecessor, Gul Dukat, suffered a mental break-
  down as a result of the outcome of that battle). Damar in turn authorized other 
  officers to act as the supreme commanders of the Space Forces and the Army. Each 
  order’s jagul (roughly equivalent to an admiral) remained in control of his order except 
  when his commands conflicted with a higher authority.
  CONDUCT DURING THE WAR
  Pursuant to Cardassian military doctrine, any of the several dozen orders can perform 
  any military function, from capturing and occupying a planet, to fighting a major space 
  battle, to exploration and reconnaissance. But many of them, particularly the lower-
  THE DOMINION’S ALLIES: THE 
  CARDASSIANS AND THE BREEN
  CHAPTER SEVEN
  
  72
  The Dominion War Sourcebook: The Fires of Armageddon
  numbered, older, orders are best known for conducting 
  certain types of missions. For example, the Third Order 
  serves as the Union’s rapid response fleet; the Fifth, or 
  “Jade,” Order handles military intelligence and certain 
  “special ops” missions; and the Ninth Order engages in 
  deep space exploration and patrol. During the war, these 
  distinctions often disappeared as order were re-tasked to 
  more war-oriented missions. The High Command recalled 
  the Sixth and Ninth Orders and sent them to engage 
  in fighting rather than exploration, and rearranged many 
  other units to provide as much protection as possible 
  to strategically valuable sites within Cardassian space. 
  Relying on the Jem’Hadar to spearhead the alliance’s 
  offensive actions, the Cardassians devoted as much of 
  their forces as possible to protecting their resources. It 
  wasn’t enough, of course, particularly when the war went 
  poorly for the Dominion and it brought more Cardassian 
  ships to the front lines. But it did preserve enough of the 
  Central Command fleet for the various post-war factions 
  to fight over.
  The only other significant organizational changes 
  imposed by the Cardassian High Command during the 
  war were ones designed to integrate Cardassian units 
  with Jem’Hadar units smoothly. To their annoyance, 
  and eventually anger and disgust, Cardassian soldiers typi-
  cally found themselves subordinate to Jem’Hadar officers. 
  Central Command often forced even relatively high-
  ranking Cardassians to take orders from fast-talking, 
  power-abusing Vorta or Jem’Hadar Firsts whose idea of 
  discipline was to kill anyone who questioned them.
  TECHNOLOGICAL BENEFITS
  One distinct benefit the Cardassians received from 
  their alliance with the Dominion was access to some 
  types of Dominion technology. To adapt Cardassian facili-
  ties to produce their ships, materiel, and Jem’Hadar, the 
  Founders upgraded many Cardassian facilities. Similarly, 
  the Dominion provided technical specifications which 
  allowed the Cardassians to improve their phasers, ship 
  tactical systems, and transporters. The Cardassian Union 
  as a whole still lags behind the Federation and Romulan 
  Star Empire technologically, but the gap as of 2376 is 
  smaller than the gap of 2372.
  THE CARDASSIAN SPACE FORCES
  The most prestigious branch of the Cardassian military 
  is the Space Forces. During the Dominion War, the Central 
  Command assigned Space Forces units to the front for 
  periods of approximately one month. After a unit finished 
  that tour of duty, Central Command rotated it out for 
  repairs, then assigned it to guard or patrol duties away 
  from the front. After a month or more of “peaceful” duty, 
  the unit went to the front again.
  THE CARDASSIAN ORDERS
  For readers without access to The Cardassians:  
  Iron and Ash, here’s a summary of the best-known 
  Orders among the several dozen serving the Cardassian 
  Central Command.
  The First Order, stationed in the central and rimward 
  sections of the Union, is the oldest and most presti-
  gious of the Orders. It has often fought the Klingons, 
  but saw relatively little action during the Federation-
  Cardassian War, which allowed the more active Second 
  Order to steal some of its thunder. Its most infamous 
  unit, the Third Battalion, trains specialized commandos 
  for dangerous missions. Its motto, “Death to All,” nicely 
  sums up its attitude toward Cardassia’s enemies.
  The Second Order, also known as the “Eagle Order” 
  (Cairhail Prethok), presently enjoys the greatest influ-
  ence within the Union. Formerly commanded by Gul 
  Dukat, it was responsible for the attack on the 
  Federation outpost at Setlik III, and fought nobly during 
  the Federation-Cardassian conflict which followed. 
  The Third Order functions as Cardassia’s rapid 
  response fleet. Stationed at various posts throughout 
  Cardassian space, it can respond to any emergency 
  rapidly and forcefully. It often plans and executes surgi-
  cal strikes and commando raids on enemy targets with 
  the Fifth Order. It saw action throughout the Dominion 
  War, suffering heavy casualties.
  The Fourth Order, often referred to as the 
  “Home Guard,” patrols and defends the space around 
  Cardassia Prime itself (including the Bajor System). Gul 
  Trepar, a political enemy of Gul Dukat, commands it, 
  and along with many of his men was quick to turn 
  against the Dominion and join Damar’s rebellion when 
  the Founder leader ordered him to attack his own 
  people.
  The Fifth Order, or “Jade Order” (Cairhail Terapha), 
  acts as the Central Command’s military intelligence 
  agency. Thus, the High Command doesn’t have to rely 
  solely on the Obsidian Order for data on the enemy. Its 
  members consider their work a vital means to help their 
  fellow soldiers and minimize Cardassian casualties; they 
  do not disdain the military the way the Obsidian Order 
  often seems to.
  The Sixth Order and Ninth Order constitute 
  Cardassia’s deep space patrol and exploration division. 
  Containing a much higher percentage of scientifically-
  adept officers, they push the boundaries of Cardassian 
  territory, and of Cardassian knowledge about the physi-
  cal universe, ever outward. During the Dominion War, 
  as for any other major conflict, they were called home 
  to participate in the fighting, and acquitted themselves 
  well.
  The Central Command has tasked the Seventh Order 
  with the protection and patrol of the Union’s coreward 
  frontier. It maintains bases there, protects colonies, 
  fights pirates and raiders, and prevents Romulan incur-
  sions into Cardassian space. During the Dominion War it 
  mainly reinforced front-line units.
  The Eighth Order defends and monitors the “Iron 
  Path,” a series of systems with significant industrial 
  capabilities. The Path runs from Cardassia rimward 
  and spinward through the Union, and is a vital part 
  of Cardassia’s economy. Normally used to fighting 
  pirates and other criminals on the Path’s far end, its 
  officers often found themselves outclassed during the 
  Dominion War, and thus took significant casualties.
  The Tenth Order also protects the Iron Path. During 
  the Dominion War, the Central Command kept it back 
  from the front lines to defend the path against enemy 
  incursions, a job it performed well.
  The Eleventh Order, one in charge of protecting 
  Cardassian colonies and client worlds along the Union’s 
  antispinward border, suffered badly from conflicts in 
  
  The Dominion War Sourcebook: The Fires of Armageddon
  73
  TABLE OF ORGANIZATION
  Gul Damar, acting with the authority of the High 
  Command, appointed an Idrig Jagul, or “Field Admiral,” 
  to assume overall command of the Space Forces for the 
  duration of the war. He chose Jagul Hotar Gorem, an 
  older officer from the Fourth Order, for the position. 
  Widely respected in the Central Command for his skills as 
  a strategist and loyalty to the Union, he was the perfect 
  choice. He commanded the Space Forces in the field, 
  leaving purely administrative matters to Damar and his 
  staff. The jaguls and guls of the various orders reported 
  to him on a weekly or daily basis, and he in turn relayed 
  their information to Damar’s crack staff of logistics experts 
  from the Tenth Order. He met with Damar as often 
  as possible to assist with planning Dominion-Cardassian 
  strategy. Although he led his forces brilliantly, he ulti-
  mately failed to keep the enemy out of Cardassian space; 
  despondent, he committed suicide shortly before the 
  Federation alliance captured Chin’toka for the last time.
  Each order has between 50 and 1,000 ships under 
  its command (older orders have more, younger and less 
  important orders fewer). The orders group their ships 
  into shodaro, or “fleets,” of 150-300 ships. A jagul or 
  gul commands each shodar. Shodars divide into tar’elkor 
  (“battle wings”) of 30-60 ships commanded by a gul; 
  the gul also commands the flagship of the battle wing. 
  Groups of 10-15 ships form kes’elkor (“wings”), each also 
  commanded by the gul in charge of the wing’s lead ship. 
  Smaller vessels, primarily Hideki-class Fighters, divide fur-
  ther into dai’elkor, or “squadrons,” of five ships each. A 
  glinn or kel commands a squadron.
  Central Command assigns each unit of an order a 
  numerical identifier—4th Fleet, 53rd Tar’elk, 617th Kes’elk, 
  and so forth—and issues identifying badges for all mem-
  bers. The soldiers assigned to these units often prefer to 
  adopt a colorful mascot or nickname, such as The’dara 
  Galeshar (“Golden Raptors”), and make their own badges 
  to accompany the regulation one. Central Command per-
  mits this as a morale-builder provided it doesn’t get out 
  of hand.
  CARDASSIAN SPACE STRATEGY AND TACTICS
  For the most part, the Dominion directed Cardassian 
  strategy. While the Cardassians often made significant 
  contributions to the Founders’ plans based on their more 
  intimate knowledge of Alpha Quadrant space, usually 
  they worked under the Dominion’s direction, integrating 
  their forces with the Jem’Hadar and not questioning 
  Dominion orders. But when a Dominion battle plan gave 
  the Cardassians primary control over a particular section 
  of the battlefield, they typically used their own prefered 
  tactics instead of Jem’Hadar maneuvers.
  The Cardassians improved the Dominion’s battle tactics 
  by providing a much broader range of ship types. The 
  Dominion found itself trapped in the Alpha Quadrant 
  without substantial numbers of many of its ship types, 
  the late 23rd and mid-24th centuries. By the time of 
  the Dominion War it had become a reserve unit with 
  few non-ceremonial duties. Although its members were 
  called up to fight, it lacked the skills and resources 
  for true effectiveness, and suffered many casualties. 
  In late 2375, the Klingons obliterated the Order at its 
  headquarters on Septimus III.
  The Twelfth Order, based on the heavily-defended 
  planet Sarpedion V, defends Cardassian colonies and cli-
  ent worlds along the Union’s rimward border. Its soldiers 
  have frequently fought the Klingons, and brought that 
  experience with them to many Dominion War battles.
  THE 15
  TH TAR’ELK—THE IRON-TOOTHED 
  WARDOGS
  Among the many proud and powerful units of 
  the Fourth Order, the 15th Tar’elk—better known to 
  Cardassian soldiers as the Jhen Lissi Darkoram, or “Iron-
  Toothed Wardogs”—is the most renowned. Famed for 
  its destruction of a Starfleet tactical wing at Hossar 
  IV during the Federation-Cardassian War, for its rescue 
  of over 500 colonists on Remurat V when volcanic 
  eruptions threatened to destroy their settlement, and 
  for countless other heroic acts, its soldiers conducted 
  themselves no less admirably during the Dominion War. 
  The Wardogs were in the vanguard of every battle they 
  fought during the war, but were also among the first 
  ships to attack the Jem’Hadar during the final battle 
  for Cardassia.
  Ship 
  Class 
  Commander
  Flagship 
    
   
   Rhoma na’Khaldok Keldon 
  Gul Mesar
   (Star of Cardassia)
  14th Kes’elk “TobrethVel’tai”
   (Tobreth’s Marauders)
   Greltar 
  Keldon 
  Gul Tobreth
   Khodath 
  Galor 
  Gul Nathet
   Res’la 
  Galor 
  Gul Grenak
   Hegrek 
  Galor 
  Gul She’drel
   Mokhur 
  Galor 
  Gul Pellen
   Drendara 
  Thalon 
  Gul Vekesh
   Geret 
  Durgor 
  Gul Khamot
   Poda’lar 
  Vidren 
  Gul Ebros
   Khurug 
  Guran 
  Gul Judari
   Gharol 
  Sugren 
  Gul Samel
  98th Kes’elk “Gosarna Hrekelor”
   (Talons of Destruction)
   Gosar 
  Galor 
  Gul Trelen
   Evreloth 
  Galor 
  Gul Unadar
   Khelbura 
  Galor 
  Gul Hortek
   Nedoru 
  Galor 
  Gul Kho’shar
   Des’ret 
  Galor 
  Gul Lordak
   Ghrel’ket 
  Thalon 
  Gul Bretek
   Almethy 
  Guran 
  Gul Ghensa
   Penghosa 
  Aberax 
  Gul Margeth
   Dregat 
  Sugren 
  Gul Delet
   Veldar 
  Sugren 
  Gul Tharn
  238th Kes’elk “Broten Kha’thelor”
   (Flying Venom-Turtles)
   Breneld 
  Galor 
  Gul Ochas
   Vetor 
  Galor 
  Gul Dubres
   Mel’ek 
  Galor 
  Gul Beshar
   Sarkath 
  Galor 
  Gul Peteth
   Reldari 
  Galor 
  Gul Krolek
   Thoanek 
  Galor 
  Gul Verghat
   Hutarek 
  Thalon 
  Gul Khatora
   Kholoda 
  Guran 
  Gul Khoan
   Geven 
  Aberax 
  Gul Rettar
   Khershal 
  Sugren 
  Gul Bretta
  467th Dai’elk “Dereth Vlodarna”
   (Vlodarian Legion)
   5 Hideki-class Fighters 
  Varies
  582nd Dai’elk “Rhomal Gal’galeshar”
   (Starry Eagles)
   5 Hideki-class Fighters 
  Varies
  
  74
  The Dominion War Sourcebook: The Fires of Armageddon
  such as Jem’Hadar Destroyers and Light Battle Cruisers. 
  Several Cardassian ships, including Galor-, Keldon-, 
  Kurgat-, and Dur’nat-class vessels, filled this gap admira-
  bly.
  GENERAL TACTICS
  Many Cardassian tactics depend on the large number 
  of weapons mounted on most Cardassian ships, partic-
  ularly the Galor-class Battle Cruiser. With a staggering 
  14 disruptors and two torpedo launchers, the Galor can 
  strike multiple targets all around itself, some more than 
  once. To conserve power for weapons, Cardassians some-
  times leave their Galors immobile (or moving at very low 
  impulse) to anchor their formations, and shut off a ship’s 
  non-essential systems. Dominion upgrades increased the 
  efficiency of some ships’ warp cores, and thus the number 
  of weapons they could fire at once. A flotilla of Galors, 
  swooping through an enemy formation firing at every 
  target around it, can cut a hole in all but the strongest 
  perimeters.
  Compared to Starfleet or the Romulans, the 
  Cardassians use far fewer torpedoes in battle (possibly 
  because they’re harder and more expensive to manufac-
  ture than beam weapons). They prefer to get close to 
  their opponent and fire beam weapons. Since their ships 
  often have proportionately stronger shields due to their 
  embedded warp nacelles, they can afford to “slug it out” 
  with a comparable opponent. Federation alliance forces 
  sometimes took advantage of the Cardassians’ lack of 
  torpedoes to fire missile weapons at them from beyond 
  beam range and soften them up before the main encoun-
  ter.
  SPECIFIC TACTICS
  Some of the maneuvers that proved most effective 
  against the Federation alliance include:
  Durek Gambit:  Developed during the Federation-
  Cardassian War, this maneuver allows a Cardassian ship to 
  penetrate a target’s shields more easily, but at the risk of 
  colliding with that ship and damaging itself. The ship must 
  maneuver in extremely close to the target ship—so close 
  that their shields touch momentarily, but without the two 
  ships directly colliding. At the moment the shields make 
  contact, the Cardassian ship fires at the target through 
  the point of contact. Because the contact weakens the 
  enemy’s shields at that point, a successful attack almost 
  always damages the target. (To use this maneuver, a ship 
  must maneuver so close to its target that their shields 
  make contact. This requires a Challenging (9) Shipboard 
  Systems (Flight Control) Test and an Opposed Starship 
  Tactics Test with the target ship. If the ship fails the Flight 
  Control Test, it collides with the target ship, causing 3d6 
  damage to both of their shields; if it Dramatically Fails, it 
  hits the target at the worst possible angle, causing 5d6 
  damage to its own shields but no damage to the target 
  ship. If the ship succeeds with both Tests, it must make a 
  Challenging (9) Shipboard Systems (Tactical) Test to attack 
  the target. If the Test succeeds, the target’s shields take 
  damage from the attack as normal, but 50% of that 
  damage, or however much damage gets through after its 
  shields collapse (whichever is greater) also passes through 
  the shields to affect the target ship directly. If the Test 
  fails, the attack fails; if it Dramatically Fails, it damages 
  the ship’s own shields, not the target’s.) 
  Lekreth Maneuver:  Much like its Jem’Hadar allies, the 
  Central Command likes to use smaller vessels—fighters, 
  fast attack ships, and sometimes escorts—to surround an 
  enemy capital ship, overwhelm its defenses with volleys of 
  disruptor and torpedo attacks, and destroy it. Named after 
  the jagul who perfected it, the Lekreth Maneuver proved 
  particularly effective against the large vessels fielded by 
  Starfleet and the Romulan Star Navy. (This maneuver 
  requires a minimum of five ships of Size 4 or smaller, 
  which must be within Medium disruptor range to the 
  target, which must be Size 7 or larger. Each ship makes 
  an Opposed Test using Starship Tactics against the com-
  mander of the target vessel. More than half of the ships 
  must succeed in the Opposed Test for the maneuver 
  to work. If it works, each ship which succeeded in the 
  Opposed Test makes an attack Test (the other ships may 
  do so as well, but at +2 Difficulty). If all of them hit 
  the target—a not unlikely occurrence, given Size modifi-
  ers—then one of them, chosen at random, may apply the 
  Size modifier to the damage done by his attack.)
  Verin’kano Tactic:  This maneuver, the “waves” tactic 
  feared by so many of the Union’s enemies, works best 
  against static targets when a Cardassian fleet is still rel-
  atively “fresh.” It begins with a squadron or two of 
  Hideki-class Fighters, who fly by the target, peppering 
  it with disruptor bolts. Then a group of slightly larger 
  ships—perhaps Guran-class Fast Attack Ships or Ragar-
  class Incursion Frigates—repeats the attack as the fighters 
  circle around to rejoin the fleet. In escalating steps, from 
  frigates to light cruisers to Galor-class Battle Cruisers to 
  warships and battleships, the Cardassians send in larger 
  and more powerful ships to fly past the target and strafe 
  it. By the time they finish the maneuver, they will have 
  weakened or destroyed just about any target.
  Veset Maneuver:  The famed Cardassian gul Tarsin 
  Veset developed this maneuver to take advantage of his 
  Galor-class ship’s multiple phaser banks. To use it, a ship 
  must fly close to a target (usually one at least its Size, 
  if not larger) and then fire five or more disruptor beams 
  at it. A skilled Cardassian commander has a much higher 
  chance of scoring multiple hits when using this maneuver 
  than under ordinary circumstances. (To use the Veset 
  Maneuver, a ship must have at least five beam weapons 
  which it can bring to bear on a single target. The target 
  must be the same Size as the ship, or larger, and the ship 
  must get within Medium beam weapon range to it. The 
  ship makes an Opposed Starship Tactics Test against the 
  target; if it succeeds, it makes an attack Test to Multifire 
  at the target. He hits with one beam if he succeeds, plus 
  an additional beam for every +1 point by which the Test 
  
  The Dominion War Sourcebook: The Fires of Armageddon
  75
  Result exceeds the Difficulty (not every +2 as normal). All 
  other rules for beam weapon Multifire apply normally.)
  THE CARDASSIAN ARMY
  While the Space Forces, as usual, saw the most combat 
  and got the lion’s share of the glory during the war, the 
  Central Command didn’t let the Army sit idle. Fighting 
  sometimes by themselves, and sometimes alongside the 
  Jem’Hadar, Cardassian soldiers defended many planets 
  in the Union against Klingon and Starfleet invaders. 
  Using their knowledge of the terrain and their heavy dis-
  ruptor artillery, they inflicted severe casualties on enemy 
  forces. The Klingons, who at first dismissed the Cardassian 
  ground forces as unworthy opponents, usually left the 
  field of battle with newfound respect for their resilient, 
  resourceful grey-skinned opponents.
  TABLE OF ORGANIZATION
  The Cardassians came to the war with more ground 
  forces than any other combatant:  the Cardassian Army 
  numbers nearly four million men. Of course, not all of 
  them actually fight (many serve as mechanics, doctors, 
  laborers, and in other support positions), but they still sent 
  more soldiers onto the battlefield than Starfleet and the 
  Romulans combined.
  For the Army, each order functions as a corps level 
  of organization, though some Cardassian corps are much 
  larger than those of other armies. With its usual level 
  of administrative efficiency, the Central Command divides 
  each order’s ground forces into jhorgator (“divisions”) 
  containing 20,000 soldiers, commanded by an arjagul 
  (“general,” equivalent to a Space Forces admiral). Each 
  jhorgator subdivides into khesharo (“regiments”) of 5,000 
  soldiers commanded by a gul, peshdar (“battalions”) of 
  1,000 soldiers commanded by a dal, brelgaro (“compa-
  nies”) of 200 soldiers commanded by a dalin, mezreko 
  (“platoons”) of 40 soldiers commanded by a glinn, and 
  tekhasor (“squads”) of eight soldiers commanded by a 
  kel. Like Space units, Army units often adopt mascots or 
  nicknames to set themselves apart; many “partner” with 
  a Space unit, adopting the same mascot or nickname and 
  engaging in leisure activities together.
  Within each order, one arjagul has final authority 
  over all other officers. During the Dominion War, Damar 
  appointed an Idrig Arjagul, or “Field Marshal,” to com-
  mand all Army personnel irrespective of order. Arjagul 
  Tarska Hesar, the youngest and most dynamic of the 
  Army’s arjaguls, received the position, much to the disgust 
  of many older, more experienced generals. But the energy 
  and fire he brought to the job inspired his troops to 
  fight harder, and they scored many important victories, 
  particularly early in the war. Dismayed by the Dominion’s 
  treatment of his men, Hesar secretly joined Damar’s rebel-
  lion shortly after it began. He was found and tortured by 
  the Jem’Hadar, but survived until the war ended. Today 
  he is a prominent member of the Democratist faction.
  WEAPONS AND EQUIPMENT
  All Cardassian soldiers wear the same uniform, a full 
  bodysuit made of advanced fibers and polymers which 
  provides +2 protection against physical attacks and +1 
  protection against energy attacks. The Central Command 
  issues each soldier the same equipment:  a Cardassian 
  phaser rifle and two extra energy packs; a Cardassian 
  combat knife; eight grenades (four photon, two photon 
  but stun-only, two flare); a military tricorder; a personal 
  communicator; a personal medkit; and rations. Each infan-
  try squad receives two heavy phaser rifles, two improved 
  communications units, an assortment of extra grenades, 
  one combat drone (if available), one man-portable missile 
  pack (if available), and its own hopper (if available). 
  Mechanized, artillery, air combat, and other units receive 
  different equipment allotments.
  TACTICS
  The Cardassian approach to ground warfare occupies 
  a middle position between that of the Klingons and the 
  Romulans. Thanks to their strength and endurance, they 
  can slug it out in close-range combat with Jem’Hadar, 
  Klingons, or any other species. But they don’t emphasize 
  hand-to-hand weapon fighting the way those two species 
  do, preferring phasers and other sophisticated technologi-
  cal weapons. At the same time, Cardassians are clever, 
  and the Central Command’s soldiers often lay traps or 
  lure the enemy into disadvantageous positions, just like 
  the Romulans. This combination of traits results in a flex-
  ible approach to combat that, together with their usual 
  numeric superiority, gives the Cardassians an edge in 
  many battles.
  Cardassian ground warfare doctrines emphasize the 
  use of heavy weapons. Every squad carries heavy phasers, 
  and most have missile packs, portable artillery pieces, and 
  similar implements of destruction. The Cardassian Army 
  contains a higher percentage of artillery and mechanized 
  units than any of the Federation alliance forces. Prior 
  to any close-range encounter, the Cardassians lay down 
  as much heavy weapons fire as they can, to soften up 
  and demoralize the enemy force. They particularly like to 
  target enemy artillery and emplaced weapons, to deny 
  their opponents the military assets they (the Cardassians) 
  prefer.
  AFTER THE WAR:  THE PRESENT STATE 
  OF THE CARDASSIAN UNION AND THE 
  CENTRAL COMMAND
  During the final days of the Dominion War, the 
  Dominion turned on Cardassia, slaughtering over 800 mil-
  lion citizens and razing dozens of major cities, leaving 
  the Union decapitated and shattered. The Jem’Hadar 
  slaughtered every member of the Detapa Council, every 
  minister, and virtually every member of the Cardassian 
  High Command (including Gul Damar, leader of the 
  
  76
  The Dominion War Sourcebook: The Fires of Armageddon
  Cardassian rebellion). The Cardassian people face the 
  enormous task of rebuilding an entire civilization without 
  the benefit of established leadership, a solid infrastructure, 
  or a healthy economy.
  In the wake of the war, near-anarchy reigns supreme. 
  Worlds have seceded from the Union, pirate and raider 
  attacks have nearly tripled, and some members of the 
  military are trying to establish their own petty dicta-
  torships in obscure corners of Cardassian space. Each 
  individual’s personal influence (vesala) and family ties are 
  more important than ever.
  THE FACTIONS
  In this chaotic environment, dozens of would-be rulers 
  struggle for power, often using violence or assassination 
  as political tools, catching ordinary Cardassians in the 
  crossfire. Several front-runners have emerged from this 
  bloodthirsty morass of opportunists. The events and 
  actions of the next few months and years will determine 
  who obtains real power in the Union, and thus the very 
  nature and course of Cardassia for decades or centuries 
  to come.
  MILITARISTS
  Many military men believe Cardassia should re-estab-
  lish itself as a powerful galactic empire rivalling any other 
  in the Alpha and Beta Quadrants. Led by Gul Tokli Yenar, 
  a charismatic leader and brilliant speaker, the “Militarists” 
  seek to resurrect Cardassian greatness under the banner 
  of the Central Command. 
  Although many Cardassians are disgusted with imperi-
  alism and military rule, the Militarists’ command of many 
  military resources gives them much political power. They 
  have more ships and weapons than any other fac-
  tion—not surprising, given their origin and beliefs—and 
  are quite willing to use them. Although many political 
  problems call for deft political solutions, not orbital dis-
  ruptor bombardment, any faction wishing to rebuild the 
  Cardassian military will have to come to terms with the 
  Militarists in some fashion.
  DEMOCRATISTS
  The Democratist faction, a very popular one among 
  the common people, wants to create a “new Cardassia” 
  of democracy and justice, similar in many ways to the 
  Federation. Composed largely of former members of the 
  underground, other dissidents, and outspoken citizens sick 
  of military rule and a poor economy, this faction seeks a 
  better life for all Cardassians.
  Elim Garak, an exiled former member of the Obsidian 
  Order who helped the Federation triumph over the 
  Dominion, leads the Democratists. Wily and insightful, 
  Garak has scored several important political victories over 
  the other factions. Fortunately, several of his rivals have 
  become mired in bloody infighting within their own 
  factions, or warfare with other factions, or have unex-
  pectedly died or disappeared, keeping the path for the 
  Democratists clear.
  The Democratists assert that all Cardassians are equal, 
  and thus deserve an equal say in their government via 
  honest elections of all leaders. An elected government 
  would control the military and the intelligence service, 
  with multiple checks and balances to prevent any indi-
  vidual from obtaining too much power. A constitution 
  must set forth the inviolable rights of all citizens—rights 
  the authorities must respect. In essence, the Democratists 
  want to create a “Cardassian Federation of Planets,” and 
  in fact have sought UFP aid (a request the Federation 
  continues to debate).
  BERNAKIANS
  Gul Bernak, a veteran of both the Klingon and 
  Dominion conflicts, embodies many of the best and worst 
  qualities of the old Cardassia (strength, toughness, pride, 
  honor, conviction, ruthlessness, cruelty, xenophobia). He 
  believes Cardassians must rely only on themselves to 
  achieve their destiny! The Union simply allowed weak-
  minded Cardassians to avoid making the hard decisions 
  needed to advance the interests of Cardassia without rely-
  ing on outside assistance.
  Bernak wants his world and people to receive the 
  respect of the other powers of the quadrant for their 
  military might, intelligence, and creativity. If he gains 
  power, he would dissolve the empire, expel all non-Car-
  dassians from Cardassia Prime, and seek internal solutions 
  to internal Cardassian problems. Rather than establishing 
  an empire, he would use other worlds as targets for 
  military conquest and economic exploitation.
  SHAMARIANS
  Jagul Koros Shamar, the highest-ranking officer in the 
  Central Command to survive both the War and the 
  Dominion purge, comes from an ancient family of noble 
  lineage, and possesses much vesala. He feels the military 
  should fight, not rule; political power must rest in hands 
  competent to wield it—in short, his own. Shamar’s 
  trying to become the sole, unquestioned ruler of a new 
  Cardassian Empire. Backed by many of his former officers 
  and their ships, he has a reasonable chance of making his 
  dream come true.
  THE OBSIDIAN LEGION
  The small, shadowy Obsidian Legion consists mainly 
  of present and former Obsidian Order agents. They want 
  to restore the pre-Dominion alliance status quo—but with 
  themselves as an autocratic oligarchy ruling Cardassia. 
  They plan to use their contacts and skills to eliminate all 
  other rivals for power. They maintain strict secrecy and 
  do not participate in the political process in any legitimate 
  way. They simply raid, assassinate, blackmail, and steal as 
  
  The Dominion War Sourcebook: The Fires of Armageddon
  77
  they attempt to dispose of any Cardassian who threatens 
  their eventual success.
  SPIRITUALISTS
  The Jem’Hadar murdered the last Parektar Varhet, 
  Turo Padile, and also killed many other religious authori-
  ties. The surviving priests chose Enros Dorad as the new 
  Parektar Varhet. Young, ambitious, and eloquent, Dorad 
  has become the leader of the Spiritualists—Cardassians 
  who want to revive Cardassia’s ancient traditions of 
  religion and art. To the Spiritualists, Bajor presents a 
  good model for their society, though they’ll have to 
  find a way to emulate Bajor’s success as a civilization 
  without Bajor’s natural resource base. Unfortunately, the 
  Spiritualists remain the weakest of the factions; they have 
  almost no ships and rely solely on their ability to persuade 
  others—a poor weapon in post-War Cardassia. They do, 
  however, have a strong alliance with the Democratists, 
  and along with them and several smaller factions have 
  formed a “Cardassian Council” to promote the rule of 
  law.
  THE BREEN ORDER OF BATTLE
  Until late 2375, few people in Starfleet Command gave 
  the Breen much thought. Regarding them as a species 
  of pirates, slavers, merchants, and troublemakers, Starfleet 
  didn’t consider them enough of a threat to justify any 
  major activity in or around their claimed territory.
  That changed when the Breen Confederacy announced 
  its alliance with the Dominion by successfully attacking 
  Earth itself—something not even the Klingons ever dared 
  to do. For decades, perhaps centuries, the Breen had, for 
  their own inscrutable reasons, hidden the true extent of 
  their military power. Their secret revealed, and their losses 
  in the Dominion War relatively slight, they stand poised 
  to be one of the biggest threats to the peace and security 
  of the Alpha Quadrant during the latter quarter of the 
  24th century.
  THE BREEN CONFEDERACY
  To understand the Breen military properly, one must 
  first know a little something about the Breen government 
  and society. Residents of the planet of the same name 
  (a supposedly arctic world which, according to some cryp-
  tic reports, may actually be temperate and lush), the 
  Breen are a fractious and enigmatic people who must 
  wear thick, all-concealing refrigeration suits when off their 
  homeworld. Among other species, the Breen have a repu-
  tation as dangerous, treacherous, manipulative, sly, and 
  deceptive. As the Romulans say, “Never turn your back 
  on a Breen.”
  The Breen government is known as the Breen 
  Confederacy. As its name indicates, it’s less of a cen-
  tralized ruling institution, and more of a strong alliance 
  between various powerful persons who control large 
  amounts of territory on Breen or its claimed space—a 
  government almost feudal in many respects. The rulers 
  of the various Breen states typically go by the title thot. 
  This term carries connotations of “warlord,” “governor,” 
  “chieftain,” and “duke,” depending partly on context, 
  but most thots are very powerful individuals with substan-
  tial resource bases to draw upon. Each state chooses its 
  thot differently; in some the thot is a hereditary ruler, in 
  others he’s elected, in others he fights for the position, 
  and in still others he’s chosen by a body of electors.
  When there’s a need to consider problems common to 
  all Breen, the thots meet in the ancient capital of Pela 
  Tarem in a large building called the “Hall of Heroes.” 
  There they debate the issues of the day and create 
  laws which apply to all Breen equally, much like any 
  other modern government. But unlike most ruling bodies, 
  fistfights or gun battles between old enemies or newly-
  feuding thots often punctuate the debates. Even when 
  the thots pass a law—an infrequent occurrence, since 
  it requires a three-fourths majority—they often enforce 
  it haphazardly. Thots who didn’t support a law in the 
  legislature may conveniently neglect to enforce it (except 
  against their political enemies).
  The Breen military consists of conscripts from each of 
  the states. Each thot raises an army and navy from his 
  people by whatever means he sees fit (some hire them, 
  others hold a mandatory draft, others press-gang hapless 
  travelers). Thots may build their own ships, but many 
  partner with other thots to defer expenses. In times of 
  war, the thots, pursuant to law, pool their resources into 
  one vast fleet and elect one of their number commander 
  of the fleet. Unlike many Breen laws, no thot ignores the 
  ship sequestration law. A thot who refuses to commit his 
  forces after the majority of his comrades have voted to 
  declare war risks annihilation at the hands of the assem-
  bled Breen force.
  THE BREEN SPACE FORCE
  Less a star navy and more a collection of ships working 
  together for the common benefit of their crews and the 
  Breen people, the Breen space force nonetheless fights 
  well. While it lacks some of the advantages of a standing 
  navy, its personnel have a lot of experience with uncon-
  ventional tactics (i.e., piracy and ambush), and it has 
  large, powerful ships. Until the Federation alliance devel-
  oped a defense, their energy dissipator weapon alone 
  made the Breen space navy a dangerous enemy.
  TABLE OF ORGANIZATION
  The thot chosen to lead the Breen space navy receives 
  the title tha’thot, roughly meaning “chief leader of the 
  battle forces.” He serves at the pleasure of the council; 
  if the political winds shift and he loses the support 
  of the people who chose him, he’ll likely find himself 
  replaced and recalled to Breen. He may or may not accept 
  
  78
  The Dominion War Sourcebook: The Fires of Armageddon
  that decision with equanimity, and his choice can affect 
  the Confederacy’s ability to prosecute a war. During the 
  Breen’s involvement in the Dominion War, Thot Pran of 
  Bota Rez served as tha’thot. His conduct as supreme 
  commander never came into serious question during the 
  fighting, and no thot attempted to remove him from his 
  position.
  BROT’KAR (STATE FLEETS)
  The Confederacy divides its wartime space forces into 
  brot’kar—fleets based on the state they come from. For 
  example, Thot Pran brings the Bota Rez Brot’kar to 
  the fighting, and Thot Glar commands the Dosa Ghen 
  Brot’kar. The thot ruling that state, or his appointed repre-
  sentative, commands the fleet, subject to the orders of 
  the tha’thot. About half the thots prefer to command 
  their fleets themselves; the rest stay safe at home and 
  risk someone else’s neck, even though that’s not as pres-
  tigious.
  Because the resources of the Breen states vary, so do 
  the size and composition of their fleets. Powerful states 
  like Bota Rez, Kethu Dar, and Xilk Tre send hundreds, 
  even thousands, of vessels, including many Breen Battle 
  Cruisers and other capital ships. Smaller or poorer states, 
  such as Yec Tanta or Pej Roak, can only contribute a few 
  dozen vessels, and perhaps personnel to work in other 
  parts of the Breen military machine. Obviously, thots who 
  bring more ships to the war have more power within 
  the Breen command structure, and greater access to the 
  tha’thot. 
  Although all Breen soldiers are supposed to follow 
  the tha’thot unquestioningly in time of war, the neverend-
  ing feuds and struggles between various Breen states 
  sometimes affect the fleet. Forces from one state may not 
  move to support ships from an unfriendly state quite as 
  quickly, or one thot may slip embarrassing information 
  about a rival to the tha’thot in the hope of harming 
  his rival’s chances to receive plum assignments. Over a 
  long-term war, this squabbling can significantly hinder the 
  Breen’s military efforts, but it had no discernible effect on 
  their conduct during the Dominion War.
  TILGA’KAR (SUB-FLEETS)
  Each state fleet breaks down into tilga’kar, a term liter-
  ally meaning “sub-fleet” but that figuratively translates 
  as “tactical wing.” The size of a tilga’kar varies from on 
  fleet to another. In the larger fleets, a tilga’kar can include 
  dozens of ships, like a Starfleet tactical wing; among 
  smaller ones, each tilga’kar may have less than a dozen 
  ships. Some of the larger fleets organize their tilga’kar by 
  class or type, like most other naval forces. But usually the 
  Breen lump ships together into mixed groupings using a 
  logic not fully comprehensible to Starfleet.
  Each tilga’kar falls under the command of an uthot 
  (“Junior Thot” or “Sub-Thot”) appointed by the thot of 
  the fleet. Compared to Starfleet, an uthot equates to a 
  THOT PRAN
  Attributes
  Fitness 4
       Strength +1
       Vitality +2
  Coordination 3
  Intellect 3
  Presence 4
       Willpower +2
  Psi 0
  Skills
  Administration (Bota Rez Government) 4 (5)
       Logistics (5)
  Athletics (Lifting) 2 (3)
  Culture (Breen) 2 (3)
  History (Breen) 2 (3)
  Language, Breen 2
  Law (Breen) 3 (4)
  Merchant (Slaves) 2 (3)
  Personal Equipment (Refrigeration Suit) 2 (3)
  Planetside Survival (Arctic) 2 (3)
  Primitive Weaponry (Club) 1 (2)
  Security (Law Enforcement) 1 (2)
  Shipboard Systems (Command) 3 (4)
  Starship Tactics (Breen) 4 (5)
       Starfleet (5)
  Strategic Operations (Invasion Strategies) 3 (4)
       Breen Sector Strategies (4)
  Streetwise (Breen Underworld) 2 (3)
  Unarmed Combat (Breen Boxing) 2 (3)
  World Knowledge (Breen) 2 (3)
  Advantages/Disadvantages
  High Pain Threshold +2, Political Rank (Thot) +5, 
  Shrewd +1, Telepathic Resistance +4, Wealth +4, 
  Intolerant (Humans) -2, Sworn Enemy (disgraced politi-
  cal rival and his family) -2, Vengeful -2
  Courage:  3
  Renown:  36
       Aggression:  11
       Discipline:  7
       Initiative:  5
       Openness:  -5
       Skill:  8
  Resistance:  6
  Thot Pran was the supreme commander of the Breen mili-
  tary forces that fought in the Dominion War. The ruler of Bota 
  Rez, a large state on a landmass in Breen’s southern hemi-
  sphere, Pran rose to power through dynastic succession as 
  the only surviving son of his father. His ability to govern well 
  complemented his ability to arrange the “accidental” deaths 
  of his two older brothers, and soon Bota Rez was on the 
  ascendancy among the Breen states.
  Aggressive and ruthless, Pran built up the Rez army and 
  navy, making himself a military power to be reckoned with. To 
  keep his forces in fighting trim, he turned most of his ships 
  to piracy, enriching his coffers while his men gained valuable 
  experience. He lost some ships this way, but earned more 
  than enough wealth to make up for it. When circumstances 
  permitted, he often led pirate raids himself.
  Pran was one of the first Breen to start dealing with the 
  Dominion. Recognizing in the Founders some of his own best 
  qualities, he forged strong business ties with them. When the 
  time came, he spoke strongly in behalf of a Breen alliance 
  with the Dominion. Not only did he sway many Breen to 
  support his cause, he obtained the supreme commander’s 
  position for himself.
  Initially the addition of his forces to those of the Dominion, 
  not to mention the revelation of the Breen energy dissipator, 
  nearly tipped the scales in favor of himself and his allies. 
  But the Federation alliance struggled back and, eventually, 
  defeated them, forcing Pran to sign a humiliating treaty with 
  the hated Humans. As a result of his loss, his political power 
  on Breen has suffered as well, and many of his enemies sense 
  an opportunity to chip away at his resources. Only time will 
  tell whether he can withstand this setback and continue as a 
  major power in the Breen Confederacy.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  79
  low-ranking admiral or a captain who commands a tacti-
  cal wing.
  JELGA (WINGS)
  A thot may divide large tilga’kars into jelga, units 
  roughly equivalent to Starfleet wings. Jelga contain about 
  three to eight ships each, usually all of roughly the same 
  Size (jelga rarely mix fighters and capital ships). One of 
  the relkyh (captains) commanding a ship in the jelga com-
  mands the jelga as a whole.
  In the Breen space forces, a relk (captain) commands 
  each ship. Uthots and thots choose relkyh based on merit, 
  political muscle, favors owed, their success commanding 
  pirate or slaving missions, bribery, and many other factors. 
  If the relk proves incompetent in the eyes of his crew, the 
  crewmembers will probably kill him and choose one from 
  among them to replace him. Uthots and thots usually 
  support such “mutinous” crews to ensure that the relkyh 
  do their jobs properly and don’t get too complacent.
  BREEN SPACE TACTICS
  Assessing how the Breen fight a space war based on 
  their conduct during the Dominion War is difficult, for 
  several reasons. First, they were involved in the actual 
  fighting for a very short period of time. Second, when 
  they did fight, it was usually as one component of a 
  larger joint force commanded by Dominion personnel. The 
  only major battle the Breen led was their counteroffensive 
  in the Chin’toka system, and that was a very atypical 
  encounter in many respects.
  But Starfleet and Klingon observers discerned a few 
  points of Breen tactical and strategic doctrine. First, they 
  like to rely on deception, trickery, ambush, and similar 
  tactics whenever possible. The fact that their ships have 
  cloaking devices provides some evidence to support this 
  conclusion, but the energy dissipator weapon makes an 
  even better case. They could not have developed the 
  dissipator overnight; it must have taken years of research 
  to perfect. Yet they refrained from using it so they could, 
  eventually, surprise a major enemy and score a key vic-
  tory. They didn’t even employ it when attacking Earth. 
  Instead, they waited until Chin’toka, and by doing so 
  destroyed hundreds of enemy vessels in a remarkably 
  short period of time.
  Second, the Breen fight conservatively. Unless they 
  have a major advantage to press, they don’t overextend 
  themselves. It’s almost as if they’re afraid to show the 
  true extent of their strength, or to draw the full attention 
  of their enemies. In situations where the Jem’Hadar or 
  Cardassians would advance quickly, the Breen usually 
  advanced slowly, waiting for reinforcements so the enemy 
  wouldn’t catch them off-guard and weak. Some Starfleet 
  analysts suspect this tendency arises from the long Breen 
  history of feuding and infighting. A thot who reveals too 
  much of his power too soon, or who risks everything on 
  one bold stroke, often comes to ruin. Therefore Breen 
  TILGA’KAR SHORGA VRNET
  The Shorga Vrnet sub-fleet is one of the units 
  serving in the space forces of the Breen nation of 
  Chöda Besk. Although small compared to the sub-fleets 
  of some larger states, it distinguished itself with its 
  bold tactics and daring flight maneuvers during the 
  Dominion War. When the Federation alliance recaptured 
  Betazed, the Shorga Vrnet destroyed a key Romulan 
  command wing and nearly derailed the entire offensive.
  Ship 
  Class 
  Commander
  Flagship 
    
   
   Choskl-Ag 
  Gor Taan 
  Uthot Brec
  Jelga Shuk
   Lg’tash 
  Gor Taan 
  Relk Zarn
   Neelg 
  Dret Shol 
  Relk Prehs
   Thun-Kc 
  Gor Taan 
  Relk Henc
   Hrelt 
  Kaath Pek 
  Relk Kreg
   Shteth Kurpa 
  Gled Kraan 
  Relk Ghret
   S’vek’pa 
  Gor Taan 
  Relk Lesk
  Jelga Thket
   Trhg-Ta 
  Gor Taan 
  Relk Drenk
   Mhexr Skla 
  Kaath Pek 
  Relk Shol 
   Darwc-Pik 
  Rog Treth 
  Relk Mert
   Kleth-Ag 
  Gor Taan 
  Relk Cheg
   Preen Sxorec 
  Gled Kraan 
  Relk Threk
   Sk’ra Prek 
  Gled Kraan 
  Relk Erng
  Jelga Kumuta 
    
   
   10 Breen Attack Fighters 
  Varies
  BREEN SHIPS
  The following list represents all the Breen ship types 
  known to Starfleet as of 2376.
  Warships
   Gel Chak-class Heavy Warship
   Talg Gir-class Warship
   Sarr Theln-class Warship
   Bük Pren-class Light Warship
  Cruisers
   Gor Taan-class Battle Cruiser
   Chel Grett-class Battle Cruiser
   Kaath Pek-class Cruiser
   Pesh Goth-class Light Cruiser
  Destroyers
   Rog Treth-class Destroyer
   Ved Karm-class Destroyer
  Frigates
   Dret Shol-class Heavy Frigate
   Shog Val-class Fast Frigate
   Thord Klon-class Frigate
   Plesh Brek-class Frigate
  Fast Attack Ships
   Gled Kraan-class Fast Attack Ship
   Bleth Choas-class Fast Attack Ship
   Breen Attack Fighter
  Escorts
   Kaan Brott-class Heavy Escort
   Resh Klerd-class Escort
  Scouts
   Thek Varr-class Heavy Scout
   Gesh Plarn-class Scout
  Specialized
   Draalk Varth-class Heavy Courier
   Chesh Pelm-class Science Vessel
   Laan Tar-class Medical Cruiser
  Support/Auxiliary
   Traath Kep-class Fleet Tender
   Prelt Shon-class Armored Transport
   Shoth Breg-class Military Freighter
  
  80
  The Dominion War Sourcebook: The Fires of Armageddon
  prefer to proceed slowly and cautiously when fighting a 
  war, unless they feel they have some sort of overwhelm-
  ing advantage.
  SPECIFIC TACTICS
  Some specific maneuvers the Federation alliance 
  observed the Breen using include:
  Skotha Reverse:  The Breen used this tactic several 
  times when “retreating.” As a wing moved away from a 
  battle, appearing to retreat, its Attack Fighters, using their 
  greater acceleration and maneuverability, would peel off 
  in several directions and swing back around to engage 
  pursuing enemy ships. If the enemy ships did not stop to 
  fight them, they resorted to suicide attacks to slow them. 
  With their pursuers occupied, the Breen capital ships 
  turned around as well (sometimes using nebulae or aster-
  oid fields to conceal the maneuver) and attacked—the 
  hunted become the hunters.
  Assault Formation V:  To use this maneuver, a Breen 
  wing aligns itself in a roughly V-shaped formation pointed 
  at the target wing like an arrowhead, with the wing’s 
  largest or most powerful ship at the “point.” The other 
  ships line up behind it, staggering small and large ships 
  to provide tactical flexibility. The “arrow” smashes into 
  an enemy formation, scattering its front line, then breaks 
  apart to attack individual targets. (The Breen commander 
  makes an Opposed Starship Tactics Test against the com-
  mander of the target formation. If he wins the Test, all 
  ships in the wing gain a +1 Test Result bonus to hit all 
  ships in the target wing for one round.)
  Vreg Maneuver:  This maneuver takes advantage of 
  the number and placement of forward disruptors on the 
  Gor Taan-class Battle Cruiser and many other Breen ships. 
  This ship approaches the target, firing all of its forward 
  disruptors. Then Breen tactical computers, instantly evalu-
  ating the sensor data on those beams’ angle of fire and 
  impact, triangulate on an area of the ship which the 
  cruiser’s commander wishes to attack—say, weapons, the 
  bridge, or life support. Thanks to the targeting data, the 
  shot becomes much easier. (The Breen ship chooses a 
  target, flies straight at it, and Multifires; it must fire at 
  least once with each forward disruptor it has. As a later 
  action that round, or in the very next round, the ship 
  makes a Moderate (8) Shipboard Systems (Tactical) Test, 
  applying as a Test Result bonus the number of Multifire 
  beams after the first which hit the target. If this Test 
  succeeds, the ship may make a Called Shot against any 
  location on the target ship and halve the hit location 
  modifier.)
  THE BREEN LEGIONS
  Information about the Breen ground forces—the Breen 
  Legions—is even sketchier than information about their 
  space navy. With a few exceptions, the Breen limited 
  their involvement in the war effort to providing ships, 
  not ground troops. But the Federation alliance learned a 
  little from the few encounters its Ground Forces had with 
  Breen soldiers, and even more during the Treaty of Bajor 
  negotiations.
  TABLE OF ORGANIZATION
  The largest unit in the Breen ground forces is the 
  legion (hon or hareh in Breen; Starfleet’s translations are 
  unclear, due to the complexity of the Breen language). 
  As with fleets, each Breen state maintains its own legion, 
  and those legions vary in size and capabilities based on 
  the state’s resources, the personality of its thot, and other 
  factors. In some cases thots command legions directly, but 
  most prefer to focus on space warfare. In their place they 
  appoint a Varnc ta’Honn or V’renac ta’Haren. The title 
  means “Master of the Legions.” The Master commands 
  with the thot’s authority, except when the thot overrules 
  him.
  The larger legions divide themselves into sub-legions 
  for administrative and logistical purposes. Starfleet did 
  not learn the words for a sub-legion and its commander 
  until it required the Breen to reveal them during treaty 
  negotiations. The sub-legion is an uhon (or uhareh), or 
  “battalion.” Its commander, a nareg, has about the same 
  authority as a colonel or major in the Starfleet Ground 
  Forces.
  MILITARY ACTION GROUPS AND SQUADS
  Breen battalions subdivide themselves into trunhn (sin-
  gular trun), meaning “military action groups.” A trun has 
  anywhere from 50 to 300 Breen soldiers and officers, 
  depending on the size of the legion and the importance 
  of the mission, making it approximately the same as a 
  company or a large platoon in most other ground forces. 
  The commander, typically called an ak’trun, has about the 
  same authority as a captain or lieutenant.
  When necessary, a trun’s commander splits his forces 
  up into three- to 20-man squads (chedhn). Squads receive 
  specific tasks, such as “capture that ridge” or “man that 
  mounted disruptor.” Once it accomplishes its mission, a 
  ched returns to the trun, where its men may remain 
  together for further missions or disperse to join other 
  squads.
  Some chedhn achieve more or less permanent status 
  due to their members’ specialized skills. These include 
  squads operating Breen artillery or other heavy weapons, 
  mechanized units, and “stealth warfare” elite squads 
  called preka sclarn (“night warriors”).
  EQUIPMENT
  A Breen soldier’s standard kit includes the following 
  items:  a refrigeration suit (provides 1 point of armor 
  against both physical and energy attacks); a Breen disrup-
  tor rifle (a Type 3 disruptor equivalent to Romulan energy 
  weapons); a Breen disruptor pistol; and ration packs and 
  miscellaneous tools. Most squads have at least one or two 
  
  The Dominion War Sourcebook: The Fires of Armageddon
  81
  military tricorders, one or more field medkits, and one 
  Breen CRM 114 energy rifle as a squad heavy weapon. 
  Specialized squads carry different equipment loads.
  TACTICS
  Starfleet did not learn much about Breen planetary 
  warfare tactics during their few encounters with the 
  legions. After analyzing battle reports, Starfleet personnel 
  have concluded that many of the tactical doctrines gov-
  erning Breen space warfare—a penchant for deception 
  and trickery, slow and cautious advancement—also apply 
  to Breen ground attacks. The Breen seem to prefer to 
  make a short advance to a position, secure it heavily, and 
  then send a squad out to take the next position. They 
  could make greater gains if they risked larger advances, 
  but seem content with a “slow and steady” approach.
  The Breen also emphasize the use of heavy weapons. 
  Every squad has at least one CRM 114 energy rifle (if 
  not more), and squad-portable artillery weapons, missiles, 
  and the like are not uncommon. The extra firepower this 
  policy provides their squads enabled the Breen to win 
  more than one skirmish during the war. The Federation 
  alliance responded by issuing similar weapons to their 
  troops to counteract the Breen advantage.
  AFTER THE WAR
  Since the Federation knows relatively little about Breen 
  internal politics and military policy, it’s difficult to judge 
  how the end of the war may affect this enigmatic species. 
  The Treaty of Bajor provides that the Breen will never 
  go to war against any Alpha Quadrant species or govern-
  ment again, but few in Starfleet Command believe the 
  Breen will abide by that provision in perpetuity. Indeed, 
  many of Starfleet’s more cautious officers consider the 
  Breen the next major threat to the Federation. None of 
  the thots sent their entire military forces to the Dominion 
  War, so the Breen retain a significant level of military 
  power with which to continue their piratical activities or 
  attack their enemies. Now that their secret has come to 
  light, how will they act when they don’t have to maintain 
  the illusion of weakness?
  Given the nature of Confederacy politics, undoubtedly 
  some thots (possibly including Thot Pran himself) will 
  lose prestige, and therefore political leverage, due to their 
  role in the war. Those who backed the Confederacy-
  Dominion alliance argued the Breen were supporting the 
  winning side and that when the Dominion triumphed, the 
  Breen would acquire vast new territories with little effort. 
  Captured Dominion records do indicate the Breen insisted 
  upon substantial territorial concessions, including sections 
  of Cardassian space and promises of various Federation 
  territories, in exchange for entering the war. What they 
  wanted with this new territory, other than extra living 
  space and resources to exploit, remains unknown.
  If one or more thots fall because of the loss of the 
  war, the repercussions could affect the entire Confederacy. 
  A rival, seeing his old enemy’s weakness, may try to 
  capture more territory, leading to minor wars and perhaps 
  even planetwide conflict as thots invoke secret alliances 
  or bring newly-developed weapons to the fray. Maybe a 
  powerful or clever thot will conquer the other thots, mak-
  ing himself the unquestioned leader of the Breen people 
  and a significant threat to Federation security. Starfleet 
  Intelligence plans to monitor activity on the Breen home-
  world as closely as possible for the foreseeable future.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  82
  
  F
  rom weapons to communications systems to ships bristling with 
  guns, technology constitutes a crucial element in the history of 
  warfare. The military technology of the 24th century is as diverse 
  as that of any period of humanoid history, perhaps moreso. 
  The sampling below represents only the smallest fraction of 
  the devices available to military and quasi-military forces 
  throughout the galaxy.
  OFFENSIVE TECHNOLOGY
  ENERGY WEAPONS
  BREEN CRM 114 ENERGY RIFLE
  Damage:  16 vehicular damage/32 personal 
   
  damage/.5 starship damage
  Targeting:  1 (-1 Difficulty for all shots)
  Range:  10/60/120/250
  Size:  127 cm long, 3.4 L in volume
  Mass:  12.36 kg
  Energy:  3,200 charges
  A large energy rifle of Breen manufacture, the CRM 114 is intended 
  primarily for use against ground vehicles, emplacements, and similar targets. 
  Its quick recharge rate allows for frequent firing. A character may fire the 
  CRM 114 on automatic, using the rules on page 238 of the Star Trek:  Deep 
  Space Nine Roleplaying Game core rulebook, but the weapon can only fire a 
  maximum of three shots in a round, each doing 14 points of vehicular damage 
  and costing 16 charges.
  MOUNTED PHASER
  Damage:  See table next page
  Targeting:  2 (-2 Difficulty for all shots)
  Range:  10/60/120/250
  Size:  154 cm long, 4.5 L in volume
  Mass:  14.74 kg
  Energy:  8,000 charges
  This weapon, a staple of the Starfleet Ground Forces arsenal, comes mounted 
  on a tripod or vehicle. A singe person cannot carry it easily, and can only fire it if 
  it’s already emplaced and steadied; typically a two- or three-man crew services the 
  weapon. It emits a standard phaser beam, fireable in the four common phaser modes. 
  Characters may fire it on on automatic, using the rules on page 238 of the Star Trek:  
  Deep Space Nine Roleplaying Game core rulebook; the number of shots it can fire per 
  round depends upon the strength of the beam (see accompanying table). Narrators can 
  use the statistics for this weapon for similar weapons used by other governments, but 
  may wish to increase the damage done slightly at the expense of losing most of the 
  firing modes and/or using more charges.
  TOOLS OF DESTRUCTION AND 
  DEFENSE: MILITARY TECHNOLOGY
  CHAPTER EIGHT
  
  84
  The Dominion War Sourcebook: The Fires of Armageddon
  Size:  Shell is typically about 60 cm long, 20 cm in 
  diameter; size of launcher varies
  Mass:  Shell masses 9.5 kg; launcher mass varies
  This represents the standard enriched ultritium artillery 
  shell used by most governments. Larger or smaller shells 
  do proportionately more or less damage, and require pro-
  portionately larger or smaller electromagnetic launchers to 
  achieve the same ranges. Some types of shells and/or 
  launchers fire over even longer ranges.
  Artillery launchers fire indirectly at targets, allowing 
  them to shoot over obstacles like forests or small moun-
  tains. But to do so accurately, they must have a way 
  to detect the target’s location. Typically they use built-in 
  sensors that link with larger sensor networks. If the sen-
  sors, or the sensor net, don’t function properly, a soldier 
  can observe the enemy’s position and call in the target 
  coordinates; this increases the Difficulty of all shots by +3. 
  If the launcher lacks any way to target the enemy, it can 
  fire blindly and hope for the best.
  Self-transporting (or “Wu Hsan”) artillery does similar 
  damage, but doesn’t use a launcher. Instead, its onboard 
  sensors and microtransporter allow it to dematerialize 
  and then rematerialize anywhere within 40,000 kilome-
  ters. The shell’s computer grants it an Intellect of 3 and 
  Shipboard Systems (Sensors) 3 (4). If it makes a Sensors 
  Test with a Difficulty determined by the Narrator based on 
  range and circumstances (typically Moderate (6)), it can 
  transport in, automatically hitting the target. Of course, 
  transport inhibitors, shields, and other forms of inter-
  ference may prevent it from functioning or reaching its 
  target.
  MISSILES
  Damage:  90+8d6 (personal damage), with a Blast 
  Radius of 10 meters and a Dropoff of 10 points per 
  meter thereafter. Add +3 damage for every 1,000 
  kilometers’ worth of fuel remaining in the missile. 
  Range:  Onboard microfusion engine has enough fuel 
  for missile to travel up to 15,000 kilometers at a 
  speed of 30,000 kilometers per hour (see text)
  Size:  150 cm long, 13 cm in diameter
  Mass:  9.62 kg
  This represents a typical missile using a matter/
  antimatter- or enriched ultritium explosive. Larger or 
  smaller missiles do proportionately more or less damage, 
  and require proportionately larger or smaller launching 
  technology. Missiles fly at 30,000 KPH, faster than the 
  fastest known hovercraft. They carry enough fuel to travel 
  for up to 15,000 kilometers at this speed (any fuel left 
  explodes when the missile hits its target).
  The missile’s computer grants it an Intellect of 3 and 
  Shipboard Systems (Sensors) 3 (4) and (Flight Control) (4). 
  If it makes a Sensors Test at a Difficulty determined by the 
  Narrator based on the Size of the target, localized interfer-
  ence, and similar factors (typically Moderate (6)), the 
  missile hits its target. If the target is particularly maneu-
  verable or agile, the missile may have to make a Flight 
  MOUNTED PHASER TABLE
  Setting 
  Damage1 
  Charges 
  Auto Shots
  1 Heavy Stun 
  (8+8d6) 
  5 
  10
  2 Light Thermal 
  50+4d6 
  25 
  10
  3 Heavy Thermal 
  95+6d6 
  50 
  10
  4 Light Disrupt 
  135+8d6 
  75 
  8
  5 Heavy Disrupt A 
  175 
  100 
  8
  6 Heavy Disrupt B 
  200 
  125 
  6
  7 Heavy Distrupt C 
  225 
  150 
  6
  8 Heavy Disrupt D 
  250 
  175 
  4
  1–Personal damage
  EMPLACED PHASER TABLE
  Type 
  Damage1 
  Protection 
  Power Generated
  Type X 
  20 
  30/30 
  120
  Type XI 
  22 
  35/35 
  140
  Type XII 
  24 
  40/40 
  155
  Type XIII 
  26 
  45/45 
  170
  Type XIV 
  28 
  50/50 
  185
  Type XV 
  30 
  55/55 
  200
  Type XVI 
  32 
  60/60 
  220
  Type XVII 
  34 
  65/65 
  235
  Type XVIII 
  36 
  70/70 
  250
  1–Starship damage
  Each shot costs Power equal to the Damage done by 
  that shot; the controller can increase this with extra 
  Power per the rules for starship phasers. Shields cost 
  1 Power per point of Protection per shield; the weapon 
  cannot increase this rating with extra Power.
  EMPLACED PHASER
  Range:  10/30,000/100,000/300,000
  Accuracy: 4/5/7/10; 720 degree firing arc
  Size:  Equivalent to a Size 2 starship
  Damage:  Depends on phaser type (see table)
  Energy:  Microfusion generator (see table)
  Commonly used in automated defense perimeters, for 
  planetary defense against starships, and as protection for 
  crucial ground installations or positions, the emplaced 
  phaser is one of Starfleet’s most powerful non-starship-
  based weapons. It consists of a large base, a tower, and a 
  spherical “turret” on top of the tower with a phaser array 
  wrapped all the way around its equator, thus allowing it to 
  bring the beam to bear on a target anywhere around the 
  weapon. An emplaced phaser can Multifire. An onboard 
  microfusion generator powers the weapon (including its 
  shields; see accompanying table). Narrators can use the 
  statistics for this weapon for similar weapons fielded by 
  other governments.
  HEAVY WEAPONS
  ENRICHED ULTRITIUM ARTILLERY
  Damage:  80+12d6 (personal damage), with a Blast 
  Radius of 20 meters and a Dropoff of 10 points per 
  meter thereafter
  Range:  5/20/80/300 (in kilometers)
  
  The Dominion War Sourcebook: The Fires of Armageddon
  85
  Control Test to home in on it; if it misses, it shoots 
  past the target, but can loop around and come back for 
  another try until it runs out of fuel.
  MELEE WEAPONS
  JEM’HADAR COMBAT KNIFE
  Size:  41 cm overall, 25 cm main blade length, 4 cm 
  secondary blade length
  Mass:  0.29 kg
  Accuracy:  8
  Block:  +1
  Damage:  3+2d6
  When kar’takins are unavailable or inadvisable for 
  some reason, many Jem’Hadar prefer to use this weapon 
  for hand-to-hand fighting. It consists of a long blade with 
  a slight backward curve and short false edge. Projecting 
  out of the bottom of the knife’s hilt is another, much 
  shorter blade, which curves forward (in the opposite 
  direction of the large blade). The small blade allows for 
  quick surprise strokes and slashes to catch an enemy off-
  guard.
  KUTTAR
  Size:  22 cm long
  Mass:  0.24 kg
  Accuracy:  8
  Block:  +0
  Damage:  3+2d6
  A kuttar is a type of bayonet attached to the front of 
  a disruptor rifle or other energy rifle. Klingons frequently 
  use them.
  DEFENSIVE TECHNOLOGY
  JAMMER
  Size:  12 cm x 11 cm x 28 cm
  Mass:  8.6 kg
  Duration:  20 hours (sphere) or 30 hours (cone) + 
  induction recharging
  Ground forces use jammers to block enemy 
  communications. When activated, a jammer projects 
  electromagnetic interference that thwarts all efforts to 
  communicate through it, into it, or out of it. The user may 
  configure the device to cover a cone- or sphere-shaped 
  area. The sphere has a radius of up to 100 meters; the 
  cone is up to 100 meters long on its two longest sides, 
  and up to 50 meters wide on its short side.
  CARDASSIAN ORBITAL WEAPON PLATFORM
  In late 2374, the Cardassians deployed orbital 
  weapon platforms to protect the Chin’toka system, 
  Cardassia system, and other vital territory. Powered by 
  a central broadcast generator, each one carries 1,000 
  plasma torpedoes and mounts several powerful dis-
  ruptors. The platforms have regenerative force fields, 
  making it difficult to damage them.
  Cardassian Orbital Weapon Platform
   Power:  325
  Disruptor Cannons
   Range:  10/30,000/100,000/300,000
   Arc:  All (720 degrees)
   Accuracy:  4/5/7/10
   Damage:  25
   Power:  [25]
  Plasma Torpedoes
   Number:  1,000
   Launchers:  1
   Spread:  12
   Arc:  Forward, but are self-guiding
   Range:  15/350,000/1,500,000/4,050,000
   Accuracy:  4/5/7/10
   Damage:  20
   Power:  [5]
   Weapons Skill:  5
  Defensive Systems
  Cardassian Deflector Shield
  Protection:  120/120 [120 Power/shield/round] (plat-
  form cannot improve this with extra Power, 
  but regenerates 4 points of lost Protection per 
  round)
  MILITARY TRANSPORT INHIBITOR
  Size:  An upright cylinder typically about 1 m tall and 
  5 cm in diameter
  Mass:  6.0 kg
  Duration:  1,000 hours + induction recharging
  This device functions identically to a standard transport 
  inhibitor (The Price of Freedom, page 108), but covers 
  a much wider area—a sphere of up to 100 meters 
  radius. Additionally, the military transport inhibitor emits 
  a much stronger field than a non-military model; isolinear 
  tags, pattern enhancers, and skeletal locks will not work 
  through it.
  Military transport inhibitors have tripod bases with 
  independent rotating joints and adhesive pads so that 
  troops can place them on just about any surface (even on 
  a vertical rockface or hanging from a ceiling). The tripod 
  legs also fold down to form a spike that the user can 
  thrust into the ground for better stability, or use as an 
  impromptu weapon (1+1d6 damage).
  
  86
  The Dominion War Sourcebook: The Fires of Armageddon
  MISCELLANEOUS TECHNOLOGY
  MILITARY TRICORDER
  Range: 2,000 meters for long range scans, 25 meters 
  for short-range scans. All long-range scans are 
  omnidirectional, but the user must aim the tricorder 
  at a specific location to perform a short-range scan. 
  Various types of ionic and other interference can 
  greatly reduce the range of a tricorder’s scans. 
  Size: 10.53 x 6.17 x 2.84 cm
  Mass: 235.4 g
  Duration: 500 hours (limited use) or 18 hours (continu-
  ous use with all systems activated) (Federation, Romulan, 
  and Dominion); 175 hours (limited use) or 6 hours (con-
  tinuous use with all systems activated) (Klingon and 
  Cardassian); + induction recharging for each.
  Like many other specialized professionals, military per-
  sonnel use a tricorder optimized for their particular needs. 
  Smaller and lighter than standard tricorders, the military 
  tricorder lacks many of the capabilities of its “big broth-
  er,” but what it can do it does extremely well. It 
  has sensors tuned for special sensitivity to physical and 
  energy phenomena common to military technology—the 
  holograms of personal camouflage fields, the explosive 
  materials in hidden bombs or mines, the interference fields 
  generated by transport inhibitors and jammers, and so 
  forth. A clever soldier can sometimes use his tricorder to 
  jam an inhibitor or jammer, but must be at very close 
  range to make the attempt.
  COMBAT DRONE
  Size:  36 cm sphere
  Mass:  6.1 kg
  Duration:  Special (see text)
  A military adaptation of drones used by scientists to 
  gather data without exposing themselves to peril, the 
  combat drone performs various missions without risking 
  well-trained soldiers. Not all species and governments 
  use combat drones. Starfleet frowns on them, since it 
  prefers that its personnel not depend too much on 
  technology, but does recognize their value in certain sit-
  uations. Many Klingons scorn them as cowardly. The 
  Romulans, Cardassians, Breen, and Dominion all use them 
  extensively when resources allow.
  Basic combat drones come equipped with the following 
  devices:
  —Antigrav Unit:  Combat drones can fly at speeds 
  of up to 30 meters per second (108 KPH) using their 
  onboard antigravity system.
  —Sensors:  The drone’s sensor systems function like a 
  regular tricorder that also has all of a military tricorder’s 
  special adjustments, and they work in a full 360 degree 
  radius around the drone with a range of 5 kilometers. 
  It also has visual and audio sensors. It has a hardened 
  communications link with its controller.
  —Phasers/Disruptors:  Drones have six built-in Type 
  I Phasers (or equivalent disruptors). Each weapon has 
  its own power cell with 200 charges’ worth of energy. 
  The drone has a Coordination of 4 and Energy Weapon 
  (Phaser) 3 (4).
  —Shields:  Shields offering 25/25 Protection protect a 
  combat drone. It cannot improve them with extra Power.
  —Tractor Beam:  Drones have a low-strength tractor 
  beam that can move objects of up to 20 kg at a range 
  of up to 10 meters.
  Furthermore, some species, particularly the Romulans, 
  equip their drones with cloaking devices. The power cell 
  for the system works for just 10 minutes, so drones only 
  cloak when necessary. The cloaking effect is imperfect due 
  to the unit’s size; a military tricorder can detect a cloaked 
  drone within 100 meters with a Challenging (9) Personal 
  Equipment (Tricorder) or (Military Tricorder) Test.
  A character may control a drone at a range of up 
  to 200 kilometers with a tricorder or PADD, 250 kilo-
  meters with a Tactical Communications Suite, or 40,000 
  kilometers with better systems (such as those in military 
  installations and starships).
  A combat drone explodes if it becomes too badly dam-
  aged to return to its operator, hostile forces capture it, 
  or anything severs its link to its operator for more than 
  10 seconds. The explosion causes 8+8d6 personal damage 
  over a Blast Radius of 3 meters, with a Dropoff of 5 points 
  per meter beyond that. The operator can also trigger self-
  destruct by remote control.
  TACTICAL COMMUNICATIONS SUITE (TCS)
  Size:  14.3 L (folded), plus boots and helmet
  Mass:  38.7 kg
  Duration:  Powered systems (such as the communica-
  tor) can run for 1,500 hours + induction recharging
  Created by Starfleet to improve the performance of 
  Ground Forces soldiers and provide them with protection 
  against enemy attacks, the deceptively-named Tactical 
  Communications Suite actually consists of a fully inte-
  grated collection of combat technology built into a suit 
  like an environmental suit. It includes the following sys-
  tems:
  —Armor:  The suit provides 4 points of armor against 
  both physical and energy attacks. Force shield or indi-
  vidual force field technology integrates directly into the 
  suit to provide additional protection, if necessary.
  —Communications:  The TCS has the strongest, most 
  advanced personal communication system currently avail-
  able to Starfleet. It can link directly with planetary or 
  other communications and sensor networks to gather 
  and transmit data, and also provides two-way audiovisual 
  communication, so that commanders back at camp can 
  see and hear everything the soldier in the field sees and 
  hears.
  —Flight:  The TCS includes the equivalent of a flight 
  vest (The Price of Freedom, pages 101-02).
  —Life Support:  The TCS is completely sealed, pro-
  
  The Dominion War Sourcebook: The Fires of Armageddon
  87
  viding a contained environment to protect the wearer. 
  Chemical and biogenic warfare agents cannot penetrate 
  the suit unless it’s breached (the wearer carries a repair kit 
  for patching minor damage to the suit). The suit contains 
  enough oxygen and consumables for a 20-hour period.
  —Sensors:  The suit’s sensory systems provide the 
  wearer with the following:  the equivalent of a regular 
  tricorder that also has all of a military tricorder’s special 
  adjustments; the Enhanced Vision, Excellent Hearing, 
  Night Vision, and Peripheral Vision advantages; powered 
  binoculars (The Price of Freedom, pages 105-06).
  —Targeting Systems:  The TCS’s systems automatically 
  link with the targeting systems on a phaser rifle, project-
  ing targeting data directly onto the faceplate of the suit 
  to improve the wearer’s accuracy. Increase the Targeting 
  rating of the weapon by 1 (maximum of 3, meaning -3 
  Difficulty to attack Tests).
  Other organizations besides Starfleet have created, or 
  are developing, equipment very similar to the TCS.
  GROUND VEHICLES
  Starships aren’t the only vehicles in the galaxy. 
  Planetside, people use a plethora of craft every starday 
  to move goods, travel from place to place, compete with 
  each other in various sporting events, and fight.
  In the Star Trek: Deep Space Nine Roleplaying Game, 
  a Ground Vehicle Template describes all ground vehicles 
  (GVs). The “attributes” on the template rate the vehicle’s 
  capabilities for moving, sensing things, and engaging in 
  tactical activities. In some cases, GV rules don’t differ 
  from starship rules. For example, transporters work the 
  same no matter where they’re installed (they have the 
  same ranges, Power costs, and so forth). In such cases, 
  these rules simply reference the starship construction rules 
  in Chapter Eleven of the Star Trek:  Deep Space Nine 
  Roleplaying Game core rulebook.
  The rules below refer to the person operating a GV 
  as a “driver.” This term includes “pilot” or “captain” if 
  appropriate. 
  EXPLANATION OF TEMPLATE ELEMENTS 
  AND RELATED RULES
  VITAL STATISTICS
  These characteristics contain basic information about 
  the GV:
  Class and Type: The GV’s class name and designation. 
  The terms used to designate vehicles vary wildly 
  from planet to planet and culture to culture, but 
  Starfleet uses the following common classification terms:  
  Civilian Transport (including passenger vehicles); Civilian 
  Commercial (cargo haulers, construction vehicles, agri-
  cultural vehicles); Marine Transport; Marine Commercial; 
  Military Transport; Military Logistical (the military equiv-
  INTERFERENCE AND ELECTRONIC WARFARE ON 
  THE BATTLEFIELD
  Narrators who want to simulate jamming, counter-
  jamming, communications and sensory interference, 
  and various forms of electronic warfare on the 24th 
  century battlefield can do so easily with the Icon 
  System rules. Most forms of electronic warfare boil 
  down to nothing more than Opposed Tests using the 
  appropriate skills. Shipboard Systems (Communications) 
  or (Sensors), or Computer (Data Alteration/Hacking), are 
  usually the most applicable skills. The Narrator provides 
  a story-based explanation by embroidering the outcome 
  of the Opposed Test with a bit of technobabble:  “You 
  attempt to generate a subspace interference field to 
  block the enemy’s communications, but as you do so, 
  he starts tapping in to your computers to try to shut 
  down your equipment!  Working furiously, you use the 
  optronic data relay system to block him out with a 
  firewall, then get your interference field going.”
  Alternately, the Narrator can resolve the situation 
  by comparing the power of a character’s equipment to 
  the strength of the interference. Rate interference’s 
  Strength on a scale from 1 to 12, and give communica-
  tions and sensor equipment a Strength rating on a 
  1 to 10 scale. If the equipment’s Strength equals or 
  exceeds the interference, the character can use it 
  without difficulty. If the interference’s Strength exceeds 
  the equipment’s Strength, he suffers a -1 Test Result 
  penalty for every point of difference. For example, 
  trying to use a personal communicator (Strength 5) 
  inside a dampening field (Interference 8) imposes a 
  -3 Test Result penalty. Optionally, characters cannot 
  communicate or scan through some types of interfer-
  ence of Strength 10-12, regardless of the equipment’s 
  Strength.
  A character can make a Test with Personal 
  Equipment (or perhaps Shipboard Systems in some 
  cases) to increase the Strength of his equipment. The 
  Difficulty for the Test equals the Interference +1. If the 
  Test succeeds exactly, his equipment gains +1 Strength 
  for 1d6 rounds; for every 2 additional points by which 
  the Test Result exceeds the Difficulty, add +1 Strength 
  for that same period.
  The accompanying table includes suggested Strength 
  ratings for various items and types of interference.
  Personal Equipment Strength
  Item 
  Strength
  Wrist communicator 
  4
  Personal communicator 
  5
  Tricorder 
  6
  Combat drone 
  7
  Emergency beacon 
  7
  Military tricorder 
  7
  Portable tactical display 
  7
  Tactical Communications Suite 
  8
  Interference 
  Strength
  Various types of radiation 
  1-10
  Dampening field 
  1-10
  Atmospheric electromagnetism 
  5-6
  Presence of meklonite 
  5-6
  Particle scattering field 
  7-8
  Presence of kelbonite 
  7-8
  Verteron pulse 
  9-12/impossible
  Thoron field 
  9-12/impossible
  Broad-band inversion field 
  9-12/impossible
  Jem’Hadar shroud 
  12
  Jammer 
  Impossible
  
  88
  The Dominion War Sourcebook: The Fires of Armageddon
  most GVs, Resistance ranges from 1-4.
  Structural Points:  The GV’s physical integrity—how 
  much damage it can take from weapons fire, collisions, 
  and the like before it falls apart. When the vehicle takes 
  damage, subtract that damage from its Structural Points. 
  When a GV loses all of its Structural Points, it has been 
  completely destroyed.
  Every GV’s Structural Points equal its Size x 10. Thus, a 
  Size 8 disruptor tank has 80 Structural Points. For objects 
  larger or smaller than the Size scale, the Narrator should 
  assign a proportional amount of Structural Points. For 
  example, a building as large as a Size 7 GV would have 
  about 70 Structural Points.
  OPERATIONS CHARACTERISTICS
  Operations Characteristics reflect the capabilities of a 
  ship’s crew and some of its less combat-useful equipment.
  Crew/Passengers/Evac:  “Crew” indicates the number 
  of persons ordinarily required to operate the GV effec-
  tively. “Passengers” indicates how many humanoids the 
  GV can carry in reasonable comfort in addition to its 
  Crew. “Evac” indicates the maximum number of human-
  oids the GV can carry if necessary (Evac includes the 
  Passengers).
  Usually, Crew does not cost Power, since most GVs 
  don’t maintain life support systems. Vehicles that do pro-
  vide life support (such as submarines or high-altitude 
  aircraft) pay the Power cost per round indicated in the 
  accompanying table.
  If the life support systems lose Power, the Narrator 
  should increase the Difficulty of Fitness Tests (because of 
  reduced oxygen) or impose other penalties or problems 
  for the characters as he sees fit.
  Computers:  A GV has one core computer for every 2 
  points of Computers (which cost 1 Power per point). Most 
  GVs have only one computer, but military vehicles may 
  have two or more, depending on their size and function. 
  While GV have smaller and less powerful computers than 
  starships, the rules governing them are the same.
  Transporters:  Smaller and civilian GVs rarely have 
  onboard transporters, but larger military GVs sometimes 
  do (particularly troop carriers). Use the same ranges and 
  rules as for starship transporters.
  Tractor Beams:  If a GV has tractor beams, use the 
  same rules as for starships.
  MOVEMENT AND POWER CHARACTERISTICS
  GVs move differently (and much more slowly) than 
  starships because they must contend with gravity, atmo-
  sphere, and other impediments. Some aircraft can attain 
  speeds equal to or faster than a starship using only thrust-
  ers or the lowest levels of impulse, but even a little 
  extra impulse power suffices to leave the fastest GVs far 
  behind.
  Speed:  The GV’s Standard, Sustainable, and Maximum 
  speeds, in kilometers per hour (KPH), written thusly:  
  GROUND VEHICLE SIZE TABLE
  Size 
  Length Range 
  Width Range 
  Height Range
   10 
  161-320 m 
  81-120 m 
  51-80 m
   9 
  81-160 m  
  41-80 m 
  31-50 m
   8 
  41-80 m 
  26-40 m 
  21-30 m
   7 
  21-40 m 
  16-25 m 
  12-20 m
   6 
  11-20 m 
  11-15 m 
  9-12 m
   5 
  9-10 m 
  7-10 m 
  6-8 m
   4 
  7-8 m 
  4-6 m 
  4-5 m
   3 
  5-6 m 
  2-3 m 
  2-3 m
   2 
  3-4 m 
  1-2 m 
  1-2 m
   1 
  1-2 m 
  .5-1 m 
  .5-1 m
  ENVIRONMENTAL SYSTEMS POWER
   Number of Persons 
  Power Cost
   
  (Crew+Evac) 
  per Round
   
  1-2 
  1
   
  3-4 
  2
   
  5-6 
  3
   
  7-12 
  4
   
  13-25 
  5
   
  26-50 
  6
   
  51-100 
  7
   
  101-200 
  8
   
  ...and so on.
  SPEED AND PROPULSION TABLE
   
   
  Maximum
  Type 
  Speed (in KPH) 
  Power
  Living 
  15 
  None
  Sail 
  100 
  None
  Motorized 
  2,500 
  1 Power per 100 KPH
  Propeller 
  2,500 
  1 Power per 100 KPH
  Jet 
  12,500 
  1 Power per 1,000 KPH
  Hover 
  25,000 
  1 Power per 1,000 KPH
  alent of Civilian Commercial); Light Military (including 
  skimmers and hoppers); Heavy Military (including phaser 
  tanks and ground assault vehicles); Military Marine 
  Transport; Military Marine Logistical; Light Military 
  Marine; and Heavy Military Marine.
  Commissioning Date: Date of completed development 
  and release for commercial sale or common usage.
  BODY CHARACTERISTICS
  Every GV has a body, frame, or hull around which it’s 
  built. Bodies have three attributes:  Size; Resistance; and 
  Structural Points. Body Characteristics require no Power.
  Size:  How large the GV is. GVs have a Size rating 
  from 1 to 10. This allows rough comparisons, though two 
  ships of the same Size don’t necessarily have the exact 
  same dimensions. The accompanying table provides Size 
  guidelines. If a vehicle’s dimensions fit into more than one 
  category, use its length or the category into which most 
  of its dimensions fall to determine its Size.
  Resistance:  Resistance measures the ability of the 
  vehicle’s body, frame, and any armor it may have to 
  protect anyone inside it from outside attack. Most GVs 
  rely solely on their Resistance to protect them from attack 
  (only military GVs usually have deflector shields). For 
  
  The Dominion War Sourcebook: The Fires of Armageddon
  89
  xx/yy/zz. Standard indicates the GV’s common cruising 
  speed, which it can maintain until it runs out of fuel 
  (most 24th century vehicles can travel for months without 
  refueling). Sustainable indicates the highest speed the GV 
  can maintain without causing it (or its engine) stress. 
  Maximum equals the highest speed the GV can attain; 
  written after it in parentheses is how long it can maintain 
  that velocity. A GV’s method of Propulsion (see below) 
  usually indicates the Maximum velocity it can reach (and 
  thus, indirectly, its Standard and Sustainable speeds). See 
  the accompanying table for suggested Maxima. Vehicles 
  with Maxima higher than about 300 KPH usually have 
  weak inertial damping fields and structural integrity fields.
  For every 10 minute period a character drives a vehicle 
  above its Sustainable speed, he must make a Moderate 
  (6) Vehicle Operations Test. If he succeeds, the vehicle 
  operates normally, but he makes the next Test at +1 
  Difficulty. If he fails, the vehicle suffers a minor problem 
  (possibly causing it to lose speed or suffer some other dif-
  ficulty until repaired). If he Dramatically Fails, the vehicle’s 
  engine stops working or suffers a problem of equivalent 
  magnitude until repaired. The same rules apply when the 
  driver attains Maximum speed, but (a) he must make a 
  Test every minute, and (b) failure causes the vehicle to 
  stop working, and Dramatic Failure causes a problem so 
  severe it may result in loss of control of the vehicle or a 
  similar danger.
  Speed itself costs no Power; it just indicates a vehicle’s 
  tolerances and capabilities. Propulsion (see below) costs 
  Power.
  Propulsion:  The method by which the vehicle moves. 
  The various means by which humanoids propel vehicles is 
  almost infinite, but some of the more common types of 
  Propulsion include:
  Living:  Living creatures pull the vehicle. Examples:  
  chariots; zabathu-drawn sleds.
  Sail:  The vehicle uses wind power harnessed by large 
  sails. Examples:  sailboats; prairie schooners.
  Motorized:  The vehicle’s Power drives a motor that 
  turns wheels. Examples:  automobiles.
  Propeller:  The vehicle uses a propeller to thrust itself 
  through the water or air.  Examples:  motorboats; propel-
  ler aircraft, helicopters.
  Jet:  The vehicle uses thrust created by burning chem-
  ical fuels to create force and “push” itself forward.  
  Example:  jet aircraft.
  Hover:  The vehicle uses gravitic manipulation to “fly” 
  through the air very close to the ground. Humanoids 
  commonly refer to this as “hovering,” and to vehicles 
  that do it as “hovercraft.” Hover is by far the most com-
  mon means of Propulsion for 24th century GVs, since it’s 
  easier, cleaner, and faster than any other method. Most 
  hovercraft must stay within .5-1 meter of the ground at 
  all times, but some of the larger, more powerful ones can 
  get as high as 10 meters off the ground. Most hover 
  vehicles have life support systems because they reach 
  speeds so high that otherwise the occupants would have 
  difficulty breathing.
  Aircraft of the 24th century are a sort of hybrid of star-
  ships and GVs. You should build them using the GV 
  rules, with Hover as a means of Propulsion, but allow 
  them to travel anywhere in the atmosphere, not just 
  close to the ground. They must have life support systems. 
  When maneuvering them, use the three-dimensional rules 
  for starships from the Star Trek:  Deep Space Nine 
  Roleplaying Game core rulebook rather than the ground 
  maneuvering rules from this book.
  The accompanying table lists the Power cost for vari-
  ous methods of Propulsion.
  Power:  Many vehicles have onboard fusion engines 
  to provide Power to run various systems like computers, 
  hover drives, and transporters. Use the same Power rules 
  as for starships. The GV Template lists Power requirements 
  for systems in brackets, like this:  [X Power/round]. That 
  means the system needs X points of Power per round to 
  operate properly.
  SENSOR SYSTEMS
  Most GVs have sensor packages (particularly hov-
  ercraft and aircraft). The rules rate sensors for their 
  gain (represented by a bonus to any Shipboard Systems 
  (Sensors) Test Results made with the sensor) and range.
  Long-range Sensors have a range of about 1,000 
  kilometers (or further, if the vehicle taps into planetary 
  or orbitals sensor networks). Short-range Sensors detect 
  objects and phenomena within about 10 kilometers. 
  Navigational Sensors, which usually tie into planetary sen-
  sor networks, tell the driver where he is. All use the same 
  rules as for starships (including rules for Sensor Skill).
  Cloak:  Few GVs have cloaks; they work poorly when 
  the wind and dust a vehicle’s passage raises betray its 
  presence. But some hovercraft and aircraft have them; use 
  the same rules as for starship cloaks. At the Narrator’s 
  option, someone trying to detect a cloaked vehicle mov-
  ing close to the ground may receive bonuses to his 
  Shipboard Systems (Sensors) or Intellect + Perception Test 
  to notice the GV.
  WEAPON SYSTEMS
  Ground vehicles can carry beam weapons, such as 
  phasers or disruptors, or launched weapons like missiles 
  or artillery. Crews fire weapons using Shipboard Systems 
  (Tactical) or (Weapons Systems). Ground vehicles have a 
  Weapons Skill just like starships.
  Beam Weapons:  The GV Template describes beam 
  weapons using the same characteristics as for beam 
  weapons on starships. Of course, GV weapons typically 
  have much shorter ranges (in kilometers) than starship 
  weapons. On a planet, it’s often much more difficult to 
  establish a clear line of fire to a target due to terrain and 
  other factors.
  Missile Weapons:  GVs’ missile weapons (ranging 
  from magnetically-launched artillery shells, to computer-
  guided missiles, to kinetic projectiles) have the same 
  
  90
  The Dominion War Sourcebook: The Fires of Armageddon
  characteristics as starship missiles (again, with more lim-
  ited ranges). Unlike beam weapons, missiles usually have 
  some ability to go over or around terrain, thus allowing 
  the vehicle to hit targets it cannot directly “see.”
  DEFENSIVE SYSTEMS
  Most GVs lack deflector shields; they rely solely on 
  their Resistance for defense. For GVs with shields, use the 
  same rules as for starships.
  ARMORED ASSAULT CRAFT
  Class and Type:  Heavy Military Aircraft
  Commissioning Date:  Mid-24th century
  Body Characteristics
  Size:  8
  Resistance:  2
  Structural Points:  80
  Operations Characteristics
  Crew/Passengers/Evac:  4/16/45 [6 Power/round]
  Computers:  2 [2 Power/round]
  Transporters:  1 personnel, 1 emergency, 1 cargo [2 
  Power/round]
  Tractor Beams:  1 f [2 Power/rating/round]
  Movement and Power Characteristics
  Speed:  15,000/22,000/25,000 KPH (12 hours)
  Propulsion:  Hover [1 Power per 100 1,000 KPH]
  Power:  160
  Sensor Systems
  Long-range Sensors:  +1/1,000 km [6 Power/round]
  Lateral Sensors:  +1/10 km [4 Power/round]
  Navigational Sensors:  +1 [5 Power/round]
  Sensors Skill:  3
  Weapons Systems
  Type VIII Vehicular Phaser
  Range:  1/30/100/300
  Arc:  180 degrees forward and aft 
  Accuracy:  4/5/7/10
  Damage:  16
  Power:  [16]
  Ultritium Missiles
  Number:  12
  Launchers:  2 (1 f, 1 a)
  Spread:  2
  Arc:  Forward or aft, but are self-guided
  Range:  See text
  Accuracy:  See text
  Damage:  20
  Power:  [5]
  Weapons Skill:  4
  Defensive Systems
  Deflector Shield
  Protection:  40/40 (60) [40 Power/shield/round]
  Description and Notes
  Fleet data:  Armored Assault Craft can travel through 
  an atmosphere at any altitude. Different species and 
  governments produce them in various designs, but the 
  template above describes most models (the Narrator may 
  substitute a disruptor for the phaser or make other minor 
  changes). They usually have a crew of 4 and can carry 
  several passengers. Some carry troops, using transporters 
  or dropoffs to get them into combat zones. Others ferry 
  VIPs through dangerous areas.
  PERSONAL, GROUND VEHICLE, AND STARSHIP 
  DAMAGE
  Although personal weapons (like Type III phaser 
  rifles), GV weapons (like turretted phaser cannons), and 
  starship weapons (like Type X phaser arrays) all use 
  numbers to describe how much damage they do, those 
  numbers aren’t equivalent. A single point of damage 
  from a hand-held phaser isn’t as powerful as a single 
  point from a GV phaser, which in turn is weaker than a 
  ship-mounted or ground-emplaced phaser. The relations 
  are as follows:
  It takes 2 points of damage from a personal weapon 
  to equal 1 point of GV weapon damage. A Type III phaser 
  rifle blast for 200 points of damage only does 100 
  points of damage to a GV’s shields.
  It takes 50 points of damage from a personal weap-
  on to equal 1 point of starship weapon damage. Thus, a 
  Type III phaser rifle blast for 200 points of damage only 
  does 4 points of damage to a starship’s shields (the 
  Automatic Defense Rule applies).
  1 point of damage from a GV weapon equals 2 points 
  of personal weapon damage. If a GV’s missile does 25 
  points of damage to a person, he takes 50 points of 
  damage.
  25 points of damage from a GV weapon equals 1 
  point of starship weapon damage. If a GV’s phaser does 
  200 points of damage to a starship’s shields, they 
  take 8 points of damage (the Automatic Defense Rule 
  applies).
  1 point of damage from a starship weapon equals 
  50 points of personal weapon damage. If a starship’s 
  phaser does 20 points of damage to a person, he 
  takes 1,000 points of damage.
  1 point of damage from a starship weapon equals 
  25 points of GV weapon damage. If a starship’s phaser 
  does 20 points of damage to a GV’s shields, they take 
  500 points of damage.
  Narrators may make exceptions to these rules based 
  on the nature of a weapon or the circumstances in 
  which it’s used. For example, melee weapons often 
  have no significant effect on vehicles.
  If a character attacks an unshielded target, the 
  results may differ. Review the damage notes on page 
  239 of the Star Trek:  Deep Space Nine Roleplaying 
  Game core rulebook when considering how much dam-
  age an attack does to an unshielded target. Don’t 
  necessarily interpret the notes literally; use them as 
  guidelines when deciding whether to increase the weap-
  on’s effectiveness.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  91
  ATTACK SKIMMER
  Class and Type:  Light Military Hovercraft
  Commissioning Date:  Mid-24th century
  Body Characteristics
  Size:  4
  Resistance:  3
  Structural Points:  40
  Operations Characteristics
  Crew/Passengers/Evac:  2/5/12 [5 Power/round]
  Computers:  2 [2 Power/round]
  Transporters:  None
  Tractor Beams:  1 f [2 Power/rating/round]
  Movement and Power Characteristics
  Speed:  16,000/21,000/25,000 KPH (4 hours)
  Propulsion:  Hover [1 Power per 100 1,000 KPH]
  Power:  130
  Sensor Systems
  Long-range Sensors:  +1/1,000 km [6 Power/round]
  Lateral Sensors:  +1/10 km [4 Power/round]
  Navigational Sensors:  +1 [5 Power/round]
  Sensors Skill:  3
  Weapons Systems
  Type V Vehicular Phaser
  Range:  1/30/100/300
  Arc:  180 degrees forward
  Accuracy:  4/5/7/10
  Damage:  10
  Power:  [10]
  Ultritium Missiles
  Number:  4
  Launchers:  1
  Spread:  1
  Arc:  Forward, but are self-guided
  Range:  See text
  Accuracy:  See text
  Damage:  20
  Power:  [5]
  Weapons Skill:  3
  Defensive Systems
  Deflector Shield
  Protection:  30/30 (45) [30 Power/shield/round]
  Description and Notes
  Fleet data:  Plated with tritanium armor, armed with 
  phasers and missiles, and riding on an antigrav field at 
  speeds of up to 25,000 KPH, the Attack Skimmer is one 
  of the most common vehicles on the modern battlefield. 
  Many governments field them by the score, using them 
  as the backbone of mechanized infantry units. The crew-
  members of these craft often tinker with them to suit their 
  own preferences, so Narrators should occasionally alter 
  the shields, add a weapon or two, or change the Speed 
  just to keep the enemy guessing.
  GROUND TROOP TRANSPORT
  Class and Type:  Light Military Transport
  Commissioning Date:  Mid-24th century
  Body Characteristics
  Size:  5
  Resistance:  3
  Structural Points:  50
  Operations Characteristics
  Crew/Passengers/Evac:  1/30/60 [7 Power/round]
  Computers:  2 [2 Power/round]
  Transporters:  None
  Tractor Beams:  None
  Movement and Power Characteristics
  Speed:  150/250/400 KPH (12 hours)
  Propulsion:  Motorized [1 Power per 100 KPH]
  Power:  105
  Sensor Systems
  Long-range Sensors:  +0/1,000 km [6 Power/round]
  Lateral Sensors:  +0/10 km [4 Power/round]
  Navigational Sensors:  +0 [5 Power/round]
  Sensors Skill:  3
  Weapons Systems
  Type V Vehicular Phaser
  Range:  1/30/100/300
  Arc:  180 degrees forward
  Accuracy:  4/5/7/10
  Damage:  10
  Power:  [10]
  Weapons Skill:  3
  Defensive Systems
  Deflector Shield
  Protection:  30/30 (45) [30 Power/shield/round]
  Description and Notes
  Fleet data:  When gravimetric interference prevents 
  hovercraft from operating, most forces use Ground Troop 
  Transports to move soldiers. Riding on wheels at speeds 
  of up to 400 KPH, GTTs are surprisingly adaptable and 
  maneuverable despite their size and bulk. They can climb 
  inclines of up to 45 degrees, are hermetically sealed and 
  pressurized for travel underwater (given a sufficiently firm 
  stream or lake bed), and force their way through obstacles 
  that stop soldiers on foot.
  GROUND ASSAULT VEHICLE
  Class and Type:  Heavy Military Ground Vehicle
  Commissioning Date:  Mid-24th century
  Body Characteristics
  Size:  8
  Resistance:  4
  Reactive Armor:  6
  Structural Points:  80
  Operations Characteristics
  Crew/Passengers/Evac:  3/8/20 [5 Power/round]
  Computers:  2 [2 Power/round]
  Transporters:  None
  
  92
  The Dominion War Sourcebook: The Fires of Armageddon
  Tractor Beams:  None
  Movement and Power Characteristics
  Speed:  16,000/20,000/24,000 KPH (8 hours)
  Propulsion:  Hover [1 Power per 1,000 KPH]
  Power:  180
  Sensor Systems
  Long-range Sensors:  +1/1,000 km [6 Power/round]
  Lateral Sensors:  +1/10 km [4 Power/round]
  Navigational Sensors:  +1 [5 Power/round]
  Sensors Skill:  3
  Weapons Systems
  Type IX Vehicular Phaser
  Range:  1/30/100/300
  Arc:  360 degrees around vehicle
  Accuracy:  4/5/7/10
  Damage:  18
  Power:  [18]
  Ultritium Missiles
  Number:  24
  Launchers:  4 (2 f, 2 a)
  Spread:  2
  Arc:  Forward or aft, but are self-guided
  Range:  See text
  Accuracy:  See text
  Damage:  20
  Power:  [5]
  Weapons Skill:  4
  Defensive Systems
  Deflector Shield
  Protection:  50/50 (75) [50 Power/shield/round]
  Description and Notes
  Fleet data:  Aside from phaser and disruptor tanks, 
  Ground Assault Vehicles (GAVs) are the heaviest vehicles 
  in most ground forces’ arsenals. Protected by a layer of 
  reactive armor over a base of titanium armor, and armed 
  with two phaser arrays on each side of the vehicle (plus 
  four missile launchers), they can wreak havoc among 
  enemy troop formations and weapon emplacements.
  VENDREL-CLASS PHASER TANK
  Class and Type:  Vendrel-class Heavy Military Ground 
  Vehicle
  Commissioning Date:  Mid-24th century
  Body Characteristics
  Size:  8
  Resistance:  4
  Reactive Armor:  12
  Structural Points:  80
  Operations Characteristics
  Crew/Passengers/Evac:  4/0/0 [2 Power/round]
  Computers:  2 [2 Power/round]
  Transporters:  None
  Tractor Beams:  None
  Movement and Power Characteristics
  Speed:  17,000/21,000/25,000 KPH (10 hours)
  Propulsion:  Hover [1 Power per 1,000 KPH]
  Power:  200
  Sensor Systems
  Long-range Sensors:  +1/1,000 km [6 Power/round]
  Lateral Sensors:  +1/10 km [4 Power/round]
  Navigational Sensors:  +1 [5 Power/round]
  Sensors Skill:  4
  Weapons Systems
  Type XII Vehicular Phaser
  Range:  1/30/100/300
  Arc:  All (720 degrees around vehicle)
  Accuracy:  4/5/7/10
  Damage:  24
  Power:  [24]
  Type IX Vehicular Phaser
  Range:  1/30/100/300
  Arc:  180 degrees forward and aft
  Accuracy:  4/5/7/10
  Damage:  18
  Power:  [18]
  Ultritium Missiles
  Number:  12
  Launchers:  2 (1 f, 1 a)
  Spread:  2
  Arc:  Forward or aft, but are self-guided
  Range:  See text
  Accuracy:  See text
  Damage:  20
  Power:  [5]
  Weapons Skill:  5
  Defensive Systems
  Deflector Shield
  Protection:  60/60 (90) [60 Power/shield/round]
  Description and Notes
  Fleet data:  The heaviest military ground vehicle field-
  ed by Starfleet, the Vendrel-class Phaser Tank combines 
  heavy armor and heavy firepower in one nigh-unstoppa-
  ble package. Speeding across the battlefield at thousands 
  of kilometers per hour, it easily outflanks most other GVs. 
  Many governments use similar vehicles, usually referred to 
  as “disruptor tanks.”
  The Vendrel’s main armament is a Type XII phaser 
  array mounted around the equator of a “turret” on top of 
  the craft. With its complete 720 degree field of fire (minus 
  the tank’s own arc shadow), it can shoot at targets in the 
  air or on the ground. Additionally, it has smaller phasers 
  mounted forward and aft, and two missile launchers.
  GROUND VEHICLE COMBAT
  Ground vehicle combat has many similarities with star-
  ship combat, but some important differences as well. The 
  rules below note those differences. Any subject not cov-
  ered by the rules below functions the same as in starship 
  combat, though the Narrator should make any additions 
  or changes he considers necessary to properly and “realis-
  tically” represent GV combat in game terms.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  93
  OPERATING GROUND VEHICLES
  To operate a GV, characters use the Vehicle Operation 
  skill. To use most GV equipment, such as sensors and 
  shields, they use the Shipboard Systems skill.
  INITIATIVE
  Determine initiative in GV combat using the partici-
  pants’ Vehicle Operation skill. If one of them lacks that 
  skill, he may make an Intellect Test instead. The Narrator 
  may substitute Coordination for Intellect when characters 
  make Vehicle Operation Tests if the use of the skill 
  depends more on a character’s ability to “handle” the 
  vehicle than to operate its systems. This is more appro-
  priate for “primitive” vehicles such as sailboats and 
  automobiles than for hovercraft.
  MOVEMENT
  Ground vehicle movement differs significantly from 
  starship movement, since GVs are limited to two dimen-
  sions and restricted by gravity.
  Ground Vehicle movement is broken down into 
  Ground Movement Units (GMUs). A GMU equals 5 KPH. 
  Divide a GV’s Maximum Speed by 5 to determine how 
  many GMUs it can move per round. (In combats involving 
  only hovercraft or other fast vehicles, Narrators may wish 
  to redefine a GMU to equal 100 KPH or 1,000 KPH to 
  decrease the scale of the battlefield.)
  A GV does not have to use all of its GMUs for a 
  round in a single action. It can split them up, so that it 
  might, for example, move 100 GMUs, turn, move another 
  500 GMUs, fire a weapon, then turn again. However, this 
  may require Tests and incur or increase Multiple Action 
  Penalties, in the Narrator’s discretion.
  ACCELERATION
  A GV can accelerate up to one-third (1/3) of its 
  Maximum Speed per round; thus, it takes a GV three 
  rounds to reach its top velocity. It can decelerate at 
  the same rate without making a Test. Decelerating at 
  50% Maximum requires a Routine (4) Vehicle Operation 
  Test; at 66% Maximum, Routine (5); at 75% Maximum, 
  Moderate (7); at more than 75%, Challenging (9). Failure 
  usually indicates some damage to the vehicle or loss of 
  vehicular control.
  TURNING AND MANEUVERING
  Maneuvering a GV, even a hovercraft, isn’t as easy 
  as maneuvering a starship; friction and gravity play impor-
  tant roles and often cause problems for the driver of 
  a GV. The accompanying table indicates the Difficulty 
  for Vehicle Operation Tests to perform various standard 
  maneuvers.
  GROUND VEHICLE MANEUVERS
  Maneuver 
  Difficulty1
  Drift (“slide” one vehicle width to port or starboard, 
  keep going same direction) 
  2
  Turn 01-15 degrees 
  3
  Turn 16-30 degrees 
  4
  Turn 31-45 degrees 
  5
  Turn 46-60 degrees 
  6
  Turn 61-90 degrees 
  7
  Turn 91+ degrees (“bootlegger reverse”) 
  8
  Jumping/swerving around small obstacles 
  4
  Jumping/swerving around medium obstacles 
  5-8
  Jumping/swerving around large obstacles 
  9+
  1–This Difficulty assumes the vehicle is moving fairly 
  quickly. At speeds of 25 KPH or less, all listed maneu-
  vers are at -6 Difficulty (if the Narrator requires a Test 
  at all).
  The Narrator should reduce all Difficulties by 1 for 
  hovercraft, which are much easier to maneuver than 
  other GVs. He may, in his discretion, restrict some vehi-
  cles from making certain types of maneuvers (chariots 
  can’t make 91+ degree turns, for example).
  If the Test succeeds, the GV makes the maneuver 
  without problem. If it fails, the GV may drift off course, 
  suffer some slight damage to the engines or method of 
  Propulsion, or even tip over or crash. Dramatic Failure 
  definitely causes damage to the GV, and very likely a 
  wreck of some sort.
  Jumping obstacles includes quickly increasing the 
  distance a hovercraft floats off the ground to go over 
  the obstacle. A “small” obstacle is less than or equal 
  to twice the GV’s size dimensions. A “medium” obstacle 
  is larger than a small one, but less than or equal to 
  four times the GV’s size dimensions. A “large” obstacle 
  is anything larger than a medium obstacle. Making a 
  jump may require a ramp or other platform to give the 
  vehicle appropriate elevation. The Narrator may forbid a 
  GV to make a jump if it seems impossible or unrealistic 
  for it to perform such a maneuver.
  STARSHIP-GROUND VEHICLE SIZE COMPARISON 
  TABLE
   Ground Vehicle Size 
  Starship Size
   
  10 
  4-6
   
  9 
  3-4
   
  8 
  2-3
   
  7 
  2
   
  6 
  2
   
  5 
  2
   
  4 
  2
   
  3 
  1-2
   
  2 
  1
   
  1 
  1
  
  The Dominion War Sourcebook: The Fires of Armageddon
  94
  TACTICAL
  CALLED SHOTS
  To determine called shots on GVs, Narrators should 
  simply use the Starship Hit Location Table and make 
  appropriate substitutions, such as Propulsion for Warp 
  Nacelle.
  SIZE
  The standard Size modifier rules apply between GVs. 
  The accompanying table (previous page) describes the 
  relationship between GV Size and starship Size in the 
  event a starship attacks a GV or vice-versa.
  If a character gets involved in a combat with a vehicle, 
  consider him Size 0 for purposes of calculating the Size 
  modifier.
  REACTIVE ARMOR
  In addition to their Resistance (and possibly shields), 
  some military vehicles have reactive armor. Reactive 
  armor consists of small containers of low-sensitivity explo-
  sives held between thin metal, ceramic, or plastic plates 
  (each government guards the secret of the composition 
  of its armor closely). The explosives protect the primary 
  armor by detonating when hit by an attack, thus deflect-
  ing some of the force of the attack away from the vehicle.
  In game terms, reactive armor works just like ablative 
  armor for starships:  it provides extra Resistance that only 
  works once. See page 133 of the Star Trek:  Deep Space 
  Nine Roleplaying Game core rulebook for more informa-
  tion.
  
  STARFLEET VESSELS
  STARFLEET ATTACK FIGHTER
  Class and Type:  Starfleet Attack Fighter
  Commissioning Date:  2369
  Hull Characteristics
  Size:  3
  Resistance:  3
  Structural Points:  60
  Operations Characteristics
  Crew/Passengers/Evac:  2/0/10 [3 Power/
  round]
  Computers:  2 [2 Power/round]
  Transporters:  1 personnel, 1 cargo [2 Power/
  round]
  Tractor Beams:  1 forward [2 Power/rating/
  round]
  Propulsion and Power Characteristics
  Warp System:  6.0/7.0/8.0 (6 hours) [2 Power/warp 
  factor]
  Impulse System:  .7c/.9c [7/9 Power/round]
  Power:  140
  Sensor Systems
  Long-range Sensors:  +0/12 light-years [6 Power/round]
  Lateral Sensors:  +0/1 light-year [4 Power/round]
  Navigational Sensors:  +0 [5 Power/round]
  Sensors Skill:  3
  Weapons Systems
  Type IX Phaser Cannon
  Range:  10/30,000/100,000/300,000
  Arc:  Forward 180 degrees
  Accuracy:  4/5/7/10
  Damage:  18
  Power:  [18]
  Type II Photon Torpedoes
  Number:  50
  Launchers:  6 (3 forward on each wing)
  Spread:  1
  Arc:  Forward, but are self-guiding
  Range:  15/350,000/1,500,000/4,050,000
  Accuracy:  4/5/7/10
  Damage:  20
  Power:  [5]
  Weapons Skill:  4
  Defensive Systems
  Starfleet Deflector Shield
  Protection:  41/41 (61) [41 Power/shield/round]
  Description and Notes
  Fleet data:  The only fighter currently fielded by the Federation, the Starfleet Attack 
  Fighter has a central body with two “wings” projecting to either side. The warp nacelles 
  run the length of the dorsal side of the ship where the wings join the main body. Attack 
  Fighters have identification numbers, but not distinct registries or ship names. Although 
  they have warp travel capability, large carrier ships such as Akiras or Steamrunners often 
  STARSHIPS OF THE DOMINION WAR
  CHAPTER NINE
  
  96
  The Dominion War Sourcebook: The Fires of Armageddon
  ferry them to battle.
  The Attack Fighter packs a powerful offensive punch. 
  While it has only one phaser array with a limited forward 
  arc, its carries a total of six single-shot torpedo launchers. 
  A wing of Attack Fighters firing torpedoes in tandem can 
  destroy much larger enemy vessels. Most Attack Fighter 
  pilots use their torpedoes conservatively, firing only one 
  or two at a time so they’ll never be caught empty if a 
  good shot presents itself. The Fighter lacks an aft weapon, 
  but with extensive usage data from the Dominion War 
  in hand the Advanced Starship Design Bureau plans to 
  eliminate that weakness.
  Starfleet normally deploys Attack Fighters in “squad-
  rons” of two to four ships or “wings” of four to ten 
  ships. Each Fighter has a crew of two which works from 
  a small cockpit dorsal forward. One pilot performs piloting 
  and navigation tasks, while the other works the tactical, 
  engineering, and sensor systems.
  EL DORADO-CLASS STARSHIP
  Class and Type:  El Dorado-Class Heavy Frigate
  Commissioning Date:  2364
  Hull Characteristics
  Size:  7
  Resistance:  3 + 50 ablative armor
  Structural Points:  140
  Operations Characteristics
  Crew/Passengers/Evac:  573/100/7,500 [8 Power/
  round]
  Computers:  6 [6 Power/round]
  Transporters:  3 personnel, 3 emergency, 2 cargo [4 
  Power/round]
  Tractor Beams:  1 av, 1 fd [2 Power/rating/round]
  Propulsion and Power Characteristics
  Warp System:  6.0/8.0/9.6 (12 hours) [2 Power/warp 
  factor]
  Impulse System:  .72c/.9c [7/9 Power/round]
  Power:  245
  Sensor Systems
  Long-range Sensors:  +1/16 light-years [6 Power/
  round]
  Lateral Sensors:  +1/1 light-year [4 Power/round]
  Navigational Sensors:  +1 [5 Power/round]
  Sensors Skill:  4
  Weapons Systems
  Type X Phaser Arrays
  Range:  10/30,000/100,000/300,000
  Arc:  All (720 degrees)
  Accuracy:  4/5/7/10
  Damage:  20
  Power:  [20]
  Type II Photon Torpedoes
  Number:  180
  Launchers:  1 fvs, 1 fvp, 1 a
  Spread:  10
  Arc:  Forward or aft, but are self-guided
  Range:  15/350,000/1,500,000/4,050,000
  Accuracy:  4/5/7/10
  Damage:  20
  Power:  [5]
  Weapons Skill:  4
  Defensive Systems
  Starfleet Deflector Shield
  Protection:  90/90 (135) [90 Power/shield/round]
  Description and Notes
  Fleet data:  One of Starfleet’s more military-oriented 
  vessels, the El Dorado-class Heavy Frigate consists of a 
  circular saucer, short connecting interhull, an Engineering 
  hull with a roughly oval cross-section, and three warp 
  nacelles all mounted dorsally (the center one slightly more 
  forward than the outside two). 
  Like the Akira and Steamrunner classes, the El Dorado 
  functions as a carrier; in fact, Starfleet initially planned to 
  group it into El Dorado-only fighting wings which it could 
  then support with its own carried fighters. It launches car-
  ried ships from two large bay doors on the forward side 
  of the saucer; projections to port and starboard holding 
  landing bays for the fighters, with repair bays connecting 
  the forward and side bays. To defend itself, the El Dorado 
  mounts four phaser arrays and three high-spread torpedo 
  launchers.
  During the Dominion War, the El Dorado fulfilled its 
  intended purpose admirably. El Dorado wings played cru-
  cial roles in several battles, including the Second and Third 
  Battles of Vulcanis and the attempts to retake Betazed.
  Noteworthy vessels/service records/encounters:   
  U.S.S. El Dorado, prototype; U.S.S. Cibola, NCC-69103, 
  part of 523rd Tactical Wing, destroyed when ambushed 
  by the Jem’Hadar at Svandroth (2374); U.S.S. San 
  Marino, NCC-70115, destroyed four Jem’Hadar ships 
  during the Third Battle of Vulcanis (2374); U.S.S. 
  Apara, NCC-71408, participated in final attack on 
  Cardassia Prime (2375). Also in service:  U.S.S. Hunapu, 
  NCC-72338; U.S.S. Oaxaca, NCC-72417.
  WYVERN-CLASS STARSHIP
  Class and Type:  Wyvern-Class Planetary Troop Transport 
  (“Hopper”)
  Commissioning Date:  2363
  Hull Characteristics
  Size:  2
  Resistance:  2
  Structural Points:  40
  Operations Characteristics
  Crew/Passengers/Evac:  2/30/60 [4 Power/round]
  Computers:  2 [2 Power/round]
  Transporters:  1 personnel [1 Power/round]
  Tractor Beams:  1 fv [2 Power/rating/round]
  Propulsion and Power Characteristics
  Warp System:  None
  Impulse System:  .5c/.5c [5/5 Power/round]
  Power:  78
  Sensor Systems
  Long-range Sensors:  +0/12 light-years [6 Power/
  
  The Dominion War Sourcebook: The Fires of Armageddon
  97
  round]
  Lateral Sensors:  +0/1 light-year [4 Power/round]
  Navigational Sensors:  +0 [5 Power/round]
  Sensors Skill:  3
  Weapons Systems
  Type VIII Phaser Array 
  Range:  10/30,000/100,000/300,000
  Arc:  180 degrees forward
  Accuracy:  4/5/7/10
  Damage:  16
  Power:  [16]
  Weapons Skill:  3
  Defensive Systems
  Starfleet Deflector Shield
  Protection:  20/20 (25) [20 Power/shield/round]
  Description and Notes
  Fleet data:  Better known by the generic term “hop-
  per,” the Wyvern-class planetary troop transport can carry 
  up to 30 fully-equipped troops (approximately one pla-
  toon) from a starship to the ground, or from point to 
  point on the ground. (Larger versions can carry more 
  troops, ground vehicles, and other equipment.) While in 
  an atmosphere it uses thrusters to maneuver; in space 
  it uses a standard impulse drive. To ensure that they 
  can quickly offload or retrieve troops, Wyverns come 
  equipped with large personnel transporters. Additionally, 
  they can land and allow troops to exit through several 
  doors in their sides, which lower to form ramps.
  Larger ships carry Wyverns when they need to travel 
  interstellar distances. Once the carrier reaches the target 
  planet, it opens its shuttlebay doors to release the trans-
  ports. Wyvern-class ships have identification numbers 
  instead of names and registries, though their pilots some-
  times give them nicknames.
  Narrators can also use the Starship Template for the 
  Wyvern-class Armored Transport as a “generic” hopper 
  for any species. Any species or government which engag-
  es in planetary warfare uses such vessels.
  ALLIED SHIPS
  KLINGON JEN’THAR-CLASS STARSHIP
  Class and Type:  Jen’thar-Class Assault Cruiser (Battle 
  Cruiser)
  Commissioning Date:  2358
  Hull Characteristics
  Size:  5
  Resistance:  3
  Structural Points:  100
  Operations Characteristics
  Crew/Passengers/Evac:  217/800/6,000 [7 Power/
  round]
  Computers:  4 [4 Power/round]
  Transporters:  2 personnel, 2 cargo [2 Power/round]
  Tractor Beams:  1 av, 1 f [2 Power/rating/round]
  Propulsion and Power Characteristics
  Warp System:  6.0/7.0/9.2 (12 hours) [2 Power/warp 
  factor]
  Impulse System:  .5c/.75c [5/7 Power/round]
  Power:  180
  Sensor Systems
  Long-range Sensors:  +1/14 light-years [6 Power/
  round]
  Lateral Sensors:  +1/1 light-year [4 Power/round]
  Navigational Sensors:  +1 [5 Power/round]
  Cloak:  7 [4 Power/point/round]
  Sensors Skill:  4
  Weapons Systems
  Forward Disruptor Cannon (Type 11)
  Range:  10/30,000/100,000/300,000
  Arc:  All (720 degrees)
  Accuracy:  4/5/7/10
  Damage:  24
  Power:  [24]
  Type 9 Disruptor Arrays
  Range:  10/30,000/100,000/300,000
  Arc:  All (720 degrees)
  Accuracy:  4/5/7/10
  INCOMPLETE SHIPS
  During the Dominion War, Starfleet often needed to 
  get as many ships into the fields as it could, as 
  quickly as it could. Sometimes that meant combining 
  bits and pieces from half-finished ships or spare parts 
  that it had available—which explains how ships like the 
  Centaur, Chimera, and Yeager classes evolved.
  In other cases, though, it meant preparing a stan-
  dard starship frame, but not putting everything inside 
  the hull that the ship would normally have. If Starfleet 
  has to have a ship quickly to fight, it doesn’t need 
  all the laboratories for the advanced scientific experi-
  ments, the holodecks, or even all the typical crew 
  quarters. It just requires the basics, plus the best tacti-
  cal systems available which fit in that hull.
  As a result, during 2374 and 2375 Starfleet sent a 
  lot of ships into the field in what it would normally con-
  sider a “half-finished” state. Large parts of their hulls 
  were empty, or contained systems not as efficient as 
  the ones the ship would have in times of peace. But 
  they all had good weapons and shields.
  To create this sort of ship for your Star Trek RPG 
  campaign, take a Starship Template for the type of 
  vessel you want and start removing things. Reduce the 
  effectiveness of the sensors, the number of transport-
  ers, or the size of the crew, for example. But keep 
  the weapons and shields—in fact, you may even want 
  to upgrade them just a little. With a little work, you 
  can create a fleet with a uniform look and fighting 
  style, but whose ships actually differ from each other 
  significantly.
  After the Dominion War ends, Starfleet will gradually 
  begin “filling out” these incomplete ships as time and 
  resources allow. The Crew may have to get by with 
  a “substandard” ship for quite some time, installing 
  “upgrades” one by one as they become available, until 
  their ship has everything it’s supposed to have.
  
  98
  The Dominion War Sourcebook: The Fires of Armageddon
  Damage:  20
  Power:  [20]
  Type II Photon Torpedoes
  Number:  180
  Launchers:  1 forward, 1 aft
  Spread:  15/350,000/1,500,000/4,050,000
  Arc:  Forward or aft, but are self-guided
  Range:  15/350,000/1,500,000/4,050,000
  Accuracy:  4/5/7/10
  Damage:  20
  Power:  [5]
  Weapons Skill:  5
  Defensive Systems
  IKDF Deflector Shield
  Protection:  50/50 (75) [50 Power/shield/round]
  Description and Notes
  Fleet data:  The Jen’thar-class Assault Cruiser, a 
  relatively old Klingon ship type used for longer-term 
  exploration or attack missions, shows the influence of 
  Starfleet design principles. Unlike most Klingon ships, its 
  nacelle pylons sweep upward and aft, suggesting a bird 
  of prey stooping to strike its target. The central body 
  stretches aft slightly beyond the pylons, and forward to 
  narrow and terminate in a typically Klingon command hull 
  which also boasts a formidable weapons pod.
  Unlike the more common B’rel and K’Vort class ves-
  sels, the Klingons designed the Jen’thar for longer-term 
  missions of exploration or attack. Thus it was well-suited 
  to the Dominion War, where Klingon ships often spent 
  long periods of time far away from Klingon space.
  Noteworthy vessels/service records/encounters:   I.K.S. 
  Jen’thar, prototype; I.K.S. VeS’tang, crippled an enemy 
  wing during the Second Battle of Vulcanis (2374); I.K.S. 
  Mektar, destroyed five Jem’Hadar Attack Fighters during 
  attack on Chin’toka (2374); I.K.S. Gor’Vas, destroyed 
  Breen battleship in a suicide run during the final assault 
  on Chin’toka, creating a major opening in the enemy lines 
  (2375).
  KLINGON TORATH-CLASS STARSHIP
  Class and Type:  Torath-Class Heavy Warship (Battle 
  Cruiser)
  Commissioning Date:  2364
  Hull Characteristics
  Size:  7
  Resistance:  4
  Structural Points:  140
  Operations Characteristics
  Crew/Passengers/Evac:  2,000/300/8,000 [8 Power/
  round]
  Computers:  4 [4 Power/round]
  Transporters:  4 personnel, 4 cargo [4 Power/round]
  Tractor Beams:  1 av, 1 f [2 Power/rating/round]
  Propulsion and Power Characteristics
  Warp System:  6.1/8.2/9.6 (12 hours) [2 Power/warp 
  factor]
  Impulse System:  .5c/.75c [5/7 Power/round]
  Power:  275
  Sensor Systems
  Long-range Sensors:  +1/16 light-years [6 Power/
  round]
  Lateral Sensors:  +1/1 light-year [4 Power/round]
  Navigational Sensors:  +1 [5 Power/round]
  Cloak:  8 [4 Power/point/round]
  Sensors Skill:  4
  Weapons Systems
  Forward Disruptor Cannon
  Range:  10/30,000/100,000/300,000
  Arc:  360 degrees forward
  Accuracy:  4/5/7/10
  Damage:  28
  Power:  [28]
  Type 10 Disruptors
  Range:  10/30,000/100,000/300,000
  Arc:  All (720 degrees)
  Accuracy:  4/5/7/10
  Damage:  22
  Power:  [22]
  Type II Photon Torpedoes
  Number:  250
  Launchers:  1 f, 1 a, 5 in dorsal weapons pod (4 
  f, 1 a)
  Spread:  
  Arc:  10
  Range:  15/350,000/1,500,000/4,050,000
  Accuracy:  4/5/7/10
  Damage:  20
  Power:  [5]
  Weapons Skill:  5
  Defensive Systems
  IKDF Deflector Shield
  Protection:  90/90 (135) [90 Power/shield/round]
  Description and Notes
  Fleet data:  The Torath-class Heavy Warship (Battle 
  Cruiser) is a variant of the Vor’cha-class Heavy Warship. It 
  has a central body and Engineering hull like the Vor’cha, 
  but its nacelle pylons sweep forward as well as down, 
  giving it a slight bird of prey-like appearance. A typical 
  axehead-shaped module on the forward end of the main 
  hull contains the bridge.
  The Torath carries as much heavy armament as the 
  Vor’cha, though its weapons load differs significantly:  
  it has fewer disruptors and more torpedo launchers. 
  Most of the launchers occupy a wedge-shaped dorsal 
  weapons pod, with one additional launcher forward and 
  aft. Tactical data obtained from Dominion War battles 
  indicates that the weapons pod may be vulnerable to 
  counterattacks (which thus deprive the ship of a substan-
  tial portion of its weaponry); some Klingon engineers have 
  begun to explore the possibility of redesigning the ship 
  to spread the torpedo launchers out around the body of 
  the vessel.
  During the Dominion War, Torath-class ships formed 
  the core of many of the Klingon attack wings. Together 
  with Vor’cha- and K’Vort-class vessels, they provided the 
  
  The Dominion War Sourcebook: The Fires of Armageddon
  99
  IKDF with enough offensive punch to take on Jem’Hadar 
  Battle Cruisers and Cardassian Keldon-class Heavy Battle 
  Cruisers and win.
  Noteworthy vessels/service records/encounters:  I.K.S. 
  Torath, prototype; I.K.S. Veng’ta, singlehandedly 
  destroyed a Jem’Hadar Carrier in battle near the Feldarius 
  system (2374); I.K.S. Togar, participated in liberation of 
  Betazed (2375).
  ROMULAN T’KOREX-CLASS STARSHIP
  Class and Type:  T’korex-class Warbird (Battleship)
  Commissioning Date:  2366
  Hull Characteristics
  Size:  9
  Resistance:  4
  Structural Points:  180
  Operations Characteristics
  Crew/Passengers/Evac:  1,250/380/9,300 [8 Power/
  round]
  Computers:  6 [6 Power/round]
  Transporters:  8 personnel, 8 emergency, 8 cargo [12 
  Power/round]
  Tractor Beams:  1 fd, 1 av [2 Power/rating/round]
  Propulsion and Power Characteristics
  Warp System:  5.0/7.0/9.0 (12 hours) [2 Power/warp 
  factor]
  Impulse System:  .5c/.75c [5/7 Power/round]
  Power:  290
  Sensor Systems
  Long-range Sensors:  +2/14 light-years [6 Power/
  round]
  Lateral Sensors:  +2/1 light-year [4 Power/round]
  Navigational Sensors:  +2 [5 Power/round]
  Cloak:  9 [4 Power/point/round]
  Sensors Skill:  5
  Weapons Systems
  Forward Disruptor Cannon
  Range:  10/30,000/100,000/300,000
  Arc:  360 degrees forward
  Accuracy:  4/5/7/10
  Damage:  26
  Power:  [26]
  Type 11 Disruptors
  Range:  10/30,000/100,000/300,000
  Arc:  All (720 degrees)
  Accuracy:  4/5/7/10
  Damage:  24
  Power:  [24]
  Plasma Torpedoes
  Number:  300
  Launchers:  1 f, 1 a
  Spread:  10
  Arc:  Forward or aft, but are self-guided
  Range:  15/350,000/1,500,000/4,050,000
  Accuracy:  4/5/7/10
  Damage:  20
  Power:  [5]
  Weapons Skill:  5
  Defensive Systems
  Romulan Deflector Shields
  Protection:  100/100 (150) [100 Power/shield/
  round]
  Description and Notes
  Fleet data:  The T’korex-class Warbird resembles a 
  smaller version of the D’deridex-class Heavy Warbird with 
  an underhull which extends all the way to its command 
  hull instead of connecting via a boom. The Star Navy 
  regards it as one of the workhorses of many Romulan 
  fleets. T’korex wings were a common sight during the 
  latter stages of the Dominion War, though it will take the 
  Star Empire a long time to rebuild all the ones destroyed 
  during the final battles.
  Like its bigger brother, the T’korex sports an impressive 
  array of weaponry, ranging from a large forward disruptor 
  cannon, to other disruptors of slightly less power, to tor-
  pedo launchers. Many Romulan commanders prefer the 
  T’korex to the D’deridex due to its greater maneuver-
  ability and ease of internal customization.
  Noteworthy vessels/service records/encounters:  
  T’korex, prototype; V’darigan, crippled beyond repair 
  after destroying several orbital weapons platforms during 
  the battle to retake Benzar (2374); Kobe’t, participated in 
  initial attack on Chin’toka (2374), destroyed during Breen 
  counteroffensive (2375); Gemrax, destroyed three Breen 
  ships during a battle in the Kalandra Sector (2375).
  ROMULAN D’GEROK-CLASS STARSHIP
  Class and Type:  D’gerok-class Assault Gunship (Heavy 
  Frigate)
  Commissioning Date:  2364
  Hull Characteristics
  Size:  6
  Resistance:  4
  Structural Points:  120
  Operations Characteristics
  Crew/Passengers/Evac:  337/219/3,650 [7 Power/
  round]
  Computers:  6 [6 Power/round]
  Transporters:  4 personnel, 4 emergency, 3 cargo [6 
  Power/round]
  Tractor Beams:  1 f, 1 a [2 Power/rating/round]
  Propulsion and Power Characteristics
  Warp System:  5.0/7.0/8.0 (12 hours) [2 Power/warp 
  factor]
  Impulse System:  .5c/.75c [5/7 Power/round]
  Power:  250
  Sensor Systems
  Long-range Sensors:  +2/14 light-years [6 Power/
  round]
  Lateral Sensors:  +2/1 light-year [4 Power/round]
  Navigational Sensors:  +2 [5 Power/round]
  Cloak:  8 [4 Power/point/round]
  Sensors Skill:  3
  
  100
  The Dominion War Sourcebook: The Fires of Armageddon
  Weapons Systems
  Forward Disruptor Cannon
  Range:  10/30,000/100,000/300,000
  Arc:  360 degrees forward
  Accuracy:  4/5/7/10
  Damage:  26
  Power:  [26]
  Type 11 Disruptors
  Range:  10/30,000/100,000/300,000
  Arc:  All (720 degrees)
  Accuracy:  4/5/7/10
  Damage:  24
  Power:  [24]
  Plasma Torpedoes
  Number:  400
  Launchers:  2 f, 2 a
  Spread:  10
  Arc:  Forward or aft, but are self-guided
  Range:  15/350,000/1,500,000/4,050,000
  Accuracy:  4/5/7/10
  Damage:  20
  Power:  [5]
  Weapons Skill:  5
  Defensive Systems
  Romulan Deflector Shields
  Protection:  90/90 (120) [80 Power/shield/round 
  (embedded nacelles)]
  Description and Notes
  Fleet data:  Most Romulans consider the D’gerok-class 
  Assault Gunship one of the most unusual-looking vessels 
  in their fleet. Designed by an engineer who studied 
  Cardassian shipbuilding philosophies, it features embed-
  ded warp nacelles. This slows the ship slightly, but results 
  in a stronger shield envelope. As a result, the ship 
  lacks the typical “wing pylons” so common on Romulan 
  vessels. Instead, its command hull (which has a more 
  diamond-shaped profile when viewed dorsally than most 
  Romulan command hulls) attaches directly to its roughly 
  rectangular main hull. The forward half of the main hull is 
  slightly larger and broader than the aft half. 
  The embedded nacelle design suits the D’gerok quite 
  well, since its primary mission profile—assaulting space 
  stations and planets—it needs heavy defenses and pow-
  erful weaponry more than speed and maneuverability. 
  With its multiple disruptor banks and four plasma torpedo 
  launchers, the D’gerok presents a threat to even the most 
  heavily-defended stationary target. Since moving targets 
  may have the ability to outmaneuver it, it usually flies in 
  tandem with swifter Romulan vessels when confronting 
  such targets.
  Noteworthy vessels/service records/encounters:   
  D’gerok, prototype; Peth’lar, destroyed three orbital 
  defense platforms during offensive to free Benzar (2374), 
  Otoroth, destroyed in suicide run on Jem’Hadar Battle 
  Cruiser during offensive to free Benzar (2374); T’vaktal, 
  participated in attempts to loosen the Breen’s grip on the 
  Chin’toka system, led a D’gerok wing that destroyed a 
  Breen defense platform (2375).
  ENEMY SHIPS
  CARDASSIAN ABERAX-CLASS STARSHIP
  Class and Type:  Aberax-Class Destroyer
  Commissioning Date:  2362
  Hull Characteristics
  Size:  5
  Resistance:  3
  Structural Points:  100
  Operations Characteristics
  Crew/Passengers/Evac:  225/200/3,000 [7 Power/
  round]
  Computers:  4 [4 Power/round]
  Transporters:  2 personnel, 4 emergency, 4 cargo [5 
  Power/round]
  Tractor Beams:  1 f, 1 a [2 Power/rating/round]
  Propulsion and Power Characteristics
  Warp System:  4.9/7.9/9.1 (6 hours) [2 Power/warp 
  factor]
  Impulse System:  .5c/.75c [5/7 Power/round]
  Power:  210
  Sensor Systems
  Long-range Sensors:  +2/15 light-years [6 Power/
  round]
  Lateral Sensors:  +2/1 light-year [4 Power/round]
  Navigational Sensors:  +2 [5 Power/round]
  Sensors Skill:  3
  Weapons Systems
  Forward Disruptor Cannon
  Range:  10/30,000/100,000/300,000
  Arc:  360 degrees forward
  Accuracy:  4/5/7/10
  Damage:  26
  Power:  [26]
  Type 9 Spiral-Wave Disruptors
  Range:  10/30,000/100,000/300,000
  Arc:  All (720 degrees)
  Accuracy:  4/5/7/10
  Damage:  20
  Power:  [20]
  Type II Photon Torpedoes
  Number:  300
  Launchers:  2 f, 2 a
  Spread:  10
  Arc:  Forward or aft, but are self-guided
  Range:  15/300,000/1,000,000/3,000,000
  Accuracy:  4/5/7/10
  Damage:  20
  Power:  [5]
  Weapons Skill:  4
  Defensive Systems
  Cardassian Deflector Field
  Protection:  71/71 (92) [61 Power/shield/round 
  (embedded nacelles)]
  
  The Dominion War Sourcebook: The Fires of Armageddon
  101
  Description and Notes
  Fleet data:  The Aberax-class Destroyer is one of the 
  most feared ships in the Cardassian fleet. Although not as 
  large as the Galor-class Battle Cruiser or other ships more 
  commonly associated with the Central Command, it packs 
  nearly as much offensive “punch” as that ship. With its 
  multiple disruptor batteries and four torpedo launchers 
  (an unusually large number of launchers for a Cardassian 
  ship), it can cause significant damage to ships much larger 
  than it.
  During the Dominion War, wings of Aberax-class 
  Destroyers saw action in nearly every major battle. 
  Backing up the Battle Cruisers of both the Cardassians 
  and the Jem’Hadar, they protected major assets while 
  wreaking havoc among the Federation alliance fleets. 
  Admiral Baltren Tozar of Starfleet’s Thirty-Fourth Fleet 
  once described them as “the toughest thing ever flown 
  by a spoonhead.”
  Like most Cardassian ships, the Aberax features 
  embedded warp nacelles, giving it a streamlined appear-
  ance compared to most Starfleet and Klingon vessels. 
  A roughly trapezoidal module attached to the forward 
  dorsal edge of the main body contains the bridge and 
  several other major systems. The aft end of the main body 
  tapers, then flares out into a curved-edge axehead shape.
  Noteworthy vessels/service records/encounters:   
  Aberax, prototype; Khobaroth, singlehandedly destroyed 
  the Galaxy-class U.S.S. Hentar, NCC-71093, while that 
  ship patrolled the Cardassian border (2374); Temural, 
  accounted for five enemy ship casualties during the Third 
  Battle of Vulcanis (2375).
  CARDASSIAN GURAN-CLASS STARSHIP
  Class and Type:  Guran-Class Fast Attack Ship
  Commissioning Date:  2366
  Hull Characteristics
  Size:  4
  Resistance:  2
  Structural Points:  80
  Operations Characteristics
  Crew/Passengers/Evac:  75/50/580 [6 Power/round]
  Computers:  4 [4 Power/round]
  Transporters:  2 personnel, 2 emergency, 2 cargo [3 
  Power/round]
  Tractor Beams:  1 f, 1 a [2 Power/rating/round]
  Propulsion and Power Characteristics
  Warp System:  5.0/7.0/9.6 (6 hours) [2 Power/warp 
  factor]
  Impulse System:  .5c/.75c [5/7 Power/round]
  Power:  175
  Sensor Systems
  Long-range Sensors:  +1/14 light-years [6 Power/
  round]
  Lateral Sensors:  +1/1 light-year [4 Power/round]
  Navigational Sensors:  +1 [5 Power/round]
  Sensors Skill:  3
  Weapons Systems
  Forward and Aft Disruptor Cannons
  Range:  10/30,000/100,000/300,000
  Arc:  360 degrees forward and aft
  Accuracy:  4/5/7/10
  Damage:  20
  Power:  [20]
  Type 8 Spiral-Wave Disruptor
  Range:  10/30,000/100,000/300,000
  Arc:  All (720 degrees)
  Accuracy:  4/5/7/10
  Damage:  18
  Power:  [18]
  Type II Photon Torpedoes
  Number:  80
  Launchers:  1 f, 1 a
  Spread:  6
  Arc:  Forward or aft, but are self-guided
  Range:  15/350,000/1,500,000/4,050,000
  Accuracy:  4/5/7/10
  Damage:  20
  Power:  [5]
  Weapons Skill:  4
  Defensive Systems
  Cardassian Deflector Field
  Protection:  60/60 (75) [50 Power/shield/round 
  (embedded nacelles)]
  Description and Notes
  Fleet data:  The Guran is one of the oddest-looking 
  ships fielded by the Central Command. Its main body 
  closely resembles the Aberax-class Destroyer, but an enor-
  mous U-shaped superstructure attaches ventrally to the 
  command hull, pointing forward. Long structures shaped 
  like flattened cylinders attach to each side of the U; they 
  can hold weapons, supplies, additional crew quarters, or 
  the like.
  During the Dominion War, the Central Command 
  used Guran-class ships much like Hideki-class Scouts—to 
  harass enemy capital ships when in large wings, and to 
  oppose enemy ships like itself on a one-on-one basis. 
  Although not as heavily armed as the Jem’Hadar Fast 
  Attack Ship (see below), it achieved almost as good a 
  record during the war due to the skills of the Central 
  Command’s pilots and crew.
  Noteworthy vessels/service records/encounters:   
  Guran, prototype; Eth’gar, beamed first enemy troops 
  onto Betazed (2374); Kordat, destroyed three Klingon 
  Brakt-class Fast Attack ships while defending the 
  Chin’toka system (2375).
  
  102
  The Dominion War Sourcebook: The Fires of Armageddon
  JEM’HADAR CARRIER
  Class and Type:  Jem’Hadar Carrier
  Commissioning Date:  Mid-24th century 
  Hull Characteristics
  Size:  11
  Resistance:  4
  Structural Points:  220
  Operations Characteristics
  Crew/Passengers/Evac:  4,225/5,000/32,000 [9 Power/
  round]
  Computers:  6 [6 Power/round]
  Transporters:  10 personnel, 6 emergency, 6 cargo [11 
  Power/round]
  Tractor Beams:  1 fd, 1 fv, 1 av [2 Power/rating/round]
  Propulsion and Power Characteristics
  Warp System:  6.0/9.2/9.6 (12 hours) [2 Power/warp 
  factor]
  Impulse System:  .75c/.92c [7/9 Power/round]
  Power:  360
  Sensor Systems
  Long-range Sensors:  +2/17 light-years [6 Power/
  round]
  Lateral Sensors:  +2/1 light-year [4 Power/round]
  Navigational Sensors:  +2 [5 Power/round]
  Sensors Skill:  5
  Weapons Systems
  Type 13 Phased Polaron Beams
  Range:  10/30,000/100,000/300,000
  Arc:  All (720 degrees)
  Accuracy:  3/4/6/9
  Damage:  28
  Power:  [28]
  Type II Photon Torpedo
  Number:  300
  Launchers:  1 fv, 1 fd, 1 a
  Spread:  10
  Arc:  Forward or aft, but are self-guided
  Range:  15/350,000/1,500,000/4,050,000
  Accuracy:  3/4/6/9
  Damage:  20
  Power:  [5]
  Weapons Skill:  5
  Defensive Systems
  Dominion Deflector Shield
  Protection:  140/140 (210) [140 Power/shield/
  round]
  Description and Notes
  Fleet data:  The most massive ship fielded by the 
  Jem’Hadar during the Dominion War except for the 
  Battleship, the Carrier combines sheer power with the 
  important tactical function of a carrier. With up to 50 
  Jem’Hadar Attack Ships stored in its enormous shuttle-
  bays, the Carrier operates as a small fleet unto itself.
  The Jem’Hadar Carrier usually does not serve as a 
  front-line vessel. Instead, the Jem’Hadar keep it in the 
  center or rear of a formation to act as an anchor and sup-
  port its Attack Ship flight crews. In fact, it possesses fewer 
  phased polaron beam generators than the Jem’Hadar 
  Battle Cruiser (but it has the more powerful Type 13 gen-
  erator). The Federation alliance’s final assault on Cardassia 
  forced the Carriers into a more proactive role, and they 
  accounted for numerous casualties among enemy ships 
  before receiving the cease-fire order.
  The Jem’Hadar Carrier resembles the Jem’Hadar Battle 
  Cruiser, but it’s much larger and more massive. Where 
  the Battle Cruiser’s forward section and sides all have a 
  sort of curved appearance, with smooth, organic lines, 
  the same sections of the Carrier are angular and harsh, 
  with straight lines and a pointed forward “fork” jutting 
  defiantly towards the enemy.
  JEM’HADAR FAST ATTACK SHIP
  Class and Type:  Jem’Hadar Fast Attack Ship
  Commissioning Date:  Mid-24th century
  Hull Characteristics
  Size:  5
  Resistance:  3
  Structural Points:  100
  Operations Characteristics
  Crew/Passengers/Evac:  210/300/3,000 [7 Power/
  round]
  Computers:  4 [4 Power/round]
  Transporters:  2 personnel, 2 emergency, 2 cargo [3 
  Power/round]
  Tractor Beams:  1 f, 1 a [2 Power/rating/round]
  Propulsion and Power Characteristics
  Warp System:  6.0/9.2/9.6 (12 hours) [2 Power/warp 
  factor]
  Impulse System:  .72c/.9c [7/9 Power/round]
  Power:  235
  Sensor Systems
  Long-range Sensors:  +2/16 light-years [6 Power/
  round]
  Lateral Sensors:  +2/1 light-year [4 Power/round]
  Navigational Sensors:  +2 [5 Power/round]
  Sensors Skill:  4
  Weapons Systems
  Type 10 Phased Polaron Beam
  Range:  10/30,000/100,000/300,000
  Arc:  All (720 degrees)
  Accuracy:  3/3/6/9
  Damage:  22
  Power:  [22]
  Type II Photon Torpedoes
  Number:  300
  Launchers:  1 fs, 1 fp, 1 a
  Spread:  10
  Arc:  Forward or aft, but are self-guided
  Range:  15/350,000/1,500,000/4,050,000
  Accuracy:  3/3/6/9
  Damage:  20
  Power:  [5]
  Weapons Skill:  5
  
  The Dominion War Sourcebook: The Fires of Armageddon
  103
  Defensive Systems
  Dominion Deflector Shield
  Protection:  81/81 (122) [81 Power/shield/round]
  Description and Notes
  Fleet data:  The Jem’Hadar Fast Attack Ship is the 
  Dominion’s next step up from the Jem’Hadar Attack 
  Fighter. Larger and better armed, it forms an important 
  part of the Dominion fleets. Thanks to their speed 
  and firepower Fast Attack Ship wings sometimes out-
  flanked Federation alliance capital ships to harass enemy 
  perimeters from behind the lines. Fast Attack Ships also 
  performed well when assigned to patrol, reconnaissance, 
  and escort duties.
  Physically, the Fast Attack Ship is much sleeker than 
  the Attack Fighter. Its main body resembles a Jem’Hadar 
  Battle Cruiser, but smaller and narrower, as if the engi-
  neers had stretched it out slightly. The warp nacelles 
  attach to pylons thrusting downward and aft, giving the 
  ship a dart-like appearance.
  BREEN GOR TAAN-CLASS STARSHIP
  Class and Type:  Gor Taan-class Battle Cruiser
  Commissioning Date:  Mid-24th century
  Hull Characteristics
  Size:  7
  Resistance:  3
  Structural Points:  140
  Operations Characteristics
  Crew/Passengers/Evac:  637/195/5,300 [7 Power/
  round]
  Computers:  6 [6 Power/round]
  Transporters:  5 personnel, 5 emergency, 5 cargo [7 
  Power/round]
  Tractor Beams:  1 f, 1 a [2 Power/rating/round]
  Propulsion and Power Characteristics
  Warp System:  6.0/9.2/9.6 with main warp system, 
  5.0/7.0/8.0 with secondary system (12 hours for 
  either system) [2 Power/warp factor]
  Impulse System:  .72c/.9c [7/9 Power/round]
  Power:  320
  Sensor Systems
  Long-range Sensors:  +1/15 light-years [6 Power/
  round]
  Lateral Sensors:  +1/1 light-year [4 Power/round]
  Navigational Sensors:  +1 [5 Power/round]
  Cloak:  7 [4 Power/point/round]
  Sensors Skill:  4
  Weapons Systems
  Energy Dissipator
  Range:  5/30,000/80,000/100,000
  Arc:  180 degrees forward
  Accuracy:  4/5/7/10
  Damage:  Drains 25% of ship’s Power per round 
  (see text)
  Power:  [120]
  Breen Type 10 Disruptors
  Range:  10/30,000/100,000/300,000
  Arc:  All (720 degrees)
  Accuracy:  4/5/7/10
  Damage:  22
  Power:  [22]
  Missile Weapon
  Number:  350
  Launchers:  4
  Spread:  6
  Arc:  Forward or aft, but are self-guided
  Range:  15/350,000/1,500,000/4,050,000
  Accuracy:  4/5/7/10
  Damage:  20
  Power:  [5]
  Weapons Skill:  5
  Defensive Systems
  Breen Deflector Shield
  Protection:  90/90 (135) [90 Power/shield/round]
  Description and Notes
  Fleet data:  From the moment the Breen Gor Taan-
  class Battle Cruiser appeared on the battlefields of the 
  Dominion War, Starfleet personnel knew they were up 
  against a new, powerful foe. Breen ship design aesthetics 
  resemble nothing else among the major Alpha and Beta 
  Quadrant species. The Battle Cruiser consists of five 
  major assemblies:  a crescent-shaped crossbar running 
  port-starboard, and four “spars” running forward-aft. The 
  central, largest, spar includes the main bridge, the impulse 
  engines, and most major ship systems. The other three 
  (port, starboard, and ventral) are all the same length, 
  though the ventral one is somewhat broader. The main 
  deflector attaches to the ventral side of the ventral spar.
  Both to generate extra Power and to provide multiple 
  maneuvering options, the Gor Taan includes two com-
  plete, distinct warp propulsion systems. The larger nacelles 
  attach to the outer edge of the port and starboard spars, 
  while the smaller, secondary nacelles are on the aft of 
  those same spars. The warp cores themselves are in the 
  central and ventral spars.
  The Breen Battle Cruiser carries heavy armament. Each 
  spar has a weapons module on its forward end which 
  contains a powerful disruptor and a torpedo launcher (the 
  ventral spar lacks the launcher). The central spar’s module 
  also includes a Breen energy dissipator. Breen disruptor 
  blasts are typically pulses of green energy (this doesn’t 
  mean they’re fired in Pulse mode, though they often are); 
  their torpedoes have a similar appearance. The ship also 
  has a cloaking device.
  During the War, Federation alliance forces found sev-
  eral weaknesses in the Gor Taan. Primarily, the nature of 
  the ship’s construction means that it’s relatively easy to 
  break it into multiple pieces by shattering the crossbar 
  or spars. While the ship has strong shields, once attacks 
  penetrate them it often suffers catastrophic damage more 
  quickly than a comparable Starfleet or Dominion vessel.
  
  104
  The Dominion War Sourcebook: The Fires of Armageddon
  BREEN KAATH PEK-CLASS STARSHIP
  Class and Type:  Kaath Pek-Class Cruiser
  Commissioning Date:  Mid-24th century
  Hull Characteristics
  Size:  5
  Resistance:  3
  Structural Points:  100
  Operations Characteristics
  Crew/Passengers/Evac:  365/87/3,210 [7 Power/
  round]
  Computers:  4 [4 Power/round]
  Transporters:  3 personnel, 3 emergency, 2 cargo [4 
  Power/round]
  Tractor Beams:  1 f, 1 a [2 Power/rating/round]
  Propulsion and Power Characteristics
  Warp System:  6.0/8.6/9.2 with main warp system, 
  5.0/7.0/8.0 with secondary system (12 hours for 
  either system) [2 Power/warp factor]
  Impulse System:  .7c/.9c [7/9 Power/round]
  Power:  270
  Sensor Systems
  Long-range Sensors:  +1/15 light-years [6 Power/
  round]
  Lateral Sensors:  +1/1 light-year [4 Power/round]
  Navigational Sensors:  +1 [5 Power/round]
  Cloak:  7 [4 Power/point/round]
  Sensors Skill:  4
  Weapons Systems
  Energy Dissipator
  Range:  5/30,000/80,000/100,000
  Arc:  180 degrees forward
  Accuracy:  4/5/7/10
  Damage:  Drains 25% of ship’s Power per round 
  (see text)
  Power:  [120]
  Breen Type 9 Disruptors
  Range:  10/30,000/100,000/300,000
  Arc:  All (720 degrees)
  Accuracy:  4/5/7/10
  Damage:  20
  Power:  [20]
  Missile Weapon
  Number:  100
  Launchers:  2
  Spread:  6
  Arc:  Forward or aft, but are self-guided
  Range:  15/350,000/1,500,000/4,050,000
  Accuracy:  4/5/7/10
  Damage:  20
  Power:  [5]
  Weapons Skill:  5
  Defensive Systems
  Breen Deflector Shield
  Protection:  75/75 (105) [75 Power/shield/round]
  Description and Notes
  Fleet data:  The Kaath Pek Cruiser is in many respects 
  a smaller, more streamlined version of the Gor Taan Battle 
  Cruiser, though it lacks some of that ship’s vulnerabilities. 
  It has a central, spearhead-shaped main hull from which 
  two broad pylon-like structures extend port and starboard 
  to hold spars. The starboard spar is much longer and 
  larger than the port one; it curves forward until its for-
  ward end contacts the centerline of the ship. At that tip 
  is a large module containing the bridge as well as several 
  weapons. (Federation alliance forces sometimes exploited 
  this design by attacking the starboard spar and severing 
  the bridge from the main part of the ship, but the ship 
  does have a secondary bridge in the main hull.) The port 
  spar terminates forward in several weapons, including the 
  energy dissipator.
  Like the Gor Taan, the Kaath Pek has two warp propul-
  sion systems, providing it with ample Power to run its 
  systems. According to Starfleet Intelligence analyses of 
  salvage from destroyed Breen ships, some Kaath Peks may 
  have been retrofitted with larger, more powerful warp 
  cores, making them even more of a threat.
  THE BREEN ENERGY DISSIPATOR (BASIC AND 
  SPACEDOCK RULES)
  SU Cost:  120 (ship must also purchase a targeting 
  system)
  Power Cost:  120
  Developed sometime in the mid-24th century by the 
  Breen, the Energy Dissipator drains all Power from a 
  target ship and prevents it from generating further 
  Power, rendering it a lifeless, floating hulk vulnerable to 
  any attack.
  The Energy Dissipator has a Range of 5/30,000/
  80,000/100,000 with a 180-degree firing arc, and costs 
  120 Power per shot. A crew cannot Multifire it. When 
  its beam hits a target, the target suffers an imme-
  diate loss of one-fourth (25%) of its Power and 
  Power-generating capability (this includes Auxiliary and 
  Emergency Power). It loses another one-fourth of its 
  Power and Power-generating capabilities per round until 
  it has none. The only way to reverse the effects of 
  the Dissipator is to tow the ship to a repair yard and 
  replace or repair every part of the warp propulsion, 
  impulse engine, and other Power-generating systems, 
  a process requiring days of work. Klingon vessels are 
  immune to the Dissipator’s effects if they adjust their 
  tritium intermix. Federation engineers learned how to 
  tune a ship’s shields to totally block the effect of the 
  dissipator in late 2375.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  105
  BREEN ATTACK FIGHTER
  Class and Type:  Breen Fighter
  Commissioning Date:  Mid-24th century
  Hull Characteristics
  Size:  2
  Resistance:  2
  Structural Points:  40
  Operations Characteristics
  Crew/Passengers/Evac:  2/10/80 [4 Power/round]
  Computers:  2 [2 Power/round]
  Transporters:  1 personnel, 1 cargo [1 Power/round]
  Tractor Beams:  1 f [2 Power/rating/round]
  Propulsion and Power Characteristics
  Warp System:  4.0/7.4/8.6 (6 hours) [2 Power/warp 
  factor]
  Impulse System:  .7c/.9c [7/9 Power/round]
  Power:  100
  Sensor Systems
  Long-range Sensors:  +0/12 light-years [6 Power/
  round]
  Lateral Sensors:  +0/1 light-year [4 Power/round]
  Navigational Sensors:  +0 [5 Power/round]
  Cloak:  6 [4 Power/point/round]
  Sensors Skill:  3
  Weapons Systems
  Type 8 Breen Disruptors
  Range:  10/30,000/100,000/300,000
  Arc:  360 degrees forward, 360 degrees aft
  Accuracy:  4/5/7/10
  Damage:  16
  Power:  [16]
  Missile Weapon
  Number:  20
  Launchers:  1 forward
  Spread:  4
  Arc:  Forward, but are self-guided
  Range:  15/350,000/1,500,000/4,050,000
  Accuracy:  4/5/7/10
  Damage:  20
  Power:  [5]
  Weapons Skill:  5
  Defensive Systems
  Breen Deflector Shield
  Protection:  28/28 (42) [28 Power/shield/round]
  Description and Notes
  Fleet data:  The Breen attack fighter has a shape like 
  an elongated T, with a vicious-looking fork on the forward 
  end of the main body (this makes it particularly suited 
  for ramming attacks; increase its Size by 2 for purposes 
  of determining the damage it causes with forward rams). 
  Fast, maneuverable, and equipped with two disruptors 
  and a torpedo launcher, it does an excellent job sup-
  porting Breen capital ships and dogfighting with enemy 
  fighters. It has a crew of 2, but can also carry up to 10 
  Breen soldiers or passengers if necessary.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  106
  
  T
  his chapter provides rules for creating both military-oriented and 
  civilian characters from the Alpha Quadrant who were involved in 
  the Dominion War in some way.
  OVERLAYS
  The following Overlays are military packages built 
  with 54 Development Points. Although as written 
  they apply primarily to Starfleet characters, players 
  and Narrators can adapt them for other govern-
  ments with minor changes. Each Overlay lists its 
  primary skills in italics.
  COMBAT ENGINEER
  To keep ground forces equipment and vehicles 
  operating smoothly, to crack the security codes on 
  captured communications systems, and to jury-rig 
  weapons to deal with new and unusual situations, 
  soldiers need a combat engineer. Trained in a wide 
  variety of technical skills, the combat engineer plays a 
  crucial role on the 24th century battlefield.
  COMBAT ENGINEER
  Athletics (choose Specialization) 1 (2)
  Computer (Data Alteration/Hacking) 1 (2)
  Demolitions (Military Explosives) 1 (2)
  Dodge 1
  Energy Weapon (choose Specialization) 1 (2)
  Language (choose appropriate language) 1
  Materials Engineering (choose Specialization) 1 (2)
  Personal Equipment (choose Specialization) 2 (3)
  Physical Sciences (Chemistry) 1 (2)
  Planetside Survival (choose Specialization) 1 (2)
  Shipboard Systems (choose Specialization) 2 (3)
  Systems Engineering (choose Specialization) 2 (3)
  Vehicle Operation (choose Specialization) 1 (2)
  Weaponsmith (choose Specialization) 2 (3)
  FIGHTER PILOT
  Trained to fly Attack Fighters, armored assault craft, and other small space and 
  air combat vehicles, fighter pilots participated in most Dominion War battles. Used 
  to working on their own or with just a crewmate or two, they often have a streak 
  of independence and a “fly by the seat of your pants” attitude compared to capital 
  ship personnel.
  FIGHTER PILOT
  Athletics (choose Specialization) 1 (2)
  Computer (choose Specialization) 1 (2)
  Dodge 1
  THE CRUCIBLE OF BATTLE: DOMINION 
  WAR CHARACTER CREATION
  CHAPTER TEN
  
  108
  The Dominion War Sourcebook: The Fires of Armageddon
  History (Federation or other appropriate Specialization) 
  1 (2)
  Language
  Federation Standard 1
  Law (Starfleet Regulations or other appropriate military 
  regulations) 1 (2)
  Personal Equipment (choose Specialization) 1 (2)
  Planetside Survival (choose Specialization) 1 (2)
  Shipboard Systems (Flight Control) 2 (3)
  Space Sciences (Astrogation or other appropriate 
  Specialization) 1 (2)
  Starship Tactics (Fighter Tactics) 2 (3)
  Systems Engineering (choose Specialization) 2 (3)
  Unarmed Combat (Starfleet Martial Arts or other 
  appropriate style) 1 (2)
  Vehicle Operation (Armored Assault Craft or other 
  aircraft) 2 (3)
  STARFLEET GROUND FORCES OFFICER
  This Overlay represents a typical member of the 
  Starfleet Ground Forces (you can find Overlays for 
  Klingon, Romulan, Cardassian, and Dominion soldiers in 
  the books devoted to them). Trained in a wide variety of 
  ground warfare skills, he’s a match for any other soldier 
  on the battlefield.
  STARFLEET GROUND FORCES OFFICER
  Athletics (choose Specialization) 1 (2)
  Dodge 1
  Energy Weapon (Phaser Rifle) 2 (3)
  First Aid (Wound/Combat Trauma) 1 (2)
  Heavy Weapons (choose Specialization) 1 (2)
  History (Federation) 1 (2)
  Language
  Federation Standard 1
  Personal Equipment (Military Tricorder) 2 (3)
  Planetary Tactics (choose Specialization) 2 (3)
  Planetside Survival (choose Specialization) 2 (3)
  Shipboard Systems (choose Specialization) 1 (2)
  Unarmed Combat (Starfleet Martial Arts) 2 (3)
  Vehicle Operation (choose Specialization) 1 (2)
  STRATEGIC OPERATIONS OFFICER
  In times of war, many Starfleet commanders appoint 
  a Strategic Operations Officer to assist them. A Strategic 
  Operations Officer (who belongs to the Command 
  branch) prepares a ship or station for the outbreak of 
  war (or upcoming battles), liaises with Starfleet Command 
  and allied commands to obtain strategic and tactical 
  data, handles logistical matters, summarizes intelligence 
  reports for his fellow officers, and performs similar duties. 
  (Other species have officers who fulfill these functions; 
  you can use this Overlay for them as well by changing 
  the Specializations.)
  Characters who have already chosen a Starfleet 
  Overlay can take the Strategic Operations Officer Tour of 
  Duty Background History package instead (see below).
  STRATEGIC OPERATIONS OFFICER
  Administration (Logistics) 2 (3)
  Athletics (choose Specialization) 1 (2)
  Computer (choose Specialization) 1 (2)
  Dodge 1
  Energy Weapon (Phaser) 2 (3)
  History (Federation) 1 (2)
  Language
  Federation Standard 1
  Law (Starfleet Regulations) 1 (2)
  Personal Equipment (choose Specialization) 1 (2)
  Planetary Tactics (choose Specialization) 2 (3)
  Starship Tactics (choose Specialization) 2 (3)
  Strategic Operations (choose Specialization) 2 (3)
  Vehicle Operation (choose Specialization) 1 (2)
  BACKGROUND HISTORY 
  PACKAGES
  The following Academy Life and Tours of Duty/
  Professional Careers Background History packages rep-
  resent activities and events in which characters might 
  have participated during the Dominion War. Narrators 
  may have to adjust them slightly if the events of the war 
  unfolded differently in their series.
  ACADEMY LIFE BACKGROUND HISTORY 
  PACKAGES
  The Dominion War had a substantial impact on 
  the curriculum and procedures at Starfleet Academy. 
  Ordinarily cadets receive four solid years of training at 
  the Academy (including a cadet cruise) before embarking 
  on their careers. But during the war Starfleet faced fre-
  quent manpower shortages, so it sent cadets through the 
  Academy much more quickly. The Academy developed 
  a four- to six-month “intensive training” program to pro-
  duce as many new officers as possible. Sometimes the 
  relative lack of training led to battlefield errors, but usually 
  clever young officers learned quickly on the job and did 
  the Federation proud.
  To create a Starfleet character who went through the 
  Academy’s wartime “quick curriculum,” do the following:
  1.  Take a normal Starfleet Overlay, but remove six 
  levels’ worth of skills (by reducing 2 (3) skills to 1 (2), 
  or eliminating skills entirely), giving you an Overlay built 
  on only 36 points. The Narrator may alter the point level 
  to create better- or worse-trained officers; for example, 
  cadets rushed through during the stages of the war when 
  Starfleet needed them the quickest might only have 24 
  points’ worth of skills from their Overlay.
  2.  Take one of the Dominion War Academy Life 
  
  The Dominion War Sourcebook: The Fires of Armageddon
  109
  Packages from the accompanying table, or spend the 
  equivalent amount of points on the Universal Background 
  List or Academy Life History List from the Star Trek:  The 
  Next Generation Roleplaying Game core rulebook.
  Then choose a Tour of Duty to represent what the 
  character did during the war.
  Players using the Starfleet Academy Boxed Set can 
  create a wartime cadet differently. Create a starting cadet 
  as outlined on pages 93-114 of the first book in the set. 
  Then add 18 Development Points’ worth of skills from the 
  Overlay representing the character’s chosen career—the 
  Operations Officer Overlay for someone who wants to go 
  into Flight Control, for example.
  Regardless of which method you use, when you’re 
  done creating your character add up the Development 
  Points spent. Subtract that number from 128. The remain-
  der is the number of Development Points’ worth of skills 
  and abilities your character lacks because Starfleet abbre-
  viated his training to get him into the field quickly. The 
  Narrator should dole those points out to the character 
  throughout the early stages of the series, representing 
  how he’s “learning on the job.” Alternately, the Narrator 
  can let the character take additional Tours of Duty to 
  represent what he learned while on the front lines.
  DOMINION WAR ACADEMY LIFE PACKAGES
  A Starfleet character receives 5 Development Points to 
  spend during Dominion War Academy Life.
  Artillery Training:  Demolitions (Military Explosives) 1 (2), 
  Heavy Weapons (choose Specialization) 1 (2), Rival -1
  Combat Engineer Training:  Engineering, Material or 
  Systems (choose Specialization) 1 (2), +1 Intellect
  Combat Medicine Training:  First Aid (Wound/Combat 
  Trauma) 1 (2), Medical Sciences (Combat Medicine 
  and one other Specialization) 1 (2) and (2), Code of 
  Honor (Hippocratic Oath) -2
  Dominion Tactical Counteraction School:  Planetary 
  Tactics (Dominion) 1 (2), Starship Tactics (Dominion) 1 
  (2), Intolerant -1 
  Fighter Training:  Shipboard Systems (Flight Control) 
  1 (2), Vehicle Operation (choose appropriate 
  Specialization) 1 (2), Thrillseeker -1
  Ground Forces Training:  Command (Combat Leadership) 
  1 (2), Planetary Tactics (choose two Specializations) 1 
  (2) and (2), Rival -2
  Military Administration Training:  Administration 
  (Logistics) 1 (2), Strategic Operations (choose 
  Specialization) 1 (2), -1 Empathy
  Operations Officer Training:  Shipboard Systems (choose 
  Specialization) 1 (2), +1 Intellect
  War Security Training:  Energy Weapon (Phaser) 1 (2), 
  Security (Security Procedures) 1 (2), -1 Empathy
  STARFLEET TOURS OF DUTY PACKAGES
  In series which focus on the war itself, characters may 
  begin play with no Tour of Duty—the series begins when 
  Starfleet assigns them to a ship or space station immedi-
  ately following graduation. But characters who’ve spent 
  some time in the war, either in war-based campaigns or 
  campaigns beginning after the war, can take one or more 
  of the packages listed in the accompanying table to reflect 
  those experiences.
  While a peacetime tour of duty with Starfleet typically 
  lasts 2-7 years, Narrators can compress that a great deal 
  during the Dominion War if they want to. Because of the 
  almost constant activity and “learn or die” tension forcing 
  them to develop new skills, characters can complete a 
  “tour” in as little as a few months.
  Narrators running Klingon, Romulan, or Cardassian 
  campaigns can easily adapt these packages to suit those 
  species, often by doing nothing more than changing 
  Specializations.
  STARFLEET DOMINION WAR TOURS OF DUTY
  A Starfleet character receives 10 Development Points to 
  spend during Dominion War Tours of Duty.
  Artillery Unit:  The character served with an artillery unit, 
  operating Starfleet’s “big guns” to provide fire support 
  for his fellow troops and destroy enemy strongholds.
   
   
  Heavy Weapons (choose Specialization) 1 (2), 
  Planetary Tactics (Artillery) and (Small-Unit) 1 (2) and 
  (2), Systems Engineering (Ground Weapons Systems) 
  1 (2)
  Combat Engineering:  The character served as a combat 
  engineer, helping to repair broken weapons, build 
  bridges, and develop new weapons systems. Time and 
  again his technical skills saved Starfleet lives.
   
   
  Materials Engineering (choose Specialization) 1 (2), 
  Systems Engineering (choose Specialization) 1 (2), 
  Weaponsmith (choose Specialization) 1 (2), Innovative 
  +1
  Crippling Wound:  The character suffered severe injuries 
  in combat which crippled him. Despite this problem, he 
  continues to soldier on and do his duty.
   
   
  Energy Weapon (choose Specialization) 1 (2), 
  Shipboard Systems (choose Specialization) 1 (2), 
  Starship Tactics (choose Specialization) 1 (2), Stealth 
  (choose Specialization) 1 (2), Physically Impaired -2 
  (missing limb or equivalent problem which, for some 
  reason, cannot be fixed with a Medical Remedy; char-
  acter may substitute Chronic Pain instead)
  Crucial Mission:  Because of his ability to think quickly 
  on his feet and his diverse skills, the character was 
  selected for a crucial mission (typically one behind 
  enemy lines). By succeeding, he earned the accolades 
  of his fellow officers.
   
   
  Choose any one Military Skill at 1 (2), +1 
  Perception, Commendation +3, Famous Incident +3
  Fighter Pilot:  The character was assigned to a fleet to 
  work his magic at the controls of an Attack Fighter. 
  He “shot down” many enemy fighters and helped to 
  destroy enemy capital ships as well.
   
   
  
  110
  The Dominion War Sourcebook: The Fires of Armageddon
   
   
  Shipboard Systems (Flight Control) and (Tactical) 
  2 (3) and (3), Vehicle Operation (choose appropriate 
  Specialization) 1 (2)
  Heroic Conduct:  The character performed above and 
  beyond the call of duty, making a name for himself 
  with his heroism and bravery.
   
   
  Choose any one Military Skill with two 
  Specializations at 1 (2) and (2), six points’ worth of 
  Commendation/Contact/Famous Incident
  Klingon Liaison:  The character served as a liaison 
  between Starfleet and the Klingon forces participating 
  in the war. (By changing a few Specializations, you can 
  take a Romulan Liaison package instead.)
   
   
  Administration (Logistics) 1 (2), Culture (Klingon) 1 
  (2), Starship Tactics (Klingon) 1 (2), +1 Vitality
  Mechanized Unit:  The character served in a Ground 
  Forces mechanized unit, perhaps as part of the crew 
  of a phaser tank, assault skimmer, or self-propelled 
  artillery piece.
   
   
  Planetary Tactics (Mechanized Ground Combat) 
  2 (3), Vehicle Operation (choose appropriate 
  Specialization) 1 (2), +1 Dexterity
  Military Intelligence:  Starfleet assigned the character to 
  Starfleet Intelligence to assist with military intelligence 
  gathering and analysis. During his time there he met 
  someone who may prove helpful to him later on.
   
   
  Administration (Logistics) 1 (2) OR Strategic 
  Operations (choose Specialization) 1 (2), Computer 
  (choose Specialization) 1 (2), Espionage (choose 
  Specialization) 1 (2), Contact +1
  On The Front:  The character spent time on the front 
  lines, fighting against the Dominion-Cardassian-Breen 
  alliance. He distinguished himself with his bravery and 
  heroic actions.
   
   
  General:  Energy Weapon (choose Specialization) 
  1 (2) OR Shipboard Systems (choose Specialization) 
  1 (2), Planetary Tactics (choose Specialization) 1 
  (2) OR Starship Tactics (choose Specialization) 1 (2) 
  OR Strategic Operations (choose Specialization) 1 
  (2), Primitive Weaponry (choose Specialization) 1 (2) 
  OR Unarmed Combat (Starfleet Martial Arts) 1 (2), 
  Famous Incident +1
   
   
  Betazed/Bolian Front:  Shipboard Systems (choose 
  Specialization) 1 (2), Planetary Tactics (Planetary 
  Support Tactics) 1 (2), Unarmed Combat (Starfleet 
  Martial Arts) 1 (2), Famous Incident +1
   
   
  Chin’toka Campaign:  Shipboard Systems (choose 
  Specialization) 1 (2), Starship Tactics (Cardassian OR 
  Dominion OR Breen) 1 (2), Unarmed Combat (Starfleet 
  Martial Arts) 1 (2), Famous Incident +1
   
   
  Planetside Front:  Energy Weapon (choose 
  Specialization) 1 (2), Planetary Tactics (choose 
  Specialization) 1 (2), Primitive Weaponry (choose 
  Specialization) 1 (2), Famous Incident +1
   
   
  Kalandra Sector:  Shipboard Systems (choose 
  Specialization) 1 (2), Strategic Operations (Kalandra 
  Sector Strategies) 1 (2), Unarmed Combat (Starfleet 
  Martial Arts) 1 (2), Famous Incident +1
   
   
  Vulcan Front:  Shipboard Systems (choose 
  Specialization) 1 (2), Strategic Operations (Vulcan 
  Sector Strategies) 1 (2), Unarmed Combat (Starfleet 
  Martial Arts) 1 (2), Famous Incident +1
  Reconnaissance:  Starfleet assigned the character to a 
  scout ship, where he spent many tense days behind 
  enemy lines, spying on Dominion and Cardassian fleet 
  and troop movements.
   
   
  Espionage (Traffic Analysis) 1 (2), Shipboard 
  Systems (choose two Specializations) 1 (2) and (2), 
  Space Sciences (choose Specialization) 1 (2)
  Strategic Operations Officer:  Starfleet temporarily 
  assigned the character to serve as his ship’s Strategic 
  Operations Officer. While dealing with one of the mili-
  tary bureaucracies, he helped someone who will return 
  the favor later on.
   
   
  Administration (Logistics) 1 (2), Starship Tactics 
  (choose Specialization) 1 (2), Strategic Operations 
  (choose Specialization) 1 (2), Contact +1
  War Administration:  The character served as part of 
  his government’s military bureaucracy, helping to man-
  age the war effort. While he may not have earned 
  the accolades of fellow officers who fought on the 
  front lines, his efforts were no less important to the 
  Federation alliance’s victory than their’s.
   
   
  Administration (Logistics) 1 (2), Persuasion 
  (Debate) 1 (2), Strategic Operations (choose 
  Specialization) 1 (2), Contact +1
  CIVILIAN WARTIME PROFESSIONAL 
  CAREER PACKAGES
  For the most part, civilians living in or near the war 
  zones tried to avoid the war, but sometimes that was 
  impossible. Here are a few war-specific packages repre-
  senting how characters spent the war years.
  CIVILIAN WARTIME PROFESSIONAL CAREER PACKAGES
  A character receives 10 Development Points to spend 
  during his Wartime Professional Career.
  Dominion Occupation Resistance:  The Dominion occu-
  pied and invaded the character’s world. Refusing to 
  knuckle under, he joined the resistance movement, 
  fighting covertly against the hated Jem’Hadar.
   
   
  Demolitions (Booby Traps) 1 (2), Energy Weapon 
  (choose Specialization) 1 (2), Security (Security 
  Systems) 1 (2), Stealth (choose Specialization) 1 (2), 
  Dark Secret -2 (did some things during the resistance 
  of which he’s not proud)
  Mercenary Work:  The character saw the Dominion War 
  as an opportunity for profit. He may have fought 
  for the Dominion, or in some brush war on a planet 
  the Federation alliance members no longer had the 
  resources to control.
   
   
  Energy Weapon (choose Specialization) 1 (2), 
  Planetary Tactics (choose Specialization) 1 (2), Starship 
  Tactics (choose Specialization) 1 (2), Wealth +1
  
  The Dominion War Sourcebook: The Fires of Armageddon
  111
  Refugee:  Rather than get thrown into a Jem’Hadar 
  labor camp, the character fled his world before the 
  Dominion invaded. He spent the rest of the war at the 
  mercy of the combatants, living on the run wherever 
  he could find a place not yet touched by the war, 
  often having to deal with unsavory types just to get 
  enough food.
   
   
  Space Sciences (Astrogation) 1 (2), Streetwise 
  (Locate Contraband) 1 (2), World Knowledge (choose 
  two Specializations) 1 (2) and (2)
  Salvage:  It’s dangerous to conduct salvage operations 
  in mid-war—but it’s also quite profitable, and the char-
  acter made a tidy sum retrieving saleable scrap from 
  war-torn starship hulks. But by taking a few choice 
  pieces out from underneath the nose of a competitor, 
  he’s made himself an enemy for life.
   
   
  Bargain (Salvage) 1 (2) OR Barter (Salvage) 1 (2), 
  Merchant (Salvage) 1 (2), Shipboard Systems (choose 
  Specialization) 1 (2), Wealth +3, Sworn Enemy -2
  War Profiteering:  The character made a healthy profit 
  dealing with the Federation and other entities who 
  needed supplies. Of course, he charged five times 
  what the goods cost in peacetime, but that’s just part 
  of the fun of capitalism.
   
   
  Bargain (choose Specialization) 1 (2), Merchant 
  (choose Specialization) 1 (2), Wealth +4
  SKILLS
  A quick look at the skill list on pages 64-65 of the Star 
  Trek:  Deep Space Nine Roleplaying Game core rulebook 
  reveals many skills that apply to wartime or military-ori-
  ented characters and situations:  Starship Tactics, Strategic 
  Operations, Heavy Weapons, and the like. For the most 
  part, those skills work exactly as described in the core 
  rulebook or related supplements (such as Spacedock). The 
  notes below don’t repeat any of the information from the 
  core rulebook, but may note a few new Specializations 
  and uses for such skills.
  DEMOLITIONS
  Characters trained to prepare and defuse explosives 
  by a military or quasi-military organization often take 
  Specializations such as Military Explosives or Explosive 
  Ordnance Disposal (EOD). Some even take a species-
  specific Specialization, like Romulan Explosives.
  HEAVY WEAPONS
  Some Specializations commonly taken for this skill 
  include Magnetically-Launched Artillery (phaser shells, 
  ultritium shells, and the like), Phaser Emplacements, 
  Self-Transporting Artillery, Shoulder-Fired Weapons (man-
  portable missiles and the like), and Mounted Phaser. 
  Characters from outside the Federation can substitute 
  “Disruptor” for “Phaser,” as appropriate.
  STARSHIP TACTICS
  The Specialization(s) characters take can influence how 
  they use Starship Tactics, and what information it imparts 
  to them. Most characters have a Specialization in their 
  own government’s tactics (Starship Tactics (Starfleet) for 
  a Starfleet officer, for example). Specialists, or characters 
  who have experience fighting a particular enemy, some-
  times take Specializations reflecting that (Starship Tactics 
  (Cardassian) for a Starfleet officer who fought in the 
  Federation-Cardassian War, for example).
  Characters of any species learn certain basic tactics and 
  stratagems when they study Starship Tactics—using tor-
  pedo spreads for maximum efficiency, how and when to 
  flank an enemy, and how to establish or attack a defense 
  perimeter, for example. Characters with a Specialization in 
  a particular force’s tactics also learn the specific, special-
  ized maneuvers and tricks that force uses. For example, a 
  character with Starship Tactics (Romulan) knows all about 
  Romulan ships’ “decloak and fire torpedoes” maneuver, 
  and other specifically Romulan combat protocols. A char-
  acter with Starship Tactics (Cardassian) doesn’t know 
  about that, but does understand how Cardassian ships’ 
  embedded warp nacelles affect their tactical options, and 
  how to perform (or counteract) the Galesh 5-7 maneuver.
  In a combat situation, a character with an appropriate 
  Specialization can make much better use of what 
  he knows than one who can only rely on general knowl-
  edge. When fighting a Cardassian wing, the character 
  with Starship Tactics (Romulan) only has his general tac-
  tical training to call on, but one with Starship Tactics 
  (Cardassian) can tell his captain that “the Cardassians 
  appear to be initiating a variant of the Duvek Gambit, 
  sir—we should go down and to port, rather than to 
  starboard as the Cardassians want us to.” Narrators 
  should keep this in mind when adjudicating the effects of 
  Starship Tactics Tests.
  STRATEGIC OPERATIONS
  In wartime, this skill becomes particularly important. 
  Characters use it to (a) develop their own side’s long-
  range plans, goals, and maneuvers; and (b) to discern 
  the other side’s long-range plans, goals, and maneuvers. 
  For example, if the Jem’Hadar launch an assault against a 
  seemingly valueless planet, characters can make Strategic 
  Operations Tests to try to figure out what they’re up to. 
  Or, a Starfleet officer could make a Strategic Operations 
  Test to locate a weakness in the Sixth Fleet’s patrol pat-
  tern, then reassign ships to compensate.
  Narrators can also use Strategic Operations to resolve 
  the outcome of battles they don’t want to play out as 
  part of an episode. An Opposed Strategic Operations 
  Test between the two supreme commanders determines 
  the result of a battle. The more the victor’s Test Result 
  exceeds the loser’s by, the greater the extent of his 
  triumph—the more enemy ships destroyed, the more ter-
  ritory captured, and so forth.
  
  112
  The Dominion War Sourcebook: The Fires of Armageddon
  VEHICLE OPERATION
  Characters use this skill to drive or pilot ground 
  vehicles, such as the ones described in the Military 
  Technology chapter. Most of the Ground Vehicle 
  Templates there describe “generic” ground vehicles 
  whose names make good Specializations:  Armored Attack 
  Vehicles, Phaser Tanks, Skimmers, Hoppers, Ground Troop 
  Transports, and so forth.
  TRAITS
  ADVANTAGES
  Combat experience provides a justification for buying 
  many different advantages. When a character’s life is on 
  the line, it doesn’t take much for his natural gifts to 
  emerge, for him to learn new things to keep himself alive, 
  or for him to earn the accolades of his fellows.
  ACCURATE (+2 OR +4)
  A character with this new advantage is particularly 
  accurate with a specific ranged weapon (such as a phaser 
  rifle or disruptor pistol). For +2 Development Points, he 
  receives a +1 Test Result bonus on all Tests to hit targets 
  with that weapon; for +4 Development Points, he receives 
  a +2 bonus. 
  Characters may buy Accurate more than once to apply 
  to more than one weapon. They cannot buy it multiple 
  times for the same weapon. The largest bonus this advan-
  tage can provide for any given weapon is +2.
  BLINDFIGHTING (+2)
  Characters who can’t see during a battle—because it’s 
  night, or smoke obscures their vision, or the flash of some 
  weapon blinds them—are at a significant disadvantage. 
  Characters with this disadvantage can overcome that 
  handicap. They’ve trained themselves to fight hand-to-
  hand when they cannot see. Using their hearing, touch, 
  and even smell to compensate for the loss of eyesight, 
  they fight just as well as when they can see.
  In game terms, this advantage eliminates all visual 
  cover penalties (see page 116 of the Star Trek:  Deep 
  Space Nine Roleplaying Game core rulebook) when the 
  character cannot see during melee combat. It has no 
  effect on ranged combat.
  COMMENDATION (+1 TO +3)
  Characters in combat have many opportunities to earn 
  commendations. Granting Commendations instead of raw 
  Experience Points is a superb way for the Narrator to 
  reward excellent roleplaying during war scenarios.
  Narrators should consider using the revised 
  Commendation rules from pages 83-84 of the Star Trek:  
  The Next Generation Roleplaying Game Players’ Guide. 
  They provide Renown awards to accompany the com-
  mendation. Word gets around quickly in Starfleet (and 
  similar organizations) when one of its own gets the recog-
  nition he deserves.
  DEPARTMENT HEAD (+1 TO +4)
  Characters in the Starfleet Ground Forces or similar 
  organizations only have to buy this advantage if they 
  want to command a department for units of platoon size 
  or larger. The accompanying table (next page) lists the 
  cost based on the size of the unit.
  FAMOUS INCIDENT (VARIES)
  During the Dominion War, characters have plenty of 
  opportunities to earn fame and glory. Famous Incident 
  represents participation in a pivotal event perfectly. Saving 
  a unit pinned by a superior enemy force, rescuing com-
  rades from danger, turning the tide of a battle with a 
  daring maneuver, or capturing an important enemy are 
  just a few of the activities that could justify buying this 
  advantage. As with Commendation, the Narrator should 
  consider awarding characters a Famous Incident instead of 
  raw Experience Points.
  PROMOTION (+0 TO +6)
  The accompanying table (next page) lists the 
  Development Point costs for ranks in various ground forc-
  es.
  DISADVANTAGES
  As with advantages, many of the disadvantages listed 
  in the core rulebook could derive from a character’s expe-
  riences during the Dominion War. For example, an injury 
  may leave a character Physically Impaired (or suffering 
  from Chronic Pain, Poor Hearing, or Poor Sight).
  PANICKY (-3)
  The character saw so much combat, so many of the 
  horrors of war, that it’s affected his world-view. Even after 
  the war ends, he remains anxious and suspicious all the 
  time, reacting to surprises and similar stimuli as if still in 
  combat.
  Whenever the character is in combat, he has to spend 
  1 Courage Point to resist panicking. If he doesn’t, the 
  Narrator determines how he reacts. He might:  freeze up, 
  leaving himself unable to fight back and vulnerable to 
  any enemy; throw down his weapon and run away; shoot 
  himself in the foot to get off the front lines; or fire back 
  blindly, wasting his ammunition or accidentally shooting 
  a friend.
  Whenever the character is surprised out of combat, 
  
  The Dominion War Sourcebook: The Fires of Armageddon
  113
  hears an unexpected loud noise, or the like, he must 
  spend 1 Courage Point or react as if he were in combat. If 
  he’s not armed, he’ll probably tackle or punch the person 
  surprising him, or dive for cover and start throwing things 
  at the “enemy.” If he’s armed, he may accidentally shoot 
  a completely innocent person.
  GROUND FORCES DEPARTMENT HEADS
  Cost  Unit
   1      Platoon
   2     Company, battalion
   3     Regiment, brigade
   4     Division or larger
  GROUND FORCES PROMOTIONS
  Cost Starfleet 
  Romulan 
  Breen
   0 
  Ensign 
  Trooper 
  H’ren
   1 
  Lieutenant (j.g.) 
  Sublieutenant 
  Ak’ched
   2 
  Lieutenant 
  Lieutenant 
  Vel’sh
   3 
  Captain 
  Captain 
  Ak’trun
   4 
  Major 
  Major 
  Grelek
   5 
  Colonel 
  Colonel 
  Nareg
   6 
  General 
  General 
  Thot
   7 
  Commanding General 
  Major-General
  
  The Dominion War Sourcebook: The Fires of Armageddon
  114
  
  A
  s the most significant event in the history of the Star Trek setting 
  during the galaxy’s past two decades, the Dominion War provides 
  Narrators like you with the opportunity to use the drama of war 
  to enhance the stories they tell. Whether you present it as an 
  ominous stormcloud on the horizons of your series, portray 
  it into your series just like it occurred on the show, 
  change it to suit your own game and point of view, 
  or deal with the ramifications of the conflict in a post-
  war setting, the Dominion War has something to 
  offer your Star Trek series. This chapter shows you 
  how to get the most out of it.
  THE DOMINION WAR IN 
  YOUR SERIES
  First you have to consider how to incorporate 
  the war into your series. Some Narrators prefer to 
  use the war as one aspect of an overall series; others 
  run series based entirely around it.
  INEVITABLE VICTORY OR POSSIBLE 
  DEFEAT?
  Regardless of how he chooses to use the war, you need to answer one 
  fundamental question before incorporating it into your series:  how closely do 
  you want to track the “canon” events of the war as depicted on the Star Trek:  
  Deep Space Nine television show?
  The benefit of following the canon as closely as possible is that you’re already 
  well aware of what’s going to happen when. That gives you the chance to plan 
  the events of your story to dovetail with canon events. For example, if you want 
  the characters to defend a planet, but lose the battle, you can involve them in the 
  defense of Benzar or Betazed. There’s a major drawback to this approach, though:  
  if the characters know what’s going to happen, they lose some of their motivation. 
  Since the ultimate outcome of the war—victory for the Federation alliance—doesn’t 
  hinge on their actions, and we know who’s responsible for most of the major 
  triumphs of the war (Benjamin Sisko), they simply don’t have as great a stake in 
  what’s going on. It’s possible to give them smaller goals to work towards (stop this 
  Jem’Hadar offensive, save the people on that planet, perform this reconnaissance 
  mission), but most players won’t derive much satisfaction from those adventures if 
  they know the real action’s taking place somewhere else. Furthermore, you’re likely to 
  find yourself straitjacketed as you try to cope with the players’ actions and force them 
  around to a course of action which won’t interfere with canon events.
  On the other hand, not tracking canon events frees you to do whatever you like.  
  If you want the Jem’Hadar to conquer Vulcan, or to solve the the Founders’ supply 
  problems by having them find a working Iconian gateway, or Starfleet to use stolen 
  Dominion technology to upgrade its starships, you can make it so. Freed from the 
  constraints of the existing storyline, the players find that their characters, not the ones 
  from the TV show, become the center of attention—the people whose actions matter 
  the most. If they don’t do their job, the Dominion will win; the future of the Federation 
  depends on them. But once you divorce the events of your series from those of the 
  “real” history, you lose the familiarity and usefulness of the canon touchstone. Suddenly 
  events can spiral out of control and reach a result far different from what you wanted. You 
  FIGHTING THE GOOD FIGHT: DOMINION 
  WAR SERIES
  CHAPTER ELEVEN
  
  116
  The Dominion War Sourcebook: The Fires of Armageddon
  may end up running a post-war campaign with a Crew 
  belonging to a ragtag band of rebels trying to overthrow 
  a triumphant Dominion.
  For most Narrators, the best approach is to combine 
  the two:  stick to canon events as much as possible, 
  but not enough to cut off the free-flowing nature of 
  the series story and the Crew’s actions. Unless the Crew 
  does something to prevent it, an event unfolds just as 
  it did on the TV show:  Betazed falls to the Dominion; 
  the Romulans join the war after falling for Captain Sisko’s 
  ploy. But the Crew’s missions remain crucial to the out-
  come of the story. Even though they’re working behind 
  the scenes (we never saw them on TV, after all), the 
  player characters matter. If their espionage mission behind 
  enemy lines fails, the Dominion will win the Second Battle 
  of Vulcanis. If they don’t make it through with a secret 
  shipment of supplies for the Cardassian Liberation Front, 
  the Jem’Hadar will crush Damar’s resistance movement. 
  You just have to be prepared to deal with the conse-
  quences if the characters fail. If they know you’ll twist 
  events around to stay on the canon track, they won’t be 
  as concerned about making sure their missions succeed.
  INCORPORATING THE WAR INTO AN 
  EXISTING SERIES
  Most Narrators will see the war as one element in their 
  series—a large collection of events which may or may not 
  interact with the established course of the series and the 
  stories they plan to tell in their episodes. This allows them 
  to “mine” the war for ideas and dramatic events without 
  having it come to dominate the campaign completely.
  BEFORE THE WAR
  You can use the war before it even starts. In the years 
  building up to the Dominion-Cardassian alliance, all sorts 
  of events portending the storm to come occurred, and 
  the characters can get involved in them. If you want your 
  Crew to get in a little practice in how 24th century warfare 
  works, you can plan scenarios that allow the characters 
  to participate in the events of the Klingon-Cardassian 
  War. If you like episodes to focus on intrigue, diplomacy, 
  conspiracy, and mysteries, you can send the characters 
  off in pursuit of changelings who have infiltrated the 
  Federation or other Alpha Quadrant governments.
  If you decide to alter the events of the war, you 
  can foreshadow the changes in the pre-war period. For 
  example, if you want the Dominion to make use of an 
  Iconian gateway, perhaps you can include an item of 
  Iconian technology in a pre-war episode. That way the 
  characters learn enough about it to recognize the strange 
  energy signatures that will eventually tip them off to what 
  the Dominion’s doing—and maybe that device, or the 
  place where they found it, holds the key to cutting off the 
  Dominion’s new supply line to the Gamma Quadrant.
  DURING THE WAR
  Once the war begins, you should decide just how 
  thoroughly you want to involve the characters in it. If 
  some or all of them belong to Starfleet, they may have 
  no choice but to get into the fighting; if they’re civilians, 
  they may participate more indirectly. (See below for more 
  information on what different types of characters can do 
  while the war rages.)
  In a series that doesn’t focus on the war, the Narrator 
  needs to make sure war events don’t dominate his stories. 
  Even the Deep Space Nine television show, which did 
  focus on the war, told plenty of stories with no significant 
  connection to the war—for example, “His Way” or “Take 
  Me Out To the Holosuite.” Don’t just throw the Crew 
  members into the fighting and let them find their way 
  out; use the war and the turmoil it causes to create 
  opportunities for character development and stories with 
  only marginal relation to the war.
  For example, suppose the characters are a band of 
  mercenaries for sale to the highest bidder, but good-
  hearted people nevertheless. You could simply get them 
  involved in the fighting, assuming they’re willing to work 
  for the Dominion-Cardassian alliance. But there are lots 
  of other possibilities. Other, smaller, wars may start on 
  troubled planets which the Federation, Klingons, and 
  Romulans can no longer watch over. Even better, you 
  can get them involved in the war on the Federation 
  alliance’s side indirectly. Perhaps a refugee who escaped 
  from Betazed as the Jem’Hadar attacked hires the charac-
  ters to make a raid onto Betazed to rescue his family, or 
  to retrieve some hidden isolinear chips containing valuable 
  data. The characters have to sneak (or fight) through 
  the Dominion’s defensive perimeter, make it onto the 
  planet, avoid Jem’Hadar patrols, find what they’re looking 
  for, and then escape with it safely. Sounds like a pretty 
  dramatic, exciting adventure, doesn’t it? And even though 
  it has no direct connection to the war, it’s influenced by 
  the war, without being controlled by it.
  Additionally, the drama of the war may highlight char-
  acters’ feelings and beliefs in ways that provide you with 
  fodder for character development scenarios. For instance, 
  a character with the Pacifism disadvantage may find him-
  self in a situation where he has to fight or die—will he 
  stick to his principles, or discover that sometimes he has 
  to use force to preserve the good? Or take a doctor with 
  Code of Honor (Hippocratic Oath). Can he bring himself 
  to provide treatment to injured Jem’Hadar soldiers when 
  doing so may risk his own life?  If there’s a merchant 
  character in the campaign, how far will he go with his war 
  profiteering before his conscience gets the best of him? 
  The drama of war provides you with plenty of opportuni-
  ties to plumb the depths of the player characters in this 
  fashion. You don’t have to just run “battle of the week” 
  scenarios; the Dominion War offers a lot more opportuni-
  ties for great storytelling than that.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  117
  AFTER THE WAR
  Some Narrators prefer to set their series after the end 
  of the Dominion War—in 2376 or 2380, for example. 
  That way they can use the events of the war without 
  having to change them or worry about giving the Crew 
  members a sufficiently prominent role to keep them inter-
  ested, but still have characters who were affected by or 
  participated in the war. A Crew might include a former 
  Starfleet officer whose ideals were shattered by the hor-
  rors he witnessed during the war, a Betazoid who fought 
  in the resistance against the Jem’Hadar and has found 
  that she has a flair for the roguish life, a merchant grown 
  fat and prosperous off wartime trade, a Cardassian fleeing 
  the turmoil on his homeworld, and a Klingon soldier who’s 
  decided to remain away from the Empire for a while to 
  see what the galaxy has to offer a warrior born. All of 
  these characters were influenced by the war in significant 
  ways, so the series feels that influence without becoming 
  a slave to it.
  Similarly, the aftereffects of the war provide clever 
  Narrators with dozens of episode ideas. For example, 
  the amount of salvage floating around former battlefields 
  should prove tempting to any merchant, pirate, or merce-
  nary—and who knows what sort of unexpected dangers 
  may lurk inside those hull fragments? A simple salvage 
  operation could turn into a tense, bloody adventure 
  when a Dominion biological warfare experiment (say, a 
  Jem’Hadar version of a “war dog”) gets loose in the 
  Crew’s ship. The state of post-war Cardassia (described in 
  The Cardassians: Iron and Ash) and how it develops from 
  this point on, could be the subject of an entire series!
  You may also want to address the effects of the war 
  on Alpha Quadrant technology. For example, perhaps the 
  Federation and its allies have obtained Dominion trans-
  porter technology via treaty or captured ships. Suddenly, 
  transporter systems once limited to 40,000 kilometers can 
  send someone up to three light-years away! This could 
  have major ramifications for commerce, military matters, 
  and many other aspects of Alpha Quadrant society.
  WAR SERIES
  Some Narrators will base an entire series around the 
  Dominion War. These games revolve entirely around the 
  canon and Narrator-created events of the war. The series 
  may actually start before the war begins, and continue 
  after the combatants sign the Treaty of Bajor, but it pri-
  marily focuses on the course and conduct of the war 
  itself.
  In a war series, the question of whether to allow 
  characters to alter the events of the war gets thrown 
  into high contrast. Unless you want to limit the player 
  characters to marginal roles in the conflict or march them 
  through its events in lockstep fashion, you almost have to 
  allow them to have a major impact on the war and even 
  change its events if necessary. Otherwise the amount of 
  excitement and drama in your stories diminishes consider-
  ably.
  Even though we already know about how Captain 
  Sisko, General Martok, and other characters affected the 
  outcome of the war, many ways exist for characters to 
  play a significant role in the war, even when they’re 
  in proximity to the television characters.  For example, 
  characters could participate in Operation Return, but find 
  themselves in a position where they have to destroy an 
  enemy wing, or else the Defiant can’t win through the 
  Dominion lines to reach Deep Space 9. The players will 
  know exactly what’s at stake, even if their characters 
  don’t. As long as you’re willing to accept the consequenc-
  es of failure (i.e., the Dominion brings in reinforcements 
  from the Gamma Quadrant), the tension and excitement 
  will run high even though the player characters aren’t on 
  that one ship which makes it through to the station.
  The opportunities presented by non-canon events, 
  including many of the battles and missions described in 
  this book, are perhaps even greater. You can involve 
  characters in events depicted only in this book simply 
  by changing some of the names. Rather than have a 
  particular NPC earn all the glory for winning a particular 
  battle, put the characters in his place and give them a 
  chance to earn the accolades of their peers (and plenty of 
  Experience Points!).
  VARYING THE ACTION
  In a war-based series, you should take care not to 
  fall into the “battle of the week” syndrome. Enormous 
  space battles are the primary events of the war, but it 
  offers plenty of other adventure possibilities. You can also 
  structure episodes around themes like these:
  —Espionage:  Send the characters on an undercover 
  operation to spy on Dominion-Cardassian fleet move-
  ments, to perform a reconnaissance mission behind 
  enemy lines, or even back to the Federation core worlds 
  to participate in a mystery/conspiracy episode to root out 
  changeling spies amidst the ranks of Starfleet Command.
  —Smuggling:  Maybe the characters have to sneak 
  materiel through enemy lines to besieged or captured 
  planets, or help the Federation alliance maintain its supply 
  lines.
  —Search and rescue:  War scatters refugees and 
  soldiers missing in action across dozens of sectors. 
  Characters may have to penetrate deep into contested 
  territory to find and rescue them, or to salvage vital 
  information from the wreckage of a fleet’s flagship.
  — Escape and evade:  After the Dominion captures 
  them, the characters have to escape first their prison, 
  then Cardassian space—along with fellow prisoners of 
  war they’ve rescued.
  — Combat engineering:  The characters could become 
  involved in the hunt for raw materials to build a new 
  weapon (or could prevent Dominion attempts to steal the 
  weapon), build a bridge over a contested river, or try 
  to crack the encryption on a Cardassian communications 
  relay while the Dominion attacks.
  
  118
  The Dominion War Sourcebook: The Fires of Armageddon
  — Love among the ruins:  Romantic relationships take 
  on a special poignancy when either of the characters 
  involved could die in battle.
  —The pathos of war:  How will the characters react to 
  seeing so many of their friends and loved ones die during 
  the war? Did they have relatives on Earth or Betazed 
  when the Jem’Hadar and Breen attacked those worlds? 
  Will this affect the characters’ Traits, or prompt them to 
  head off on ill-conceived, vengeance-spawned attacks on 
  Dominion outposts?
  —Sacrifice:  What are the characters willing to give 
  up to see the Federation alliance through to victory—their 
  lives, their ship, their wealth, their careers, their prin-
  ciples?
  THE SETTING
  Just because there’s a war on doesn’t mean the char-
  acters have to stay in the thick of things episode after 
  episode. The course of the war or orders from their supe-
  riors may send them to many different places, some on 
  the fringe of the war or even touched by it. Instead of 
  fighting on the front lines every week, maybe they’ll 
  find themselves posted to the forces defending Vulcan, 
  where they get involved in ferreting out a changeling 
  spy or a Section 31 conspiracy. Perhaps the war’s interfer-
  ence with standard trade lanes presents new commercial 
  opportunities for traders. With Starfleet called away from 
  its primary mission of exploration, the field is open for 
  civilians to strike out into the great unknown and find 
  a planet they can claim to make their fortunes. The pos-
  sibilities, like the galaxy itself, are almost endless.
  CHARACTERS IN THE WAR
  Perhaps the most important factor for a Narrator to 
  consider when planning a war-based or war-influenced 
  campaign is the types of player characters in the game. A 
  series with Starfleet characters differs from one featuring 
  merchants, pirates, or Klingon warriors.
  STARFLEET CHARACTERS
  Although Star Trek:  Deep Space Nine Roleplaying 
  Game series don’t ordinarily focus on Starfleet characters, 
  for a war series such characters often provide you the 
  most and best possibilities. Starfleet is in the forefront of 
  the battles, struggling to preserve the very existence of 
  the Federation. It’s fighting for something greater than 
  itself, and the importance of its fight should inspire even 
  the most jaded player.
  In fact, if at least some of the player characters aren’t 
  Starfleet officers, you may have trouble getting them 
  involved in the major events of the war. The Federation 
  alliance isn’t likely to allow a motley crew of merchants, 
  pirates, mercenaries, and/or rogues to line up beside its 
  ships in a defense perimeter or attend its top-secret strat-
  egy sessions. With some Starfleet player characters to 
  vouch for them, though, just about any characters could 
  get into the very center of events.
  The other benefit of having Starfleet player characters 
  is that their involvement in the war entails all sorts of ethi-
  cal and moral conflicts which can lead to great roleplaying 
  and tense episodes. Starfleet officers don’t think of them-
  selves as soldiers—they’re explorers, scientists, diplomats. 
  The Dominion War forced many of them into situations 
  where they had to do things they weren’t proud of:  
  slaughter thousands of enemy troops, plan offensives that 
  would get hundreds of their friends and colleagues killed, 
  and make deals with the devil for strategic and tactical 
  advantages. How the Crew members in a campaign react 
  to the moral quandries confronting them can add dimen-
  sions to a campaign that would never emerge if the Crew 
  were left to missions of exploration.
  OTHER MILITARIES
  Of course, you can take a slightly different tack if 
  you’re not interested in the Starfleet perspective, but still 
  want to involve characters in the war directly:  run a 
  series centered around a ship of Klingons or Romulans, 
  or maybe even some renegade Cardassians performing 
  secret missions for the Federation alliance. Each of these 
  species has a very different view of, and approach to, 
  the war than the Federation. The television series provides 
  a good example of how Starfleet reacts to the fighting; in 
  a Klingon or Romulan campaign, the episodes can explore 
  the Klingon or Romulan perspective. Neither species 
  shackles itself with the niceties of Federation principles, 
  allowing the characters to do things Starfleet characters 
  would never even contemplate. The contrast with what 
  Star Trek fans are used to from the television show could 
  make for some intriguing gaming.
  MERCHANTS AND TRADERS
  The 34th Rule of Acquisition says, “War is good for 
  business,” and merchant throughout the Alpha Quadrant 
  learned how true that saying is during the Dominion 
  War. All of the combatants involved, not to mention plan-
  ets which suffered infrastructure damage from attacks, 
  needed as many supplies as they could get, creating a 
  seller’s market. Many unscrupulous traders engaged in 
  blatant war profiteering, becoming wealthy men in the 
  process.
  Plenty of other possibilities exist for less hard-hearted 
  characters—for example, smuggling. People on besieged 
  or occupied planets will pay top latinum for goods, food, 
  and medicine... if the characters can get the products to 
  them. That’s going to involve a lot of fancy flying and 
  intrigue, not to mention preparing good escape routes for 
  when the Jem’Hadar, inevitably, discover the characters. 
  Similarly, with the war disrupting established trade routes, 
  the door opens up for a clever, daring, and innovative 
  merchant to find new trade routes to get the goods to 
  
  The Dominion War Sourcebook: The Fires of Armageddon
  119
  market. The first trader to find a way around (or through) 
  the fighting, minefields, and patrols will make a tidy sum 
  upon his arrival.
  Merchants who retrieve, buy, and sell starship salvage 
  and scrap will find their business booming because of the 
  war. None of the combatants have the time and resources 
  to clean up all the wreckage after their battles, leaving 
  civilians to scavenge saleable parts. While the increase in 
  supply has caused prices to drop in some areas (prompt-
  ing traders to go farther afield in search of better prices), 
  the availability of rare military salvage has provided mer-
  chants with a way to maintain profit margins. No doubt 
  the civilian shipyards of the Alpha Quadrant will be busy 
  for years building ships with bits and pieces left over from 
  the war.
  PIRATES, PRIVATEERS, AND RAIDERS
  The increased security brought on by the war, not 
  to mention the greater presence of government starships 
  in the war zones and surrounding regions, have caused 
  problems for pirates and raiders. The areas along the 
  Federation-Cardassian border, once so profitable, are now 
  war zones—not exactly a good place for pirates. Instead, 
  the war has forced pirates outward, to locate new places 
  to ply their trade. A few daring pirate bands raided 
  small Starfleet or Dominion patrols to capture military-
  grade ships. Privateers have had an even harder time 
  of it. The Klingons and Romulans rarely hire privateers; 
  Starfleet never does. The Dominion only made use of 
  the largest, most powerful privateers (like the Breen). 
  Most have devolved to standard piracy to keep their ships 
  working and themselves fed.
  MERCENARIES
  Mercenaries have had a slightly easier time of it. 
  Mercenary bands willing to work for the Dominion have 
  found employment with their forces, if they’re large 
  enough, well enough equipped, possess knowledge of 
  the appropriate regions, and unquestioningly accept the 
  orders of Vorta and Jem’Hadar. A surprising number 
  accepted these conditions in exchange for generous 
  amounts of latinum; an unsurprisingly high percentage 
  of them didn’t survive to spend it. Other mercenaries, 
  unwilling to help the invaders but knowing the Federation 
  alliance wouldn’t hire them, turned their attentions to 
  worlds outside Federation space, or to planets where 
  the people, suddenly free of Starfleet oversight, fell to 
  fighting among themselves or rebelled against their gov-
  ernment. Such events provide settings for many episodes.
  OTHER ROGUES
  With Starfleet Security cracking down on criminals 
  throughout Federation space, thieves, gamblers, and oth-
  ers of their ilk found the war not to their liking. Most of 
  them drifted beyond the borders of Federation territory 
  to greener pastures, and Starfleet, for one, was perfectly 
  content to see them go. But you can find a way around 
  this if you want to get rogue characters involved in the 
  Dominion War. Recognizing the usefulness of their skills, 
  perhaps Starfleet (or Section 31) will hire the characters 
  to perform clandestine missions against the enemy. Or 
  you could use a “Dirty Dozen” framing device for your 
  series by beginning with the characters imprisoned in a 
  Federation penal colony. Another possibility is to trap 
  the characters behind enemy lines and make them figure 
  out how to escape or defend themselves against the 
  Jem’Hadar. For example, suppose the Dominion besieges 
  Risa. The characters have to take on the roles of the 
  “Magnificent Seven” to save the helpless workers and 
  vacationers from the enemy menace.
  RESISTANCE CAMPAIGNS
  One of the most intriguing options for a Dominion 
  War game is the resistance series. Characters in this 
  sort of game belong to the resistance on an occupied 
  planet, such as Betazed, Benzar, or Cardassia. They 
  have to use unconventional tactics and equipment to 
  defeat the invaders and save their people.
  A resistance campaign offers intriguing challenges 
  which most Star Trek:  Deep Space Nine Roleplaying 
  Games do not. Characters can’t get whatever they 
  need from the nearest replicator or merchant, or worm 
  their way out of trouble by crossing someone’s palm 
  with a few bars of latinum. Instead, they’ve got to fight 
  for their lives, and the freedom of millions, against an 
  overwhelmingly powerful enemy.
  Additionally, resistance campaigns offer Narrators a 
  chance to put characters into unfamiliar circumstanc-
  es. Rogues and pirates used to space stations and 
  starship corridors suddenly find themselves living in 
  caves without all the creature comforts they prefer. 
  They may wish they’d spent a few more Development 
  Points on Planetside Survival.
  
  The Dominion War Sourcebook: The Fires of Armageddon
  120
  
  For Narrators and players using the Spacedock advanced starship 
  construction and combat rules, here are Spacedock templates for 
  the ships and defense platforms described in the Dominion War 
  Sourcebook.
  STARFLEET ATTACK 
  FIGHTER
  Class and Type:  Starfleet Attack Fighter
  Commissioning Date:  2369
  HULL SYSTEMS
  Size:  2
  Length:  30.2 meters
  Beam:  28.5 meters
  Height:  12.7 meters
  Decks:  2
  Mass:  29 metric tonnes
  SUs Available:  625
  SUs Used:  625
  HULL
  Outer 
  8
  Inner 
  8
  RESISTANCE
  Outer Hull:  6 
  6
  Inner Hull:  6 
  6
  STRUCTURAL INTEGRITY FIELD
  Main:  Class 2 (Protection 50/80)
  [1 Power/10 Protection/round] 
  17
  Backup:  Class 2 (Protection 25)
  [1 Power/10 Protection/round] 
  9
  Backup:  Class 2 (Protection 25)
  [1 Power/10 Protection/round] 
  9
  Specialized Hull:  Atmospheric Capability 
  2
  PERSONNEL SYSTEMS
  Crew/Passengers/Evac:  2/0/10
  CREW QUARTERS
  Spartan:  4 
  1
  ENVIRONMENTAL SYSTEMS
  Basic Life Support [3 Power/round] 
  8
  Reserve Life Support [2 Power/round] 
  4
  Emergency Life Support (18 emergency shelters) 
  4
  Gravity [1 Power/round] 
  2
  Consumables:  2 weeks’ worth 
  1
  Replicator Systems: None
  Medical Facilities:  1 (+0) [1 Power/round] 
  5
  Recreation Facilities:  None
  Personnel Transport:  Jefferies tubes [0 Power/round] 
  2
  Fire Suppression System [1 Power/round when active] 
  2
  Cargo Holds:  None
  SPACEDOCK TEMPLATES
  APPENDIX A
  
  122
  The Dominion War Sourcebook: The Fires of Armageddon
  Escape Pods 
  1
  Number:  2
  Capacity:  4 persons per pod
  PROPULSION SYSTEMS
  WARP DRIVE 
  Nacelles:  Type 4A6 
  39
  Speed:  4.0/7.4/8.6 [1 Power/.2 warp speed]
  PIS:  Type C (6 hours of Maximum warp) 
  6
  IMPULSE ENGINE
  Type:  Class 5 (.7c/.9c) [7/9 Power/round] 
  25
  Acceleration Uprating:  Class Alpha (66% acceleration)
  [1 Power/round when active] 
  2
  Location:  Dorsal aft, port and starboard
  Reaction Control System (.025c) [2 Power/round when in use] 
  2
  POWER SYSTEMS
  WARP ENGINE
  Type:  Class 6/K (generates 320 Power/round) 
  72
  Location:  Aft amidships
  Impulse Engine[s]:  1 Class 5A (generate 40 Power/engine/round)
  Auxiliary Power:  2 reactors (generate 5 Power/reactor/round) 
  6
  Emergency Power:  Type C (generates 35 Power/round) 
  35
  EPS:  Standard Power flow, +100 Power transfer/round 
  20
  Standard Usable Power: 360
  OPERATIONS SYSTEMS
  Bridge:  Forward dorsal 
  10
  COMPUTERS
  Core 1:  Amidships [5 Power/round] 
  4
  ODN 
  6
  Navigational Deflector [5 Power/round] 
  8
  Range:  10/20,000/50,000/150,000
  Accuracy:  5/6/8/11
  Location:  Ventral
  SENSOR SYSTEMS
  Long-range Sensors [5 Power/round] 
  18
  Range Package:  Type 2 (Accuracy 3/4/7/10)
  High Resolution:  5 light-years (.5/.6-1.0/1.1-3.5/3.6-5.0)
  Low Resolution:  12 light-years (1/1.1-3.0/3.1-8.0/8.1-12)
  Strength Package:  Class 5 (Strength 5)
  Gain Package:  Standard
  Coverage:  Standard
  Lateral Sensors [5 Power/round] 
  10
  Strength Package:  Class 5 (Strength 5)
  Gain Package:  Standard
  Coverage:  Standard
  Navigational Sensors:  [5 Power/round] 
  10
  Strength Package:  Class 5 (Strength 5)
  Gain Package:  Standard
  Probes:  10 
  1
  Sensors Skill:  3
  FLIGHT CONTROL SYSTEMS
  Autopilot:  Shipboard Systems (Flight Control) 3, Coordination 3
  [1 Power/round in use] 
  12
  Navigational Computer
  Main:  Class 2 (+1) [1 Power/round] 
  1
  Backups:  2 
  1
  Inertial Damping Field
  Main 
  8
  Strength:  8 [3 Power/round]
  Number:  2
  Backup 
  3
  Strength:  5 [2 Power/round]
  Number:  3
  Attitude Control [1 Power/round] 
  1
  COMMUNICATIONS SYSTEMS
  Type:  Class 5 [2 Power/round] 
  10
  Strength:  5
  Security:  -2
  Basic Uprating:  None
  TRACTOR BEAMS
  Emitter:  Class Gamma [3 Power/Strength used/round] 
  9
  Accuracy:  4/5/7/10
  Location:  Forward
  TRANSPORTERS
  Type:  Personnel [4 Power/use] 
  15
  Pads:  4
  Emitter/Receiver Array:  Personnel Type 6 (40,000 km range)
  Energizing/Transition Coils:  Class G (Strength 7)
  Number and Location:  1 aft of cockpit
  Type:  Cargo [3 Power/use] 
  11
  Pads:  200 kg
  Emitter/Receiver Array:  Cargo Type 3 (40,000 km range)
  Energizing/Transition Coils:  Class G (Strength 7)
  Number and Location:  1 aft
  Cloaking Device:  None
  SECURITY SYSTEMS
  Rating:  1 
  4
  Anti-Intruder System:  Yes [1 Power/round] 
  2
  Internal Force Fields [1 Power/3 Strength] 
  2
  SCIENCE SYSTEMS
  Rating:  None
  Specialized Systems:  None
  Laboratories:  None
  TACTICAL SYSTEMS
  Forward Phaser Cannon 
  19
  Type:  IX
  Damage:  180 [18 Power]
  Number of Emitters:  80 (up to 2 shots per round)
  Auto-Phaser Interlock:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Forward ventral
  Firing Arc:  180 degrees forward
  Firing Modes:  Standard, Continuous, Pulse, Wide-Beam
  Starboard Torpedo Launchers (x3) 
  13 (x3)
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  1
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Along forward edge of starboard wing
  Firing Arc:  Forward, but are self-guided
  
  The Dominion War Sourcebook: The Fires of Armageddon
  123
  Port Torpedo Launchers (x3)  
  13 (x3)
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  1
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Along forward edge of port wing
  Firing Arc:  Forward, but are self-guided
  Torpedoes Carried:  50 
  5
  TA/T/TS:  Class Beta [1 Power/round] 
  9
  Strength:  8
  Bonus:  +1
  Weapons Skill:  4
  Shields (Forward, Aft, Port, Starboard) 
  15 (x4)
  Shield Generator:  Class 3 (Protection 410) [41 Power/shield/round]
  Shield Grid:  Type C (50% increase to 615 Protection)
  Subspace Field Distortion Amplifiers:  Class Gamma (Threshold  136)
  Recharging System:  Class 1 (45 seconds)
  Backup Shield Generators:  4 (1 per shield) 
  4
  Auto-Destruct System 
  2
  AUXILIARY SPACECRAFT SYSTEMS
  Shuttlebay(s):  None
  Captain’s Yacht:  No
  
  124
  The Dominion War Sourcebook: The Fires of Armageddon
  EL DORADO CLASS
  Class and Type:  El Dorado-class Heavy Frigate
  Commissioning Date:  2364
  HULL SYSTEMS
  Size:  7
  Length:  420.46 meters
  Beam:  257.82 meters
  Height:  105.44 meters
  Decks:  24
  Mass:  3,273,400 metric tonnes
  SUs Available:  2,300
  SUs Used:  2,187
  HULL
  Outer 
  28
  Inner 
  28
  RESISTANCE
  Outer Hull:  8 
  9
  Inner Hull:  8 
  9
  Ablative Armor:  500 
  100
  STRUCTURAL INTEGRITY FIELD
  Main:  Class 5 (Protection 80/120)
  [1 Power/10 Protection/round] 
  31
  Backup:  Class 5 (Protection 40)
  [1 Power/10 Protection/round] 
  16
  Backup:  Class 5 (Protection 40)
  [1 Power/10 Protection/round] 
  16
  PERSONNEL SYSTEMS
  Crew/Passengers/Evac:  573/100/7,500
  CREW QUARTERS
  Spartan:  None
  Basic:  500 
  50
  Expanded:  100 
  20
  Luxury:  30 
  30
  Unusual:  8 
  8
  ENVIRONMENTAL SYSTEMS
  Basic Life Support [12 Power/round] 
  28
  Reserve Life Support [6 Power/round] 
  14
  Emergency Life Support (42 emergency shelters) 
  14
  Gravity [4 Power/round] 
  7
  Consumables:  2 years’ worth 
  14
  Food Replicators [7 Power/round] 
  7
  Industrial Replicators 
  13
  Type:  Network of small replicators [2 Power/round]
  Type:  2 large units [2 Power/replicator/round]
  Medical Facilities:  7 (+2) [7 Power/round] 
  35
  Recreation Facilities:  6 [12 Power/round] 
  48
  Personnel Transport:  Turbolifts, Jefferies tubes [2 Power/round] 
  21
  Fire Suppression System [1 Power/round when active] 
  7
  Cargo Holds:  50,000 cubic meters 
  2
  Locations:  Aft
  Escape Pods 
  9
  Number:  160
  Capacity:  8 persons per pod
  PROPULSION SYSTEMS
  WARP DRIVE 
  Nacelles:  Type 6A6 
  93
  Speed:  6.0/8.0/9.6 [1 Power/.2 warp speed]
  PIS:  Type H (12 hours of Maximum warp) 
  16
  IMPULSE ENGINE
  Type:  Class 5A (.72c/.9c) [7/9 Power/round] 
  28
  Location:  Aft saucer
  IMPULSE ENGINE
  Type:  Class 5A (.72c/.9c) [7/9 Power/round] 
  28
  Location:  Aft ventral Engineering
  Reaction Control System (.025c) [2 Power/round when in use] 
  7
  POWER SYSTEMS
  WARP ENGINE
  Type:  Class 9/O (generates 490 Power/round) 
  104
  Location:  Engineering hull
  Impulse Engine[s]:  2 Class 5A (generate 44 Power/engine/round)
  Auxiliary Power:  4 reactors (generate 5 Power/reactor/round) 
  12
  Emergency Power:  Type E (generates 45 Power/round) 
  45
  EPS:  Standard Power flow, +300 Power transfer/round 
  65
  Standard Usable Power:  578
  OPERATIONS SYSTEMS
  Bridge:  Saucer dorsal 
  35
  Auxiliary Control Room:  Battle bridge, Engineering hull 
  21
  Separation System:  Saucer separation [10 Power] 
  7
  COMPUTERS
  Core 1:  Saucer port [5 Power/round] 
  14
  Core 2:  Saucer starboard [5 Power/round] 
  14
  Core 3:  Location [5 Power/round] 
  14
  Uprating:  Class Alpha (+1) [1 Power/computer/round] 
  6
  ODN 
  35
  Navigational Deflector [5 Power/round] 
  28
  Range:  10/20,000/50,000/150,000
  Accuracy:  5/6/8/11
  Location:  Forward Engineering, ventral of saucer
  SENSOR SYSTEMS
  Long-range Sensors [5 Power/round] 
  43
  Range Package:  Type 6 (Accuracy 3/4/7/10)
  High Resolution:  5 light-years (.5/.6-1.0/1.1-3.7/3.8-5.0)
  Low Resolution:  16 light-years (1/1.1-5.0/5.1-12.0/12.1-16)
  Strength Package:  Class 8 (Strength 8)
  Gain Package:  Class Alpha (+1)
  Coverage:  Standard
  Lateral Sensors [5 Power/round] 
  19
  Strength Package:  Class 8 (Strength 8)
  Gain Package:  Class Alpha (+1)
  Coverage:  Standard
  Navigational Sensors:  [5 Power/round] 
  18
  Strength Package:  Class 8 (Strength 8)
  Gain Package:  Class Alpha (+1)
  Probes:  40 
  4
  Sensors Skill:  4
  FLIGHT CONTROL SYSTEMS
  Autopilot:  Shipboard Systems (Flight Control) 3, Coordination 2
  [1 Power/round in use] 
  11
  Navigational Computer
  Main:  Class 2 (+1) [1 Power/round] 
  2
  Backups:  Two 
  2
  
  The Dominion War Sourcebook: The Fires of Armageddon
  125
  Inertial Damping Field
  Main 
  56
  Strength:  9 [3 Power/round]
  Number:  4
  Backup 
  16
  Strength:  6 [2 Power/round]
  Number:  4
  Attitude Control [2 Power/round] 
  2
  COMMUNICATIONS SYSTEMS
  Type:  Class 8 [2 Power/round] 
  21
  Strength:  8
  Security:  -4 (Class Gamma uprating)
  Basic Uprating:  Class Alpha (+1)
  Emergency Communications:  Yes [2 Power/round] 
  1
  TRACTOR BEAMS
  Emitter:  Class Delta [3 Power/Strength used/round] 
  12
  Accuracy:  4/5/7/10
  Location:  Aft ventral
  Emitter:  Class Delta [3 Power/Strength used/round] 
  12
  Accuracy:  4/5/7/10
  Location:  Forward dorsal
  Emitter:  Class Alpha [3 Power/Strength used/round] 
  6
  Accuracy:  5/6/8/11
  Location:  One in each shuttlebay
  TRANSPORTERS
  Type:  Personnel [5 Power/use] 
  54
  Pads:  6
  Emitter/Receiver Array:  Personnel Type 6 (40,000 km range)
  Energizing/Transition Coils:  Class I (Strength 9)
  Number and Location:  2 in saucer, 1 in Engineering
  Type:  Emergency [5 Power/use] 
  48
  Pads:  16
  Emitter/Receiver Array:  Emergency Type 3 (15,000 km range)
  Energizing/Transition Coils:  Class I (Strength 9)
  Number and Location:  2 in saucer, 1 in Engineering
  Type:  Cargo [4 Power/use] 
  28
  Pads:  400 kg
  Emitter/Receiver Array:  Cargo Type 3 (40,000 km range)
  Energizing/Transition Coils:  Class I (Strength 9)
  Number and Location:  1 in saucer, 1 in Engineering
  Cloaking Device:  None
  SECURITY SYSTEMS
  Rating:  4 
  16
  Anti-Intruder System:  Yes [1 Power/round] 
  7
  Internal Force Fields [1 Power/3 Strength] 
  7
  SCIENCE SYSTEMS
  Rating 2 (+1) 2 Power/round] 
  17
  Specialized Systems:  None
  Laboratories:  14 
  4
  TACTICAL SYSTEMS
  Saucer Dorsal Phaser Array 
  31
  Type:  X
  Damage:  200 [20 Power]
  Number of Emitters:  120 (up to 3 shots per round)
  Auto-Phaser Interlock:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Saucer dorsal
  Firing Arc:  360 degrees dorsal
  Firing Modes:  Standard, Continuous, Pulse, Wide-Beam
  Saucer Ventral Phaser Array 
  31
  Type:  X
  Damage:  200 [20 Power]
  Number of Emitters:  120 (up to 3 shots per round)
  Auto-Phaser Interlock:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Saucer ventral
  Firing Arc:  360 degrees ventral
  Firing Modes:  Standard, Continuous, Pulse, Wide-Beam
  Engineering Forward Dorsal Phaser Array 
  24
  Type:  X
  Damage:  200 [20 Power]
  Number of Emitters:  80 (up to 2 shots per round)
  Auto-Phaser Interlock:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Engineering section forward (concealed when ship not sepa-
  rated)
  Firing Arc:  405 degrees dorsal
  Firing Modes:  Standard, Continuous, Pulse, Wide-Beam
  Engineering Ventral Phaser Array 
  23
  Type:  X
  Damage:  200 [20 Power]
  Number of Emitters:  80 (up to 2 shots per round)
  Auto-Phaser Interlock:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Engineering section ventral
  Firing Arc:  360 degrees ventral
  Firing Modes:  Standard, Continuous, Pulse, Wide-Beam
  Engineering Dorsal Phaser Array 
  22
  Type:  X
  Damage:  200 [20 Power]
  Number of Emitters:  80 (up to 2 shots per round)
  Auto-Phaser Interlock:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Engineering section dorsal
  Firing Arc:  360 degrees dorsal (significant arc shadows from nacelles 
  and pylons)
  Firing Modes:  Standard, Continuous, Pulse, Wide-Beam
  Forward Ventral Port Torpedo Launcher 
  17
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Foward Engineering section, dorsal and port of main deflector
  Firing Arc:  Forward, but are self-guided
  Forward Ventral Starboard Torpedo Launcher 
  17
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Foward Engineering section, dorsal and starboard of main 
  deflector
  Firing Arc:  Forward, but are self-guided
  
  126
  The Dominion War Sourcebook: The Fires of Armageddon
  Aft Torpedo Launcher 
  17
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Aft
  Firing Arc:  Aft, but are self-guided
  Torpedoes Carried:  180 
  18
  TA/T/TS:  Class Gamma [2 Power/round]
  Strength:  9
  Bonus:  +2
  Weapons Skill:  4
  Shields (Forward, Aft, Port, Starboard) 
  80 (x4)
  Shield Generator:  Class 5 (Protection 900) [90 Power/shield/round]
  Shield Grid:  Type C (50% increase to 1350 Protection)
  Subspace Field Distortion Amplifiers:  Class Zeta (Threshold  300)
  Recharging System:  Class 1 (45 seconds)
  Backup Shield Generators:  4 (1 per shield) 
  8
  Auto-Destruct System 
  7
  AUXILIARY SPACECRAFT SYSTEMS
  Shuttlebay(s):  Capacity for 50 Size worth of ships 
  100
  Standard Complement:  Up to 25 Starfleet Attack Fighters, remainder of 
  space occupied by shuttlecraft
  Location(s):  Saucer port, saucer starboard
  Captain’s Yacht:  Yes 
  10
  
  The Dominion War Sourcebook: The Fires of Armageddon
  127
  WYVERN-CLASS 
  Class and Type:  Wyvern-class Armored Transport
  Commissioning Date:  2363
  HULL SYSTEMS
  Size:  2
  Length:  20.2 meters
  Beam:  8.6 meters
  Height:  3.5 meters
  Decks:  1
  Mass:  15.7 metric tonnes
  SUs Available:  475
  SUs Used:  398
  HULL
  Outer 
  8
  Inner 
  8
  RESISTANCE
  Outer Hull:  6 
  6
  Inner Hull:  6 
  6
  STRUCTURAL INTEGRITY FIELD
  Main:  Class2 (Protection 50/80) [1 Power/10 Protection/round] 
  17
  Backup:  Class 2 (Protection 25) [1 Power/10 Protection/round] 
  8
  Backup:  Class 2 (Protection 25) [1 Power/10 Protection/round] 
  8
  Specialized Hull:  Atmospheric Capability;
  Planetfall Capability 
  4
  PERSONNEL SYSTEMS
  Crew/Passengers/Evac:  2/30/60
  Crew Quarters:  None
  ENVIRONMENTAL SYSTEMS
  Basic Life Support [4 Power/round] 
  8
  Reserve Life Support [2 Power/round] 
  4
  Emergency Life Support (2 emergency shelters) 
  4
  Gravity [1 Power/round] 
  2
  Consumables:  1 week’s worth 
  1
  Replicator Systems:  None
  Medical Facilities:  None (has 4 medkits)
  Recreation Facilities:  None
  Personnel Transport:  Jefferies tubes [2 Power/round] 
  2
  Fire Suppression System [1 Power/round when active] 
  2
  Cargo Holds:  25 cubic meters 
  1
  Locations:  Aft
  Escape Pods 
  1
  Number:  8
  Capacity:  4 persons per pod
  PROPULSION SYSTEMS
  WARP DRIVE:  NONE
  IMPULSE ENGINE
  Type:  Class 2 (.5c/.5c) [5/5 Power/round] 
  10
  Location:  Aft
  Reaction Control System (.025c) [2 Power/round when in use] 
  2
  POWER SYSTEMS
  WARP ENGINE
  Type:  Class 3/E (generates 150 Power/round)40
  Location:  Aft
  Impulse Engine[s]:  1 Class 2 (generate 16 Power/engine/round)
  Auxiliary Power:  2 reactors (generate 5 Power/reactor/round) 
  6
  Emergency Power:  Type B (generates 30 Power/round) 
  30
  EPS:  Standard Power flow, +80 Power transfer/round 
  18
  Standard Usable Power:  166
  OPERATIONS SYSTEMS
  Bridge:  Forward cockpit 
  10
  COMPUTERS
  Core 1:  Below main deck [5 Power/round] 
  4
  ODN 
  6
  Navigational Deflector [5 Power/round] 
  8
  Range:  10/20,000/50,000/150,000
  Accuracy:  5/6/8/11
  Location:  Forward ventral
  SENSOR SYSTEMS
  Long-range Sensors [5 Power/round] 
  18
  Range Package:  Type 2 (Accuracy 3/4/7/10)
  High Resolution:  5 light-years (.5/.6-1.0/1.1-3.5/3.6-5.0)
  Low Resolution:  12 light-years (1/1.1-3.0/3.1-8.0/8.1-12)
  Strength Package:  Class 5 (Strength 5)
  Gain Package:  Standard (+0)
  Coverage:  Standard
  Lateral Sensors [5 Power/round] 
  10
  Strength Package:  Class 5 (Strength 5)
  Gain Package:  Standard (+0)
  Coverage:  Standard
  Navigational Sensors:  [5 Power/round] 
  10
  Strength Package:  Class 5 (Strength 5)
  Gain Package:  Standard (+0)
  Probes:  None
  Sensors Skill:  3
  FLIGHT CONTROL SYSTEMS
  Autopilot:  Shipboard Systems (Flight Control) 3, Coordination 3
  [1 Power/round in use] 
  12
  Navigational Computer
  Main:  Class 1 (+0) [0 Power/round] 
  0
  Backups:  1 
  0
  Inertial Damping Field
  Main 
  8
  Strength:  5 [3 Power/round]
  Number:  2
  Backup 
  2
  Strength:  3 [2 Power/round]
  Number:  2
  Attitude Control [1 Power/round] 
  1
  COMMUNICATIONS SYSTEMS
  Type:  Class 5 [2 Power/round] 
  10
  Strength:  5
  Security:  -2
  TRACTOR BEAMS
  Emitter:  Class Beta [3 Power/Strength used/round] 
  6
  Accuracy:  5/6/8/11
  Location:  Forward ventral
  TRANSPORTERS
  Type:  Personnel [10 Power/use] 
  22
  Pads:  16
  Emitter/Receiver Array:  Personnel Type 6 (40,000 km range)
  Energizing/Transition Coils:  Class H (Strength 8)
  Number and Location:  One aft of cockpit
  
  128
  The Dominion War Sourcebook: The Fires of Armageddon
  Cloaking Device:  None
  SECURITY SYSTEMS
  Rating:  1 
  4
  Anti-Intruder System:  Yes [1 Power/round] 
  2
  Internal Force Fields [1 Power/3 Strength] 
  2
  SCIENCE SYSTEMS
  Rating:  None
  Specialized Systems:  None
  Laboratories:  None
  TACTICAL SYSTEMS
  Forward Phaser Array 
  11
  Type:  VIII
  Damage:  160 [16 Power]
  Number of Emitters:  40 (up to 1 shot per round)
  Auto-Phaser Interlock:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Forward
  Firing Arc:  180 degrees forward
  Firing Modes:  Standard, Continuous, Pulse, Wide-Beam
  TA/T/TS:  Class Alpha [0 Power/round] 
  6
  Strength:  7
  Bonus:  +0
  Weapons Skill:  3
  Shields (Forward, Aft, Port, Starboard) 
  11 (x4)
  Shield Generator:  Class 1 (Protection 200) [20 Power/shield/round]
  Shield Grid:  Type A (25% increase to 250 Protection)
  Subspace Field Distortion Amplifiers:  Class Beta (Threshold  60)
  Recharging System:  Class 1 (45 seconds)
  Backup Shield Generators:  4 (1 per shield) 
  4
  Auto-Destruct System 
  2
  AUXILIARY SPACECRAFT SYSTEMS:  None
  
  The Dominion War Sourcebook: The Fires of Armageddon
  129
  KLINGON JEN’THAR 
  CLASS
  Class and Type:  Jen’thar-Class “Assault Cruiser” (Battle Cruiser)
  Commissioning Date:  2358
  HULL SYSTEMS
  Size:  5
  Length:  183.28 meters
  Beam:  86.50 meters
  Height:  43.27 meters
  Decks:  10
  Mass:  437,000 metric tonnes
  SUs Available:  1,750
  SUs Used:  1,679
  HULL
  Outer 
  20
  Inner 
  20
  RESISTANCE
  Outer Hull:  6 
  6
  Inner Hull:  6 
  6
  STRUCTURAL INTEGRITY FIELD
  Main:  Class 4 (Protection 70/110)
  [1 Power/10 Protection/round] 
  26
  Backup:  Class 4 (Protection 35)
  [1 Power/10 Protection/round] 
  13
  Backup:  Class 4 (Protection 35)
  [1 Power/10 Protection/round] 
  13
  PERSONNEL SYSTEMS
  Crew/Passengers/Evac:  217/800/6,000
  CREW QUARTERS
  Spartan:  800 
  40
  Basic:  200 
  20
  Expanded:  60 
  12
  Luxury:  15 
  15
  Unusual:  5 
  5
  ENVIRONMENTAL SYSTEMS
  Basic Life Support [11 Power/round] 
  20
  Reserve Life Support [6 Power/round] 
  10
  Emergency Life Support (30 emergency shelters) 
  10
  Gravity [3 Power/round] 
  5
  Consumables:  3 years’ worth 
  15
  Food Replicators [5 Power/round] 
  5
  Industrial Replicators 
  11
  Type:  Network of small replicators [2 Power/round]
  Type:  2 large units [2 Power/replicator/round]
  Medical Facilities:  3 (+1) [3 Power/round] 
  15
  Recreation Facilities:  4 [8 Power/round] 
  32
  Personnel Transport:  Turbolifts, Jefferies tubes [2 Power/round] 
  15
  Fire Suppression System [1 Power/round when active] 
  5
  Cargo Holds:  30,000 cubic meters 
  1
  Locations:  Ventral amidships
  Escape Pods 
  7
  Number:  120
  Capacity:  8 persons per pod
  PROPULSION SYSTEMS
  WARP DRIVE 
  Nacelles:  Type 6.92 
  86
  Speed:  6.0/7.0/9.2 [1 Power/.2 warp speed]
  PIS:  Type H (12 hours of Maximum warp) 
  16
  IMPULSE ENGINE
  Type:  Class 3A (.5c/.75c) [5/7 Power/round] 
  18
  Location:  Aft
  IMPULSE ENGINE
  Type:  Class 3A (.5c/.75c) [5/7 Power/round] 
  18
  Location:  Port and starboard, where pylons join main body
  Reaction Control System (.025c) [2 Power/round when in use] 
  5
  POWER SYSTEMS
  WARP ENGINE
  Type:  Class 7/M (generates 380 Power/round) 
  83
  Location:  Aft
  Impulse Engine[s]:  2 Class 3A (generate 28 Power/engine/round)
  Auxiliary Power:  4 reactors (generate 5 Power/reactor/round) 
  12
  Emergency Power:  Type D (generates 40 Power/round) 
  40
  EPS:  Standard Power flow, +250 Power transfer/round 
  50
  Standard Usable Power:  436
  OPERATIONS SYSTEMS
  Bridge:  Command hull forward 
  25
  COMPUTERS
  Core 1:  Command hull [5 Power/round] 
  10
  Core 2:  Engineering hull [5 Power/round] 
  10
  ODN 
  15
  Navigational Deflector [5 Power/round] 
  20
  Range:  10/20,000/50,000/150,000
  Accuracy:  5/6/8/11
  Location:  Command hull ventral
  SENSOR SYSTEMS
  Long-range Sensors [5 Power/round] 
  33
  Range Package:  Type 4 (Accuracy 3/4/7/10)
  High Resolution: 5 light-years (.5/.6-1.0/1.1-3.5/3.6-5.0)
  Low Resolution:  14 light-years (1/1.1-3.5/3.6-10.0/10.1-14)
  Strength Package:  Class 7 (Strength 7)
  Gain Package:  Class Alpha (+1)
  Coverage:  Standard
  Lateral Sensors [5 Power/round] 
  17
  Strength Package:  Class 7 (Strength 7)
  Gain Package:  Class Alpha (+1)
  Coverage:  Standard
  Navigational Sensors:  [5 Power/round] 
  16
  Strength Package:  Class 7 (Strength 7)
  Gain Package:  Class Alpha (+1)
  Probes:  40 
  4
  Sensors Skill:  4
  FLIGHT CONTROL SYSTEMS
  Autopilot:  Shipboard Systems (Flight Control) 3, Coordination 2
  [1 Power/round in use] 
  11
  Navigational Computer
  Main:  Class 2 (+1) [1 Power/round] 
  2
  Backups:  2 
  2
  
  130
  The Dominion War Sourcebook: The Fires of Armageddon
  Inertial Damping Field
  Main 
  40
  Strength:  9 [3 Power/round]
  Number:  4
  Backup 
  12
  Strength:  6 [2 Power/round]
  Number:  4
  Attitude Control [1 Power/round] 
  1
  COMMUNICATIONS SYSTEMS
  Type:  Class 7 [2 Power/round] 
  17
  Strength:  7
  Security:  -3 (Class Gamma uprating)
  Basic Uprating:  Class Alpha (+1)
  Emergency Communications:  Yes [2 Power/round] 
  1
  TRACTOR BEAMS
  Emitter:  Class Gamma [3 Power/Strength used/round] 
  9
  Accuracy:  4/5/7/10
  Location:  Aft ventral
  Emitter:  Class Gamma [3 Power/Strength used/round] 
  9
  Accuracy:  4/5/7/10
  Location:  Forward
  Emitter:  Class Alpha [3 Power/Strength used/round] 
  3
  Accuracy:  5/6/8/11
  Location:  Shuttlebay
  TRANSPORTERS
  Type:  Personnel [4 Power/use] 
  30
  Pads:  4
  Emitter/Receiver Array:  Personnel Type 6 (40,000 km range)
  Energizing/Transition Coils:  Class G (Strength 7)
  Number and Location:  One in command section, one in Engineering 
  section
  Type:  Cargo [4 Power/use] 
  24
  Pads:  400 kg
  Emitter/Receiver Array:  Cargo Type 3 (40,000 km range)
  Energizing/Transition Coils:  Class G (Strength 7)
  Number and Location:  Two in Engineering section
  Cloaking Device: None Class 7 [40 Power/class/round] 
  26
  SECURITY SYSTEMS
  Rating:  4 
  16
  Anti-Intruder System:  Yes [1 Power/round] 
  5
  Internal Force Fields [1 Power/3 Strength] 
  5
  SCIENCE SYSTEMS
  Rating 1 (+0) [1 Power/round] 
  9
  Specialized Systems:  None
  Laboratories:  12 
  4
  TACTICAL SYSTEMS
  Forward Disruptor Cannon 
  50
  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 weapons pod
  Firing Arc:  360 degrees forward
  Firing Modes:  Standard, Pulse
  Aft Disruptor Array 
  42
  Type:  9
  Damage:  200 [20 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Aft
  Firing Arc:  360 degrees aft
  Firing Modes:  Standard, Pulse
  Dorsal Disruptor Arrays (3) 
  42 (x3)
  Type:  9
  Damage:  200 [20 Power]
  Number of Emitters:  Up to 3 shots per disruptor per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Three locations on dorsal side of ship
  Firing Arc:  360 degrees dorsal
  Firing Modes:  Standard, Pulse
  Ventral Disruptor Arrays (3) 
  42 (x3)
  Type:  9
  Damage:  200 [20 Power]
  Number of Emitters:  Up to 3 shots per disruptor per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Five locations on ventral side of ship
  Firing Arc:  360 degrees ventral
  Firing Modes:  Standard, Pulse
  Forward Torpedo Launcher 
  18
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Forward weapons pod
  Firing Arc:  Forward, but are self-guided
  Aft Torpedo Launcher 
  18
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Aft
  Firing Arc:  Aft, but are self-guided
  Torpedoes Carried:  150 
  15
  TA/T/TS:  Class Gamma [2 Power/round] 
  12
  Strength:  9
  Bonus:  +2
  Weapons Skill:  5
  Shields (Forward, Aft, Port, Starboard) 
  43 (x4)
  Shield Generator:  Class 3 (Protection 500) [50 Power/shield/round]
  Shield Grid:  Type C (50% increase to 750 Protection)
  Subspace Field Distortion Amplifiers:  Class Delta (Threshold  160)
  Recharging System:  Class 1 (45 seconds)
  Backup Shield Generators:  4 (1 per shield) 
  4
  Auto-Destruct System 
  5
  AUXILIARY SPACECRAFT SYSTEMS
  Shuttlebay(s):  Capacity for 20 Size worth of ships 
  40
  Standard Complement:  10 shuttlecraft
  Location(s):  Amidships ventral, port and starboard 
  Captain’s Yacht:  No
  
  The Dominion War Sourcebook: The Fires of Armageddon
  131
  KLINGON TORATH CLASS
  Class and Type:  Torath-Class Heavy Battle Cruiser
  Commissioning Date:  2364
  HULL SYSTEMS
  Size:  7
  Length:  503.72 meters
  Beam:  355.00 meters
  Height:  115.28 meters
  Decks:  27
  Mass:  3,047,500 metric tonnes
  SUs Available:  2,750
  SUs Used:  2,666
  HULL
  Outer 
  28
  Inner 
  28
  RESISTANCE
  Outer Hull:  10 
  12
  Inner Hull:  10 
  12
  STRUCTURAL INTEGRITY FIELD
  Main:  Class 6 (Protection 90/130)
  [1 Power/10 Protection/round] 
  34
  Backup:  Class 6 (Protection 45)
  [1 Power/10 Protection/round] 
  17
  Backup:  Class 6 (Protection 45)
  [1 Power/10 Protection/round] 
  17
  PERSONNEL SYSTEMS
  Crew/Passengers/Evac:  2,000/300/8,000
  CREW QUARTERS
  Spartan:  1,400 
  70
  Basic:  850 
  85
  Expanded:  200 
  40
  Luxury:  10 
  10
  Unusual:  2 
  2
  ENVIRONMENTAL SYSTEMS
  Basic Life Support [12 Power/round] 
  28
  Reserve Life Support [6 Power/round] 
  14
  Emergency Life Support (42 emergency shelters) 
  14
  Gravity [4 Power/round] 
  7
  Consumables:  3 years’ worth 
  21
  Food Replicators [7 Power/round] 
  7
  Industrial Replicators 
  16
  Type:  Network of small replicators [2 Power/round]
  Type:  3 large units [2 Power/replicator/round]
  Medical Facilities:  4 (+1) [4 Power/round] 
  20
  Recreation Facilities:  4 [8 Power/round] 
  32
  Personnel Transport:  Turbolifts, Jefferies tubes [2 Power/round] 
  21
  Fire Suppression System [1 Power/round when active] 
  7
  Cargo Holds:  133,000 cubic meters 
  4
  Locations:  Aft, ventral amidships, 8 other locations
  Escape Pods 
  9
  Number:  160
  Capacity:  8 persons per pod
  PROPULSION SYSTEMS
  WARP DRIVE 
  Nacelles:  Type 6A6 
  93
  Speed:  6.1/8.2/9.6 [1 Power/.2 warp speed]
  PIS:  Type H (12 hours of Maximum warp) 
  16
  Uprating: Package 1 for Standard, Package 2 for Sustainable 
  6
  IMPULSE ENGINE
  Type:  Class 3A (.5c/.75c) [5/7 Power/round] 
  18
  Location:  Port and starboard, ventral of pylons
  IMPULSE ENGINE
  Type:  Class 3A (.5c/.75c) [5/7 Power/round] 
  18
  Location:  Aft Engineering hull
  Reaction Control System (.025c) [2 Power/round when in use] 
  7
  POWER SYSTEMS
  WARP ENGINE
  Type:  Class 10/P (generates 549 Power/round) 
  115
  Location:  Engineering hull
  Impulse Engine[s]:  2 Class 3A (generate 28 Power/engine/round)
  Auxiliary Power:  4 reactors (generate 5 Power/reactor/round) 
  12
  Emergency Power:  Type E (generates 45 Power/round) 
  45
  EPS:  Standard Power flow, +300 Power transfer/round 
  65
  Standard Usable Power:  605
  OPERATIONS SYSTEMS
  Bridge:  Forward dorsal 
  35
  COMPUTERS
  Core 1:  Forward [5 Power/round] 
  14
  Core 2:  Engineering [5 Power/round] 
  14
  ODN 
  21
  Navigational Deflector [5 Power/round] 
  28
  Range:  10/20,000/50,000/150,000
  Accuracy:  5/6/8/11
  Location:  Ventral
  SENSOR SYSTEMS
  Long-range Sensors [5 Power/round] 
  43
  Range Package:  Type 6 (Accuracy 3/4/7/10)
  High Resolution:  5 light-years (.5/.6-1.0/1.1-3.7/3.8-5.0)
  Low Resolution:  16 light-years (1/1.1-5.0/5.1-12.0/12.1-16)
  Strength Package:  Class 8 (Strength 8)
  Gain Package:  Class Alpha (+1)
  Coverage:  Standard
  Lateral Sensors [5 Power/round] 
  19
  Strength Package:  Class 8 (Strength 8)
  Gain Package:  Class Alpha (+1)
  Coverage:  Standard
  Navigational Sensors:  [5 Power/round] 
  18
  Strength Package:  Class 8 (Strength 8)
  Gain Package:  Class Alpha (+1)
  Probes:  40 
  4
  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
  Backups:  2 
  2
  
  132
  The Dominion War Sourcebook: The Fires of Armageddon
  Inertial Damping Field
  Main 
  56
  Strength:  9 [3 Power/round]
  Number:  4
  Backup 
  16
  Strength:  6 [2 Power/round]
  Number:  4
  Attitude Control [2 Power/round] 
  2
  COMMUNICATIONS SYSTEMS
  Type:  Class 8 [2 Power/round] 
  21
  Strength:  8
  Security:  -4 (Class Gamma uprating)
  Basic Uprating:  Class Alpha (+1)
  Emergency Communications:  Yes [2 Power/round] 
  1
  TRACTOR BEAMS
  Emitter:  Class Delta [3 Power/Strength used/round] 
  12
  Accuracy:  4/5/7/10
  Location:  Aft ventral
  Emitter:  Class Delta [3 Power/Strength used/round] 
  12
  Accuracy:  4/5/7/10
  Location:  Forward
  Emitter:  Class Alpha [3 Power/Strength used/round] 
  3
  Accuracy:  5/6/8/11
  Location:  Shuttlebay
  TRANSPORTERS
  Type:  Personnel [5 Power/use] 
  64
  Pads:  6
  Emitter/Receiver Array:  Personnel Type 6 (40,000 km range)
  Energizing/Transition Coils:  Class G (Strength 7)
  Number and Location:  Two forward, two in Engineering hull
  Type:  Cargo [4 Power/use] 
  48
  Pads:  400 kg
  Emitter/Receiver Array:  Cargo Type 3 (40,000 km range)
  Energizing/Transition Coils:  Class G (Strength 7)
  Number and Location:  Two forward, two in Engineering hull
  Cloaking Device:  Class 8 [40 Power/class/round] 
  31
  SECURITY SYSTEMS
  Rating:  4 
  16
  Anti-Intruder System:  Yes [1 Power/round] 
  7
  Internal Force Fields [1 Power/3 Strength] 
  7
  SCIENCE SYSTEMS
  Rating 2 (+1) [2 Power/round] 
  17
  Specialized Systems:  1 
  5
  Laboratories:  10 
  2
  TACTICAL SYSTEMS
  Forward Disruptor Cannon 
  58
  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 weapons pod
  Firing Arc:  360 degrees forward
  Firing Modes:  Standard, Pulse
  Aft Disruptor Array 
  46
  Type:  10
  Damage:  220 [22 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Aft
  Firing Arc:  360 degrees aft
  Firing Modes:  Standard, Pulse
  Dorsal Disruptor Arrays (4) 
  46 (x4)
  Type:  10
  Damage:  220 [22 Power]
  Number of Emitters:  Up to 3 shots per disruptor per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Four locations on dorsal side of ship
  Firing Arc:  360 degrees dorsal
  Firing Modes:  Standard, Pulse
  Ventral Disruptor Arrays (4) 
  46 (x4)
  Type:  10
  Damage:  220 [22 Power]
  Number of Emitters:  Up to 3 shots per disruptor per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Four locations on ventral side of ship
  Firing Arc:  360 degrees ventral
  Firing Modes:  Standard, Pulse
  Starboard Disruptor Arrays (2) 
  46 (x2)
  Type:  10
  Damage:  220 [22 Power]
  Number of Emitters:  Up to 3 shots per disruptor per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Two locations on ship’s starboard side and pylon
  Firing Arc:  360 degrees starboard
  Firing Modes:  Standard, Pulse
  Port Disruptor Arrays (2) 
  46 (x2)
  Type:  10
  Damage:  220 [22 Power]
  Number of Emitters:  Up to 3 shots per disruptor per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Two locations on ship’s port side and pylon
  Firing Arc:  360 degrees port
  Firing Modes:  Standard, Pulse
  Forward Torpedo Launcher 
  18
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Forward dorsal
  Firing Arc:  Forward, but are self-guided
  Dorsal Torpedo Pod (x5) 
  18 (x5)
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Dorsal weapons pod (four forward, one aft)
  Firing Arc:  Forward or aft, but are self-guided
  
  The Dominion War Sourcebook: The Fires of Armageddon
  133
  Aft Torpedo Launcher 
  18
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Aft
  Firing Arc:  Aft, but are self-guided
  Torpedoes Carried:  300 
  30
  TA/T/TS:  Class Gamma [2 Power/round] 
  12
  Strength:  9
  Bonus:  +2
  Weapons Skill:  5
  Shields (Forward, Aft, Port, Starboard) 
  76 (x4)
  Shield Generator:  Class 5 (Protection 900) [90 Power/shield/round]
  Shield Grid:  Type B (33% increase to 1200 Protection)
  Subspace Field Distortion Amplifiers:  Class Eta (Threshold  300)
  Recharging System:  Class 1 (45 seconds)
  Backup Shield Generators:  4 (1 per shield) 
  8
  Auto-Destruct System 
  7
  AUXILIARY SPACECRAFT SYSTEMS
  Shuttlebay(s):  Capacity for 20 Size worth of ships 
  40
  Standard Complement:  8 shuttlecraft, 4 shuttlepods
  Location(s):  Aft
  Captain’s Yacht:  No
  
  134
  The Dominion War Sourcebook: The Fires of Armageddon
  ROMULAN T’KOREX 
  CLASS
  Class and Type:  T’korex-class Warbird (Battleship)
  Commissioning Date:  2366
  HULL SYSTEMS
  Size:  9
  Length:  786.32 meters
  Beam:  637.18 meters
  Height:  228.91 meters
  Decks:  50
  Mass:  5,218,350 metric tonnes
  SUs Available:  3,150
  SUs Used:  2,973
  HULL
  Outer 
  36
  Inner 
  36
  RESISTANCE
  Outer Hull:  10 
  12
  Inner Hull:  10 
  12
  STRUCTURAL INTEGRITY FIELD
  Main:  Class 7 (Protection 100/150)
  [1 Power/10 Protection/round] 
  40
  Backup:  Class 7 (Protection 50)
  [1 Power/10 Protection/round] 
  20
  Backup:  Class 7 (Protection 50)
  [1 Power/10 Protection/round] 
  20
  PERSONNEL SYSTEMS
  Crew/Passengers/Evac:  1,250/380/9,300
  CREW QUARTERS
  Spartan:  150 
  8
  Basic:  1,000 
  100
  Expanded:  250 
  50
  Luxury:  60 
  60
  Unusual:  13 
  13
  ENVIRONMENTAL SYSTEMS
  Basic Life Support [12 Power/round] 
  36
  Reserve Life Support [6 Power/round] 
  18
  Emergency Life Support (54 emergency shelters) 
  18
  Gravity [5 Power/round] 
  9
  Consumables:  3 years’ worth 
  27
  Food Replicators [9 Power/round] 
  9
  Industrial Replicators 
  24
  Type:  Two networks of small replicators [2 Power/round]
  Type:  2 large units [2 Power/replicator/round]
  Medical Facilities:  8 (+2) [8 Power/round] 
  40
  Recreation Facilities:  7 [14 Power/round] 
  56
  Personnel Transport:  Turbolifts, Jefferies tubes [2 Power/round] 
  27
  Fire Suppression System [1 Power/round when active] 
  9
  Cargo Holds:  366,000 cubic meters 
  11
  Locations:  Ventral main hull, dorsal main hull, 12 other locations
  Escape Pods 
  11
  Number:  200
  Capacity:  8 persons per pod
  PROPULSION SYSTEMS
  WARP DRIVE 
  Nacelles:  Type 5B 
  60
  Speed:  5.0/7.0/9.0 [1 Power/.2 warp speed]
  PIS:  Type H (12 hours of Maximum warp) 
  16
  IMPULSE ENGINE
  Type:  Class 3A (.5c/.75c) [5/7 Power/round] 
  18
  Location:  Main hull
  IMPULSE ENGINE
  Type:  Class 3A (.5c/.75c) [5/7 Power/round] 
  18
  Location:  Main hull
  Reaction Control System (.025c) [2 Power/round when in use] 
  9
  POWER SYSTEMS
  QUANTUM SINGULARITY ENGINE
  Type:  Class 12/R (generates 649 Power/round) 
  135
  Location:  Main hull
  Impulse Engine[s]:  2 Class 3A (generate 28 Power/engine/round)
  Auxiliary Power:  5 reactors (generate 5 Power/reactor/round) 
  15
  Emergency Power:  Type E (generates 45 Power/round) 
  45
  EPS:  Standard Power flow, +320 Power transfer/round 
  77
  Standard Usable Power:  705
  OPERATIONS SYSTEMS
  Bridge:  Command hull dorsal forward 
  45
  COMPUTERS
  Core 1:  Command hull [5 Power/round] 
  18
  Core 2:  Main hull [5 Power/round] 
  18
  Core 3:  Main hull [5 Power/round] 
  18
  Uprating:  Class Beta (+2) [2 Power/computer/round] 
  12
  ODN 
  27
  Navigational Deflector [5 Power/round] 
  36
  Range:  10/20,000/50,000/150,000
  Accuracy:  5/6/8/11
  Location:  Ventral
  SENSOR SYSTEMS
  Long-range Sensors [5 Power/round] 
  40
  Range Package:  Type 4 (Accuracy 3/4/7/10)
  High Resolution:  5 light-years (.5/.6-1.0/1.1-3.5/3.6-5.0)
  Low Resolution:  14 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 Sensors [5 Power/round] 
  24
  Strength Package:  Class 9 (Strength 9)
  Gain Package:  Class Beta (+2)
  Coverage:  Standard
  Navigational Sensors:  [5 Power/round] 
  22
  Strength Package:  Class 9 (Strength 9)
  Gain Package:  Class Beta (+2)
  Probes:  120 
  12
  Sensors Skill:  5
  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
  Backups:  2 
  2
  
  The Dominion War Sourcebook: The Fires of Armageddon
  135
  Inertial Damping Field
  Main 
  72
  Strength:  9 [3 Power/round]
  Number:  4
  Backup 
  20
  Strength:  6 [2 Power/round]
  Number:  4
  Attitude Control [2 Power/round] 
  2
  COMMUNICATIONS SYSTEMS
  Type:  Class 8 [2 Power/round] 
  26
  Strength:  8
  Security:  -5 (Class Delta uprating)
  Basic Uprating:  Class Beta (+2)
  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 ventral
  Emitter:  Class Alpha [3 Power/Strength used/round] 
  6
  Accuracy:  5/6/8/11
  Location:  One in each shuttlebay
  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 Location:  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 9 [40 Power/class/round] 
  36
  SECURITY SYSTEMS
  Rating:  5 
  20
  Anti-Intruder System:  Yes [1 Power/round] 
  9
  Internal Force Fields [1 Power/3 Strength] 
  9
  SCIENCE SYSTEMS
  Rating 2 (+1) [2 Power/round] 
  19
  Specialized Systems:  2 
  10
  Laboratories:  20 
  4
  TACTICAL SYSTEMS
  Forward Disruptor Array 
  54
  Type:  Type 12
  Damage:  260 [26 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 command hull
  Firing Arc:  360 degrees forward
  Firing Modes:  Standard, Pulse
  Forward Dorsal 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 dorsal
  Firing Arc:  360 degrees dorsal
  Firing Modes:  Standard, Pulse
  Forward Ventral 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 ventral
  Firing Arc:  360 degrees ventral
  Firing Modes:  Standard, Pulse
  Aft Dorsal 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:  Aft dorsal
  Firing Arc:  360 degrees dorsal
  Firing Modes:  Standard, Pulse
  Aft Ventral 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:  Aft ventral
  Firing Arc:  360 degrees ventral
  Firing Modes:  Standard, Pulse
  Command Hull Ventral 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:  Command hull ventral
  Firing Arc:  360 degrees ventral
  Firing Modes:  Standard, Pulse
  Forward Torpedo Launcher 
  28
  Standard Load:  Plasma torpedoes
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Forward
  Firing Arc:  Forward, but are self-guided
  Aft Torpedo Launcher 
  28
  Standard Load:  Plasma torpedoes
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Aft 
  Firing Arc:  Aft, but are self-guided
  Torpedoes Carried:  300 
  30
  
  136
  The Dominion War Sourcebook: The Fires of Armageddon
  TA/T/TS:  Class Gamma [2 Power/round] 
  12
  Strength:  9
  Bonus:  +2
  Weapons Skill:  5
  Shields (Forward, Aft, Port, Starboard) 
  108 (x4)
  Shield Generator:  Class 5 (Protection 1000) [100 Power/shield/round]
  Shield Grid:  Type C (50% increase to 1500 Protection)
  Subspace Field Distortion Amplifiers:  Class Eta (Threshold  330)
  Recharging System:  Class 1 (45 seconds)
  Backup Shield Generators:  4 (1 per shield) 
  8
  Auto-Destruct System 
  9
  AUXILIARY SPACECRAFT SYSTEMS
  Shuttlebay(s):  Capacity for 35 Size worth of ships 
  70
  Standard Complement:  16 shuttlecraft, 8 shuttlepods
  Location(s):  Main hull ventral, main hull dorsal
  Captain’s Yacht:  Yes 
  10
  
  The Dominion War Sourcebook: The Fires of Armageddon
  137
  ROMULAN D’GEROK 
  CLASS
  Class and Type:  D’gerok-class Assault Gunship (Heavy Frigate)
  Commissioning Date:  2364
  HULL SYSTEMS
  Size:  6
  Length:  343.25 meters
  Beam:  160.20 meters
  Height:  57.85 meters
  Decks:  12
  Mass:  1,397,000 metric tonnes
  SUs Available:  2,300
  SUs Used:  2,160
  HULL
  Outer 
  24
  Inner 
  24
  RESISTANCE
  Outer Hull:  10 
  12
  Inner Hull:  10 
  12
  Ablative Armor:  600 
  120
  STRUCTURAL INTEGRITY FIELD
  Main:  Class 5 (Protection 80/120)
  [1 Power/10 Protection/round] 
  30
  Backup:  Class 5 (Protection 40)
  [1 Power/10 Protection/round] 
  15
  Backup:  Class 5 (Protection 40)
  [1 Power/10 Protection/round] 
  15
  Specialized Hull:  Atmospheric Capability 
  6
  PERSONNEL SYSTEMS
  Crew/Passengers/Evac:  337/219/3,650
  CREW QUARTERS
  Spartan:  200 
  10
  Basic:  200 
  20
  Expanded:  100 
  20
  Luxury:  35 
  35
  Unusual:  10 
  10
  ENVIRONMENTAL SYSTEMS
  Basic Life Support [10 Power/round] 
  24
  Reserve Life Support [5 Power/round] 
  12
  Emergency Life Support (36 emergency shelters) 
  12
  Gravity [3 Power/round] 
  6
  Consumables:  2 years’ worth 
  12
  Food Replicators [6 Power/round] 
  6
  Industrial Replicators 
  9
  Type:  Network of small replicators [2 Power/round]
  Type:  1 large unit [2 Power/replicator/round]
  Medical Facilities:  5 (+1) [5 Power/round] 
  25
  Recreation Facilities:  6 [12 Power/round] 
  48
  Personnel Transport:  Turbolifts, Jefferies tubes [2 Power/round] 
  18
  Fire Suppression System [1 Power/round when active] 
  6
  Cargo Holds:  100,000 cubic meters 
  3
  Locations:  8 locations throughout ship
  Escape Pods 
  8
  Number:  140
  Capacity:  8 persons per pod
  PROPULSION SYSTEMS
  WARP DRIVE 
  Nacelles:  Type 5A 
  55
  Speed:  5.0/7.0/8.0 [1 Power/.2 warp speed]
  PIS:  Type H (12 hours of Maximum warp) 
  16
  Uprating:  Package 1 for Standard, Sustainable, and Maximum 
  6
  Special Configuration: Embedded 
  24
  IMPULSE ENGINE
  Type:  Class 3A (.5c/.75c) [5/7 Power/round] 
  18
  Location:  Main hull
  IMPULSE ENGINE
  Type:  Class 3A (.5c/.75c) [5/7 Power/round] 
  18
  Location:  Main hull
  Reaction Control System (.025c) [2 Power/round when in use] 
  6
  POWER SYSTEMS
  QUANTUM SINGULARITY ENGINE
  Type:  Class 8/N (generates 440 Power/round) 
  94
  Location:  Main hull
  Impulse Engine[s]:  2 Class 3A (generate 28 Power/engine/round)
  Auxiliary Power:  4 reactors (generate 5 Power/reactor/round) 
  12
  Emergency Power:  Type D (generates 40 Power/round) 
  40
  EPS:  Standard Power flow, +300 Power transfer/round 
  60
  Standard Usable Power:  496
  OPERATIONS SYSTEMS
  Bridge:  Command hull 
  30
  COMPUTERS
  Core 1:  Command hull [5 Power/round] 
  12
  Core 2:  Main hull, forward [5 Power/round] 
  12
  Core 3:  Main hull, aft [5 Power/round] 
  12
  Uprating:  Class Alpha (+1) [1 Power/computer/round] 
  6
  ODN 
  18
  Navigational Deflector [5 Power/round] 
  24
  Range:  10/20,000/50,000/150,000
  Accuracy:  5/6/8/11
  Location:  Ventral main hull
  SENSOR SYSTEMS
  Long-range Sensors [5 Power/round] 
  40
  Range Package:  Type 4 (Accuracy 3/4/7/10)
  High Resolution:  5 light-years (.5/.6-1.0/1.1-3.5/3.6-5.0)
  Low Resolution:  14 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 Sensors [5 Power/round] 
  24
  Strength Package:  Class 9 (Strength 9)
  Gain Package:  Class Beta (+2)
  Coverage:  Standard
  Navigational Sensors:  [5 Power/round] 
  22
  Strength Package:  Class 9 (Strength 9)
  Gain Package:  Class Beta (+2)
  Probes:  20 
  4
  Sensors Skill:  3
  FLIGHT CONTROL SYSTEMS
  Autopilot:  Shipboard Systems (Flight Control) 3, Coordination 2
  [1 Power/round in use] 
  11
  Navigational Computer
  Main:  Class 2 (+1) [1 Power/round] 
  2
  Backups:  Two 
  2
  
  138
  The Dominion War Sourcebook: The Fires of Armageddon
  Inertial Damping Field
  Main 
  36
  Strength:  8 [3 Power/round]
  Number:  3
  Backup 
  9
  Strength:  5 [2 Power/round]
  Number:  3
  Attitude Control [2 Power/round] 
  2
  COMMUNICATIONS SYSTEMS
  Type:  Class 7 [2 Power/round] 
  19
  Strength:  7
  Security:  -4 (Class Gamma uprating)
  Basic Uprating:  Class Alpha (+1)
  Emergency Communications:  Yes [2 Power/round] 
  1
  TRACTOR BEAMS
  Emitter:  Class Gamma [3 Power/Strength used/round] 
  9
  Accuracy:  4/5/7/10
  Location:  Forward
  Emitter:  Class Gamma [3 Power/Strength used/round] 
  9
  Accuracy:  4/5/7/10
  Location:  Aft
  Emitter:  Class Alpha [3 Power/Strength used/round] 
   
   
   
   
  3
  Accuracy:  5/6/8/11
  Location:  Shuttlebay
  TRANSPORTERS
  Type:  Personnel [5 Power/use] 
  68
  Pads:  6
  Emitter/Receiver Array:  Personnel Type 6 (40,000 km range)
  Energizing/Transition Coils:  Class H (Strength 8)
  Number and Location:  Two in command hull, two in main hull
  Type:  Emergency [5 Power/use] 
  60
  Pads:  16
  Emitter/Receiver Array:  Emergency Type 3 (15,000 km range)
  Energizing/Transition Coils:  Class H (Strength 8)
  Number and Location:  Two in command hull, two in main hull
  Type:  Cargo [4 Power/use] 
  45
  Pads:  400 kg
  Emitter/Receiver Array:  Cargo Type 3 (40,000 km range)
  Energizing/Transition Coils:  Class H (Strength 8)
  Number and Location:  One in command hull, two in main hull
  Cloaking Device:  Class 8 [40 Power/class/round] 
  30
  SECURITY SYSTEMS
  Rating:  4 
  16
  Anti-Intruder System:  Yes [1 Power/round] 
  6
  Internal Force Fields [1 Power/3 Strength] 
  6
  SCIENCE SYSTEMS
  Rating 2 (+1) [2 Power/round] 
  16
  Specialized Systems:  1 
  5
  Laboratories:  8 
  2
  TACTICAL SYSTEMS
  Forward Disruptor Array 
  54
  Type:  Type 12
  Damage:  260 [26 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 command hull
  Firing Arc:  360 degrees forward
  Firing Modes:  Standard, Pulse
  Forward Dorsal 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 dorsal
  Firing Arc:  360 degrees dorsal
  Firing Modes:  Standard, Pulse
  Forward Ventral 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 ventral
  Firing Arc:  360 degrees ventral
  Firing Modes:  Standard, Pulse
  Aft Dorsal 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:  Aft dorsal
  Firing Arc:  360 degrees dorsal
  Firing Modes:  Standard, Pulse
  Aft Ventral 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:  Aft ventral
  Firing Arc:  360 degrees ventral
  Firing Modes:  Standard, Pulse
  Forward Starboard Torpedo Launcher 
  28
  Standard Load:  Plasma torpedoes
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Forward, starboard
  Firing Arc:  Forward, but are self-guided
  Forward Port Torpedo Launcher 
  28
  Standard Load:  Plasma torpedoes
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Forward, port
  Firing Arc:  Forward, but are self-guided
  Aft Starboard Torpedo Launcher 
  28
  Standard Load:  Plasma torpedoes
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Aft, starboard
  Firing Arc:  Aft, but are self-guided
  
  The Dominion War Sourcebook: The Fires of Armageddon
  139
  Aft Port Torpedo Launcher 
  28
  Standard Load:  Plasma torpedoes
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Aft, port
  Firing Arc:  Aft, but are self-guided
  Torpedoes Carried:  400 
  40
  TA/T/TS:  Class Gamma [2 Power/round] 
  12
  Strength:  9
  Bonus:  +2
  Weapons Skill:  5
  Shields (Forward, Aft, Port, Starboard) 
  64 (x4)
  Shield Generator:  Class 4 (Protection 800 + 100 [embedded nacelles])
  [80 Power/shield/round]
  Shield Grid:  Type C (50% increase to 1200 Protection)
  Subspace Field Distortion Amplifiers:  Class Zeta (Threshold  260 + 10 
  [embedded nacelles])
  Recharging System:  Class 1 (45 seconds)
  Backup Shield Generators:  4 (1 per shield) 
  8
  Auto-Destruct System 
  6
  AUXILIARY SPACECRAFT SYSTEMS
  Shuttlebay(s):  Capacity for 10 Size worth of ships 
  20
  Standard Complement:  5 shuttlecraft
  Location(s):  Aft, port and starboard
  Captain’s Yacht:  No
  
  140
  The Dominion War Sourcebook: The Fires of Armageddon
  CARDASSIAN ABERAX 
  CLASS
  Class and Type:  Aberax-class Destroyer
  Commissioning Date:  2362
  HULL SYSTEMS
  Size:  5
  Length:  245.71 meters
  Beam:  92.35 meters
  Height:  38.50 meters
  Decks:  8
  Mass:  420,000 metric tonnes
  SUs Available:  1,850
  SUs Used:  1,763
  HULL
  Outer 
  20
  Inner 
  20
  RESISTANCE
  Outer Hull:  8 
  9
  Inner Hull:  8 
  9
  STRUCTURAL INTEGRITY FIELD
  Main:  Class 4 (Protection 70/110)
  [1 Power/10 Protection/round] 
  26
  Backup:  Class 4 (Protection 35)
  [1 Power/10 Protection/round] 
  13
  Backup:  Class 4 (Protection 35)
  [1 Power/10 Protection/round] 
  13
  PERSONNEL SYSTEMS
  Crew/Passengers/Evac:  225/200/3,000
  CREW QUARTERS
  Spartan:  140 
  7
  Basic:  80 
  8
  Expanded:  50 
  10
  Luxury:  20 
  20
  Unusual:  4 
  4
  ENVIRONMENTAL SYSTEMS
  Basic Life Support [10 Power/round] 
  20
  Reserve Life Support [5 Power/round] 
  10
  Emergency Life Support (30 emergency shelters) 
  10
  Gravity [3 Power/round] 
  5
  Consumables:  2 years’ worth 
  10
  Food Replicators [5 Power/round] 
  5
  Industrial Replicators 
  8
  Type:  Network of small replicators [2 Power/round]
  Type:  1 large unit [2 Power/replicator/round]
  Medical Facilities:  5 (+1) [5 Power/round] 
  25
  Recreation Facilities:  5 [10 Power/round] 
  40
  Personnel Transport:  Turbolifts, Jefferies tubes [2 Power/round] 
  15
  Fire Suppression System [1 Power/round when active] 
  5
  Cargo Holds:  33,000 cubic meters 
  1
  Locations:  6 locations throughout the ship
  Escape Pods 
  6
  Number:  120
  Capacity:  4 persons per pod
  PROPULSION SYSTEMS
  WARP DRIVE 
  Nacelles:  Type 5C2 
  66
  Speed:  4.9/7.9/9.1 [1 Power/.2 warp speed]
  PIS:  Type C (6 hours of Maximum warp) 
  6
  Special Configuration: Embedded 
  20
  IMPULSE ENGINE
  Type:  Class 3A (.5c/.75c) [5/7 Power/round] 
  18
  Location:  Aft
  IMPULSE ENGINE
  Type:  Class 3A (.5c/.75c) [5/7 Power/round] 
  18
  Location:  Amidships dorsal, port and starboard
  Reaction Control System (.025c) [2 Power/round when in use] 
  5
  POWER SYSTEMS
  WARP ENGINE
  Type:  Class 7/M (generates 375 Power/round) 
  83
  Location:  Amidships
  Impulse Engine[s]:  2 Class 3A (generate 28 Power/engine/round)
  Auxiliary Power:  4 reactors (generate 5 Power/reactor/round) 
  12
  Emergency Power:  Type D (generates 40 Power/round) 
  40
  EPS:  Standard Power flow, +200 Power transfer/round 
  45
  Standard Usable Power:  431
  OPERATIONS SYSTEMS
  Bridge:  Forward dorsal 
  25
  COMPUTERS
  Core 1:  Forward [5 Power/round] 
  10
  Core 2:  Amidships [5 Power/round] 
  10
  ODN 
  15
  Navigational Deflector [5 Power/round] 
  20
  Range:  10/20,000/50,000/150,000
  Accuracy:  5/6/8/11
  Location:  Forward ventral
  SENSOR SYSTEMS
  Long-range Sensors [5 Power/round] 
  40
  Range Package:  Type 7 (Accuracy 3/4/7/10)
  High Resolution:  5 light-years (.5/.6-1.0/1.1-3.7/3.8-5.0)
  Low Resolution:  15 light-years (1/1.1-4.0/4.1-12.0/12.1-15)
  Strength Package:  Class 7 (Strength 7)
  Gain Package:  Class Beta (+2)
  Coverage:  Standard
  Lateral Sensors [5 Power/round] 
  20
  Strength Package:  Class 7 (Strength 7)
  Gain Package:  Class Beta (+2)
  Coverage:  Standard
  Navigational Sensors:  [5 Power/round] 
  18
  Strength Package:  Class 7 (Strength 7)
  Gain Package:  Class Beta (+2)
  Probes:  30 
  3
  Sensors Skill:  3
  FLIGHT CONTROL SYSTEMS
  Autopilot:  Shipboard Systems (Flight Control) 3, Coordination 2
  [1 Power/round in use] 
  10
  Navigational Computer
  Main:  Class 2 (+1) [1 Power/round] 
  2
  Backups:  2 
  2
  
  The Dominion War Sourcebook: The Fires of Armageddon
  141
  Inertial Damping Field
  Main 
  30
  Strength:  9 [3 Power/round]
  Number:  3
  Backup 
  9
  Strength:  6 [2 Power/round]
  Number:  3
  Attitude Control [1 Power/round] 
  1
  COMMUNICATIONS SYSTEMS
  Type:  Class 8 [2 Power/round] 
  19
  Strength:  8
  Security:  -3
  Basic Uprating:  Class Alpha (+1)
  Emergency Communications:  Yes [2 Power/round] 
  1
  TRACTOR BEAMS
  Emitter:  Class Gamma [3 Power/Strength used/round] 
  9
  Accuracy:  4/5/7/10
  Location:  Forward
  Emitter:  Class Gamma [3 Power/Strength used/round] 
  9
  Accuracy:  4/5/7/10
  Location:  Aft
  Emitter:  Class Alpha [3 Power/Strength used/round] 
  3
  Accuracy:  5/6/8/11
  Location:  Shuttlebay
  TRANSPORTERS
  Type:  Personnel [5 Power/use] 
  30
  Pads:  6
  Emitter/Receiver Array:  Personnel Type 6 (40,000 km range)
  Energizing/Transition Coils:  Class F (Strength 6)
  Number and Location:  One forward, one amidships
  Type:  Emergency [5 Power/use] 
  53
  Pads:  16
  Emitter/Receiver Array:  Emergency Type 3 (15,000 km range)
  Energizing/Transition Coils:  Class F (Strength 6)
  Number and Location:  Two forward section, one amidships, one aft
  Type:  Cargo [4 Power/use] 
  44
  Pads:  400 kg
  Emitter/Receiver Array:  Cargo Type 3 (40,000 km range)
  Energizing/Transition Coils:  Class F (Strength 6)
  Number and Location:  Two forward section, one amidships, one aft
  Cloaking Device:  None
  SECURITY SYSTEMS
  Rating:  4 
  16
  Anti-Intruder System:  Yes [1 Power/round] 
  5
  Internal Force Fields [1 Power/3 Strength] 
  5
  SCIENCE SYSTEMS
  Rating 2 (+1) [2 Power/round] 
  16
  Specialized Systems:  1 
  5
  Laboratories:  11 
  4
  TACTICAL SYSTEMS
  Forward Starboard Disruptor Cannon 
  54
  Type:  12
  Damage:  260 [26 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 point of starboard section of command hull
  Firing Arc:  360 degrees forward
  Firing Modes:  Standard, Pulse
  Forward Port Disruptor Cannon 
  54
  Type:  12
  Damage:  260 [26 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 point of port section of command hull
  Firing Arc:  360 degrees forward
  Firing Modes:  Standard, Pulse
  Dorsal Starboard Spiral-Wave Disruptor Array 
  42
  Type:  9
  Damage:  200 [20 Power]
  Number of Emitters:  Up to 3 shots per disruptor per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Dorsal on starboard section of command hull
  Firing Arc:  360 degrees dorsal
  Firing Modes:  Standard, Pulse
  Dorsal Port Spiral-Wave Disruptor Array 
  42
  Type:  9
  Damage:  200 [20 Power]
  Number of Emitters:  Up to 3 shots per disruptor per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Dorsal on port section of command hull
  Firing Arc:  360 degrees dorsal
  Firing Modes:  Standard, Pulse
  Ventral Starboard Spiral-Wave Disruptor Array 
  42
  Type:  9
  Damage:  200 [20 Power]
  Number of Emitters:  Up to 3 shots per disruptor per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Ventral on starboard section of command hull
  Firing Arc:  360 degrees ventral
  Firing Modes:  Standard, Pulse
  Ventral Port Spiral-Wave Disruptor Array 
  42
  Type:  9
  Damage:  200 [20 Power]
  Number of Emitters:  Up to 3 shots per disruptor per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Ventral on port section of command hull
  Firing Arc:  360 degrees ventral
  Firing Modes:  Standard, Pulse
  Dorsal Spiral-Wave Disruptor Array 
  42
  Type:  9
  Damage:  200 [20 Power]
  Number of Emitters:  Up to 3 shots per disruptor per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Engineering dorsal amidships
  Firing Arc:  360 degrees dorsal
  Firing Modes:  Standard, Pulse
  
  142
  The Dominion War Sourcebook: The Fires of Armageddon
  Ventral Spiral-Wave Disruptor Arrays (2) 
  42 (x2)
  Type:  9
  Damage:  200 [20 Power]
  Number of Emitters:  Up to 3 shots per disruptor per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Equidistantly along ventral side of Engineering hull
  Firing Arc:  360 degrees ventral
  Firing Modes:  Standard, Pulse
  Forward Torpedo Launcher 
  18
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  10
  Range:  15/300,000/1,000,000/3,500,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Ventral of command hull
  Firing Arc:  Forward, but are self-guided
  Aft Torpedo Launcher 
  18
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  10
  Range:  15/300,000/1,000,000/3,500,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Aft
  Firing Arc:  Aft, but are self-guided
  Torpedoes Carried:  300 
  30
  TA/T/TS:  Class Beta [1 Power/round] 
  9
  Strength:  8
  Bonus:  +1
  Weapons Skill:  4
  Shields (Forward, Aft, Port, Starboard) 
  48 (x4)
  Shield Generator:  Class 4 (Protection 610+100) [61 Power/shield/round]
  Shield Grid:  Type C (50% increase to 915 Protection)
  Subspace Field Distortion Amplifiers:  Class Epsilon (Threshold  200+10)
  Recharging System:  Class 1 (45 seconds)
  Backup Shield Generators:  4 (1 per shield) 
  4
  Auto-Destruct System 
  4
  AUXILIARY SPACECRAFT SYSTEMS
  Shuttlebay(s):  Capacity for 10 Size worth of ships 
  20
  Standard Complement:  5 shuttlecraft
  Location(s):  Ventral, port and starboard
  Captain’s Yacht:  No
  
  The Dominion War Sourcebook: The Fires of Armageddon
  143
  CARDASSIAN GURAN 
  CLASS
  Class and Type:  Guran-class Fast Attack Ship
  Commissioning Date:  2366
  HULL SYSTEMS
  Size:  4
  Length:  115.37 meters
  Beam:  82.10 meters
  Height:  26.00 meters
  Decks:  5
  Mass:  73,500 metric tonnes
  SUs Available:  1,300
  SUs Used:  1,273
  HULL
  Outer 
  16
  Inner 
  16
  RESISTANCE
  Outer Hull:  6 
  6
  Inner Hull:  6 
  6
  STRUCTURAL INTEGRITY FIELD
  Main:  Class 4 (Protection 70/110) [1 Power/10 Protection/round] 27
  Backup:  Class 4 (Protection 35) [1 Power/10 Protection/round] 
  14
  Backup:  Class 4 (Protection 35) [1 Power/10 Protection/round] 
  14
  PERSONNEL SYSTEMS
  Crew/Passengers/Evac:  75/50/580
  CREW QUARTERS
  Spartan:  40 
  2
  Basic:  40 
  4
  Expanded:  25 
  5
  Luxury:  12 
  12
  Unusual:  3 
  3
  ENVIRONMENTAL SYSTEMS
  Basic Life Support [8 Power/round] 
  16
  Reserve Life Support [4 Power/round] 
  8
  Emergency Life Support (24 emergency shelters) 
  8
  Gravity [2 Power/round] 
  4
  Consumables:  1 years’ worth 
  4
  Food Replicators [4 Power/round] 
  4
  Industrial Replicators 
  4
  Type:  Network of small replicators [2 Power/round]
  Medical Facilities:  3 (+1) [3 Power/round] 
  15
  Recreation Facilities:  3 [6 Power/round] 
  24
  Personnel Transport:  Turbolifts, Jefferies tubes [2 Power/round] 
  12
  Fire Suppression System [1 Power/round when active] 
  4
  Cargo Holds:  3,000 cubic meters 
  1
  Locations:  Aft
  Escape Pods 
  2
  Number:  40
  Capacity:  4 persons per pod
  PROPULSION SYSTEMS
  WARP DRIVE 
  Nacelles:  Type 5B6 
  63
  Speed:  5.0/7.0/9.6 [1 Power/.2 warp speed]
  PIS:  Type C (6 hours of Maximum warp) 
  6
  Uprating: Package 1 for Standard, Sustainable, and Maximum 
  6
  Special Configuration: Embedded 
  16
  IMPULSE ENGINE
  Type:  Class 3A (.5c/.75c) [5/7 Power/round] 
  18
  Acceleration Uprating:  Class Alpha (66% acceleration)
  [1 Power/round when active] 
  2
  Location:  Aft
  Reaction Control System (.025c) [2 Power/round when in use] 
  4
  POWER SYSTEMS
  WARP ENGINE
  Type:  Class 6/K (generates 300 Power/round) 
  70
  Location:  Amidships
  Impulse Engine[s]:  1 Class 3A (generate 28 Power/engine/round)
  Auxiliary Power:  3 reactors (generate 5 Power/reactor/round) 
  9
  Emergency Power:  Type D (generates 40 Power/round) 
  40
  EPS:  Standard Power flow, +180 Power transfer/round 
  38
  Standard Usable Power:  328
  OPERATIONS SYSTEMS
  Bridge:  Forward 
  20
  COMPUTERS
  Core 1:  Forward [5 Power/round] 
  8
  Core 2:  Amidships [5 Power/round] 
  8
  ODN 
  12
  Navigational Deflector [5 Power/round] 
  16
  Range:  10/20,000/50,000/150,000
  Accuracy:  5/6/8/11
  Location:  Forward ventral
  SENSOR SYSTEMS
  Long-range Sensors [5 Power/round] 
  33
  Range Package:  Type 4 (Accuracy 3/4/7/10)
  High Resolution:  5 light-years (.5/.6-1.0/1.1-3.5/3.6-5.0)
  Low Resolution:  14 light-years (1/1.1-3.5/3.6-10.0/10.1-14)
  Strength Package:  Class 7 (Strength 7)
  Gain Package:  Class Alpha (+1)
  Coverage:  Standard
  Lateral Sensors [5 Power/round] 
  17
  Strength Package:  Class 7 (Strength 7)
  Gain Package:  Class Alpha (+1)
  Coverage:  Standard
  Navigational Sensors:  [5 Power/round] 
  16
  Strength Package:  Class 7 (Strength 7)
  Gain Package:  Class Alpha (+1)
  Probes:  20 
  4
  Sensors Skill:  3
  FLIGHT CONTROL SYSTEMS
  Autopilot:  Shipboard Systems (Flight Control) 3, Coordination 2
  [1 Power/round in use] 
  11
  Navigational Computer
  Main:  Class 2 (+1) [1 Power/round] 
  2
  Backups:  Two 
  2
  Inertial Damping Field
  Main 
  16
  Strength:  9 [3 Power/round]
  Number:  2
  Backup 
  4
  Strength:  6 [2 Power/round]
  Number:  2
  Attitude Control [1 Power/round] 
  1
  
  144
  The Dominion War Sourcebook: The Fires of Armageddon
  COMMUNICATIONS SYSTEMS
  Type:  Class 7 [2 Power/round] 
  17
  Strength:  7
  Security:  -3
  Basic Uprating:  Class Alpha (+1)
  TRACTOR BEAMS
  Emitter:  Class Beta [3 Power/Strength used/round] 
  6
  Accuracy:  5/6/8/11
  Location:  Forward
  Emitter:  Class Beta [3 Power/Strength used/round] 
  6
  Accuracy:  5/6/8/11
  Location:  Aft
  TRANSPORTERS
  Type:  Personnel [4 Power/use] 
  30
  Pads:  4
  Emitter/Receiver Array:  Personnel Type 6 (40,000 km range)
  Energizing/Transition Coils:  Class G (Strength 7)
  Number and Location:  One forward, one amidships
  Type:  Emergency [5 Power/use] 
  28
  Pads:  16
  Emitter/Receiver Array:  Emergency Type 3 (15,000 km range)
  Energizing/Transition Coils:  Class G (Strength 7)
  Number and Location:  One forward, one amidships
  Type:  Cargo [4 Power/use] 
  24
  Pads:  400 kg
  Emitter/Receiver Array:  Cargo Type 3 (40,000 km range)
  Energizing/Transition Coils:  Class G (Strength 7)
  Number and Location:  One forward, one amidships
  Cloaking Device:  None
  SECURITY SYSTEMS
  Rating:  3 
  12
  Anti-Intruder System:  Yes [1 Power/round] 
  4
  Internal Force Fields [1 Power/3 Strength] 
  4
  SCIENCE SYSTEMS
  Rating 1 (+0) [1 Power/round] 
  9
  Specialized Systems:  None
  Laboratories:  5 
  2
  TACTICAL SYSTEMS
  Forward Disruptor Cannon 
  42
  Type:  9
  Damage:  200 [20 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 4/5/7/10 
  Range:  10/30,000/100,000/300,000
  Location:  Forward
  Firing Arc:  360 degrees forward
  Firing Modes:  Standard, Pulse
  Forward Dorsal Spiral-Wave Disruptor Arrays (x2) 
  38 (x2)
  Type:  8
  Damage:  180 [18 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Dorsal, to either side of bridge module
  Firing Arc:  360 degrees dorsal
  Firing Modes:  Standard, Pulse
  Forward Ventral Spiral-Wave Disruptor Arrays (x2) 
  38 (x2)
  Type:  8
  Damage:  180 [18 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Ventral, to either side of bridge module
  Firing Arc:  360 degrees ventral
  Firing Modes:  Standard, Pulse
  Engineering Dorsal Spiral-Wave Disruptor 
  38
  Type:  8
  Damage:  180 [18 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Engineering dorsal, amidships
  Firing Arc:  360 degrees dorsal
  Firing Modes:  Standard, Pulse
  Engineering Ventral Spiral-Wave Disruptor 
  38
  Type:  8
  Damage:  180 [18 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Engineering ventral, amidships
  Firing Arc:  360 degrees ventral
  Firing Modes:  Standard, Pulse
  Forward Torpedo Launcher 
  16
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  6
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Forward
  Firing Arc:  Forward, but are self-guided
  Aft Torpedo Launcher 
  16
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  6
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Aft
  Firing Arc:  Aft, but are self-guided
  Torpedoes Carried:  80 
  8
  TA/T/TS:  Class Gamma [2 Power/round] 
  12
  Strength:  9
  Bonus:  +2
  Weapons Skill:  4
  Shields (Forward, Aft, Port, Starboard) 
  32 (x4)
  Shield Generator:  Class 3 (Protection 500 + 100 [embedded nacelles])
  [50 Power/shield/round]
  Shield Grid:  Type C (50% increase to 750 Protection)
  Subspace Field Distortion Amplifiers:  Class Gamma (Threshold  150 + 10 
  [embedded nacelles])
  Recharging System:  Class 1 (45 seconds)
  Backup Shield Generators:  4 (1 per shield) 
  4
  Auto-Destruct System 
  4
  AUXILIARY SPACECRAFT SYSTEMS
  Shuttlebay(s):  None
  Captain’s Yacht:  No
  
  The Dominion War Sourcebook: The Fires of Armageddon
  145
  JEM’HADAR CARRIER
  Class and Type:  Jem’Hadar Carrier
  Commissioning Date:  Mid-24th century
  HULL SYSTEMS
  Size:  11
  Length:  1,269.63 meters
  Beam:  837.92 meters
  Height:  434.15 meters
  Decks:  90
  Mass:  9,363,000 metric tonnes
  SUs Available:  4,000
  SUs Used:  3,916
  HULL
  Outer 
  44
  Inner 
  44
  RESISTANCE
  Outer Hull:  10 
  12
  Inner Hull:  10 
  12
  STRUCTURAL INTEGRITY FIELD
  Main:  Class 7 (Protection 100/150)
  [1 Power/10 Protection/round] 
  41
  Backup:  Class 7 (Protection 50)
  [1 Power/10 Protection/round] 
  20
  Backup:  Class 7 (Protection 50)
  [1 Power/10 Protection/round] 
  20
  PERSONNEL SYSTEMS
  Crew/Passengers/Evac:  4,225/5,000/32,000
  CREW QUARTERS
  Spartan:  None
  Basic:  500 
  50
  Expanded:  150 
  30
  Luxury:  50 
  50
  Unusual:  10 
  10
  ENVIRONMENTAL SYSTEMS
  Basic Life Support [14 Power/round] 
  44
  Reserve Life Support [7 Power/round] 
  22
  Emergency Life Support (66 emergency shelters) 
  22
  Gravity [6 Power/round] 
  11
  Consumables:  3 years’ worth 
  33
  Food Replicators [11 Power/round] 
  11
  Industrial Replicators 
  40
  Type:  2 networks of small replicators [2 Power/round]
  Type:  6 large units [2 Power/replicator/round]
  Medical Facilities:  6 (+1) [6 Power/round] 
  30
  Recreation Facilities:  4 [8 Power/round] 
  32
  Personnel Transport:  Turbolifts, Jefferies tubes [2 Power/round] 
  33
  Fire Suppression System [1 Power/round when active] 
  11
  Cargo Holds:  366,000 cubic meters 
  11
  Locations:  Aft ventral, 20 other locations throughout ship
  Escape Pods 
  17
  Number:  300
  Capacity:  12 persons per pod
  PROPULSION SYSTEMS
  WARP DRIVE 
  Nacelles:  Type 6D 
  105
  Speed:  6.0/9.2/9.6 [1 Power/.2 warp speed]
  PIS:  Type H (12 hours of Maximum warp) 
  16
  IMPULSE ENGINE
  Type:  Class 7 (.75c/.92c) [7/9 Power/round] 
  35
  Location:  Aft
  IMPULSE ENGINE
  Type:  Class 7 (.75c/.92c) [7/9 Power/round] 
  35
  Location:  Aft, port and starboard
  IMPULSE ENGINE
  Type:  Class 7 (.75c/.92c) [7/9 Power/round] 
  35
  Location:  Port and starboard pylons
  IMPULSE ENGINE
  Type:  Class 7 (.75c/.92c) [7/9 Power/round] 
  35
  Location:  Port and starboard pylons
  Reaction Control System (.025c) [2 Power/round when in use] 
  11
  POWER SYSTEMS
  WARP ENGINE
  Type:  Class 13/S (generates 699 Power/round) 
  145
  Location:  Engineering section
  Impulse Engine[s]:  4 Class 7 (generate 56 Power/engine/round)
  Auxiliary Power:  6 reactors (generate 5 Power/reactor/round) 
  18
  Emergency Power:  Type F (generates 50 Power/round) 
  50
  EPS:  Standard Power flow, +500 Power transfer/round 
  105
  Standard Usable Power:  923
  OPERATIONS SYSTEMS
  Bridge:  Dorsal 
  55
  Auxiliary Control Room:  Battle bridge, Engineering 
  33
  COMPUTERS
  Core 1:  Forward, port [5 Power/round] 
  22
  Core 2:  Forward, starboard [5 Power/round] 
  22
  Core 3:  Engineering [5 Power/round] 
  22
  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:  Dorsal
  SENSOR SYSTEMS
  Long-range Sensors [5 Power/round] 
  44
  Range Package:  Type 7 (Accuracy 3/4/7/10)
  High Resolution:  5 light-years (.5/.6-1.0/1.1-3.8/3.9-5.0)
  Low Resolution:  17 light-years (1/1.1-6.0/6.1-13.0/13.1-17)
  Strength Package:  Class 10 (Strength 10)
  Gain Package:  Class Beta (+2)
  Coverage:  Standard
  Lateral Sensors [5 Power/round] 
  16
  Strength Package:  Class 10 (Strength 10)
  Gain Package:  Class Beta (+2)
  Coverage:  Standard
  Navigational Sensors:  [5 Power/round] 
  14
  Strength Package:  Class 10 (Strength 10)
  Gain Package:  Class Beta (+2)
  Probes:  80 
  8
  Sensors Skill:  5
  
  146
  The Dominion War Sourcebook: The Fires of Armageddon
  FLIGHT CONTROL SYSTEMS
  Autopilot:  Shipboard Systems (Flight Control) 4, Coordination 2
  [1 Power/round in use] 
  14
  Navigational Computer
  Main:  Class 3 (+2) [2 Power/round) 
  4
  Backups:  Three full-strength navigational computers 
  12
  Inertial Damping Field
  Main 
  110
  Strength:  9 [3 Power/round]
  Number:  5
  Backup 
  30
  Strength:  6 [2 Power/round]
  Number:  5
  Attitude Control [3 Power/round] 
  3
  COMMUNICATIONS SYSTEMS
  Type:  Class 10 [2 Power/round] 
  30
  Strength:  10
  Security:  -7 (Class Delta uprating)
  Basic Uprating:  Class Beta (+2)
  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:  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 (x8)
  Accuracy:  5/6/8/11
  Location:  One in each of eight shuttlebays
  TRANSPORTERS
  Type:  Personnel [10 Power/use] 
  310
  Pads:  8
  Emitter/Receiver Array:  Personnel Type 15 (3 light-year range)
  Energizing/Transition Coils:  Class H (Strength 8)
  Number and Location:  Ten throughout ship
  Type:  Emergency [10 Power/use] 
  156
  Pads:  32
  Emitter/Receiver Array:  Emergency Type 5 (25,000 km range)
  Energizing/Transition Coils:  Class H (Strength 8)
  Number and Location:  Six throughout ship
  Type:  Cargo [9 Power/use] 
  156
  Pads:  400 kg
  Emitter/Receiver Array:  Cargo Type 11 (3 light-year range)
  Energizing/Transition Coils:  Class H (Strength 8)
  Number and Location:  Six throughout ship
  Cloaking Device:  None
  SECURITY SYSTEMS
  Rating:  5 
  20
  Anti-Intruder System:  Yes [1 Power/round] 
  8
  Internal Force Fields [1 Power/3 Strength] 
  8
  SCIENCE SYSTEMS
  Rating 2 (+1) [2 Power/round] 
  18
  Specialized Systems:  2 
  10
  Laboratories:  28 
  6
  TACTICAL SYSTEMS
  Forward Starboard Polaron Array 
  60
  Type:  13
  Damage:  280 [28 Power]
  Number of Emitters:  Up to 5 shots per round
  Auto-Phaser Interlock:  Accuracy 3/4/6/9
  Range:  10/30,000/100,000/300,000
  Location:  Forward on end of starboard structure
  Firing Arc:  405 degrees forward
  Firing Modes:  Standard, Pulse
  Forward Port Polaron Array 
  60
  Type:  13
  Damage:  280 [28 Power]
  Number of Emitters:  Up to 5 shots per round
  Auto-Phaser Interlock:  Accuracy 3/4/6/9
  Range:  10/30,000/100,000/300,000
  Location:  Forward on end of port structure
  Firing Arc:  405 degrees forward
  Firing Modes:  Standard, Pulse
  Aft Polaron Array 
  59
  Type:  13
  Damage:  280 [28 Power]
  Number of Emitters:  Up to 5 shots per round
  Auto-Phaser Interlock:  Accuracy 3/4/6/9
  Range:  10/30,000/100,000/300,000
  Location:  Aft
  Firing Arc:  360 degrees aft
  Firing Modes:  Standard, Pulse
  Starboard Polaron Array 
  59
  Type:  13
  Damage:  280 [28 Power]
  Number of Emitters:  Up to 5 shots per round
  Auto-Phaser Interlock:  Accuracy 3/4/6/9
  Range:  10/30,000/100,000/300,000
  Location:  Starboard amidships
  Firing Arc:  360 degrees starboard
  Firing Modes:  Standard, Pulse
  Port Polaron Array 
  59
  Type:  13
  Damage:  280 [28 Power]
  Number of Emitters:  Up to 5 shots per round
  Auto-Phaser Interlock:  Accuracy 3/4/6/9
  Range:  10/30,000/100,000/300,000
  Location:  Port amidships
  Firing Arc:  360 degrees port
  Firing Modes:  Standard, Pulse
  Forward Dorsal Torpedo Launcher 
  19
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 3/4/6/9
  Power:  [20 + 5 per torpedo fired]
  Location:  Forward, dorsal of main shuttlebay doors
  Firing Arc:  Forward, but are self-guided
  Forward Ventral Torpedo Launcher 
  19
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 3/4/6/9
  Power:  [20 + 5 per torpedo fired]
  Location:  Forward, ventral of main shuttlebay doors
  Firing Arc:  Forward, but are self-guided
  
  The Dominion War Sourcebook: The Fires of Armageddon
  147
  Aft Torpedo Launcher 
  19
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 3/4/6/9
  Power:  [20 + 5 per torpedo fired]
  Location:  Aft ventral
  Firing Arc:  Aft, but are self-guided
  Torpedoes Carried:  300 
  30
  TA/T/TS:  Class Gamma [2 Power/round] 
  12
  Strength:  9
  Bonus:  +2
  Weapons Skill:  5
  Shields (Forward, Aft, Port, Starboard) 
  169 (x4)
  Shield Generator:  Class 7 (Protection 1400) [140 Power/shield/round]
  Shield Grid:  Type C (50% increase to 2100 Protection)
  Subspace Field Distortion Amplifiers:  Class Iota (Threshold  460)
  Recharging System:  Class 2 (40 seconds)
  Backup Shield Generators:  4 (1 per shield) 
  12
  Auto-Destruct System 
  11
  AUXILIARY SPACECRAFT SYSTEMS
  Shuttlebay(s):  Capacity for 150 Size worth of ships 
  300
  Standard Complement:  50 Jem’Hadar Attack Ships
  Location(s):  Forward, aft port, aft starboard, port ventral, starboard 
  ventral, amidships ventral
  Captain’s Yacht:  No
  
  148
  The Dominion War Sourcebook: The Fires of Armageddon
  JEM’HADAR FAST 
  ATTACK SHIP
  Class and Type:  Jem’Hadar Fast Attack Ship
  Commissioning Date:  Mid-24th century
  HULL SYSTEMS
  Size:  5
  Length:  215.35 meters
  Beam:  83.85 meters
  Height:  41.50 meters
  Decks:  8
  Mass:  364,650 metric tonnes
  SUs Available:  1,850
  SUs Used:  1,841
  HULL
  Outer 
  20
  Inner 
  20
  RESISTANCE
  Outer Hull:  8 
   9
  Inner Hull:  8 
   9
  STRUCTURAL INTEGRITY FIELD
  Main:  Class 4 (Protection 70/110)
  [1 Power/10 Protection/round] 
  26
  Backup:  Class 4 (Protection 35)
  [1 Power/10 Protection/round] 
  13
  Backup:  Class 4 (Protection 35)
  [1 Power/10 Protection/round] 
  13
  PERSONNEL SYSTEMS
  Crew/Passengers/Evac:  210/300/3,000
  CREW QUARTERS
  Spartan:  None
  Basic:  250 
  25
  Expanded:  100 
  20
  Luxury:  30 
  30
  Unusual:  None
  ENVIRONMENTAL SYSTEMS
  Basic Life Support [10 Power/round] 
  20
  Reserve Life Support [5 Power/round] 
  10
  Emergency Life Support (30 emergency shelters) 
  10
  Gravity [3 Power/round] 
  5
  Consumables:  1 years’ worth 
  5
  Food Replicators [5 Power/round] 
  5
  Industrial Replicators 
  8
  Type:  Network of small replicators [2 Power/round]
  Type:  1 large unit [2 Power/replicator/round]
  Medical Facilities:  4 (+1) [4 Power/round] 
  20
  Recreation Facilities:  3 [6 Power/round] 
  24
  Personnel Transport:  Turbolifts, Jefferies tubes [2 Power/round] 
  15
  Fire Suppression System [1 Power/round when active] 
  5
  Cargo Holds:  33,000 cubic meters 
  1
  Locations:  Aft
  Escape Pods 
  7
  Number:  120
  Capacity:  8 persons per pod
  PROPULSION SYSTEMS
  WARP DRIVE 
  Nacelles:  Type 6D 
  105
  Speed:  6.0/9.2/9.6 [1 Power/.2 warp speed]
  PIS:  Type H (12 hours of Maximum warp) 
  16
  IMPULSE ENGINE
  Type:  Class 5A (.72c/.9c) [7/9 Power/round] 
  28
  Acceleration Uprating:  Class Beta (75% acceleration)
  [2 Power/round when active] 
  4
  Location:  Aft
  IMPULSE ENGINE
  Type:  Class 5A (.72c/.9c) [7/9 Power/round] 
  28
  Acceleration Uprating:  Class Beta (75% acceleration)
  [2 Power/round when active] 
  4
  Location:  Port and starboard, beneath where the pylons join the
  main body
  Reaction Control System (.025c) [2 Power/round when in use]  
  5
  POWER SYSTEMS
  WARP ENGINE
  Type:  Class 9/O (generates 450 Power/round) 
  100
  Location:  Aft
  Impulse Engine[s]:  2 Class 5A (generate 44 Power/engine/round)
  Auxiliary Power:  4 reactors (generate 5 Power/reactor/round) 
  12
  Emergency Power:  Type D (generates 40 Power/round) 
  40
  EPS:  Standard Power flow, +300 Power transfer/round 
  50
  Standard Usable Power:  533
  OPERATIONS SYSTEMS
  Bridge:  Dorsal 
  25
  Auxiliary Control Room:  Amidships 
  15
  COMPUTERS
  Core 1:  Forward [5 Power/round] 
  10
  Core 2:  Amidships [5 Power/round] 
  10
  Uprating:  Class Beta (+2) [2 Power/computer/round] 
  8
  ODN 
  15
  Navigational Deflector [5 Power/round] 
  20
  Range:  10/20,000/50,000/150,000
  Accuracy:  5/6/8/11
  Location:  Ventral
  SENSOR SYSTEMS
  Long-range Sensors [5 Power/round] 
  46
  Range Package:  Type 6 (Accuracy 3/4/7/10)
  High Resolution:  5 light-years (.5/.6-1.0/1.1-3.7/3.8-5.0)
  Low Resolution:  16 light-years (1/1.1-5.0/5.1-12.0/12.1-16)
  Strength Package:  Class 8 (Strength 8)
  Gain Package:  Class Beta (+2)
  Coverage:  Standard
  Lateral Sensors [5 Power/round] 
  22
  Strength Package:  Class 8 (Strength 8)
  Gain Package:  Class Beta (+2)
  Coverage:  Standard
  Navigational Sensors:  [5 Power/round] 
  20
  Strength Package:  Class 8 (Strength 8)
  Gain Package:  Class Beta (+2)
  Probes:  40 
  4
  Sensors Skill:  4
  FLIGHT CONTROL SYSTEMS
  Autopilot:  Shipboard Systems (Flight Control) 3, Coordination 2
  [1 Power/round in use] 
  11
  
  The Dominion War Sourcebook: The Fires of Armageddon
  149
  Navigational Computer
  Main:  Class 3 (+2) [2 Power/round] 
  4
  Backups:  Three 
  3
  Inertial Damping Field
  Main 
  40
  Strength:  9 [3 Power/round]
  Number:  4
  Backup 
  12
  Strength:  6 [2 Power/round]
  Number:  4
  Attitude Control [1 Power/round] 
  1
  COMMUNICATIONS SYSTEMS
  Type:  Class 8 [2 Power/round] 
  26
  Strength:  8
  Security:  -5 (Class Delta uprating)
  Basic Uprating:  Class Beta (+2)
  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
  Emitter:  Class Delta [3 Power/Strength used/round] 
  12
  Accuracy:  4/5/7/10
  Location:  Aft
  Emitter:  Class Alpha [3 Power/Strength used/round] 
  3
  Accuracy:  5/6/8/11
  Location:  Shuttlebay
  TRANSPORTERS
  Type:  Personnel [10 Power/use] 
  52
  Pads:  6
  Emitter/Receiver Array:  Personnel Type 15 (3 light-years range)
  Energizing/Transition Coils:  Class H (Strength 8)
  Number and Location:  One forward, one aft
  Type:  Emergency [6 Power/use] 
  34
  Pads:  16
  Emitter/Receiver Array:  Emergency Type 5 (25,000 km range)
  Energizing/Transition Coils:  Class H (Strength 8)
  Number and Location:  One forward, one aft
  Type:  Cargo [9 Power/use] 
  63
  Pads:  400 kg
  Emitter/Receiver Array:  Cargo Type 11 (3 light-years range)
  Energizing/Transition Coils:  Class H (Strength 8)
  Number and Location:  One forward, two aft
  Cloaking Device:  None
  SECURITY SYSTEMS
  Rating:  5 
  20
  Anti-Intruder System:  Yes [1 Power/round] 
  5
  Internal Force Fields [1 Power/3 Strength] 
  5
  SCIENCE SYSTEMS
  Rating 2 (+1) [2 Power/round] 
  15
  Specialized Systems:  None
  Laboratories:  8 
  2
  TACTICAL SYSTEMS
  Forward Starboard Phased Polaron Beam Array 
  48
  Type:  10
  Damage:  220 [22 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 3/4/6/9
  Range:  10/30,000/100,000/300,000
  Location:  Forward, starboard
  Firing Arc:  405 degrees forward and starboard
  Firing Modes:  Standard, Pulse
  Forward Port Phased Polaron Beam Array 
  48
  Type:  10
  Damage:  220 [22 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 3/4/6/9
  Range:  10/30,000/100,000/300,000
  Location:  Forward, port
  Firing Arc:  405 degrees forward and port
  Firing Modes:  Standard, Pulse
  Starboard Phased Polaron Beam Array 
  47
  Type:  10
  Damage:  220 [22 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 3/4/6/9
  Range:  10/30,000/100,000/300,000
  Location:  Starboard, amidships
  Firing Arc:  360 degrees starboard
  Firing Modes:  Standard, Pulse
  Port Phased Polaron Beam Array 
  47
  Type:  10
  Damage:  220 [22 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 3/4/6/9
  Range:  10/30,000/100,000/300,000
  Location:  Port, amidships
  Firing Arc:  360 degrees port
  Firing Modes:  Standard, Pulse
  Aft Phased Polaron Beam Array 
  47
  Type:  10
  Damage:  220 [22 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 3/4/6/9
  Range:  10/30,000/100,000/300,000
  Location:  Aft
  Firing Arc:  360 degrees aft
  Firing Modes:  Standard, Pulse
  Forward Starboard Torpedo Launcher 
  19
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 3/4/6/9
  Power:  [20 + 5 per torpedo fired]
  Location:  Forward starboard
  Firing Arc:  Forward, but are self-guided
  
  150
  The Dominion War Sourcebook: The Fires of Armageddon
  Forward Port Torpedo Launcher 
  19
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 3/4/6/9
  Power:  [20 + 5 per torpedo fired]
  Location:  Forward port
  Firing Arc:  Forward, but are self-guided
  Aft Torpedo Launcher 
  19
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 3/4/6/9
  Power:  [20 + 5 per torpedo fired]
  Location:  Aft
  Firing Arc:  Aft, but are self-guided
  Torpedoes Carried:  300 
  30
  TA/T/TS:  Class Gamma [2 Power/round] 
  12
  Strength:  9
  Bonus:  +2
  Weapons Skill:  5
  Shields (Forward, Aft, Port, Starboard) 
  58 (x4)
  Shield Generator:  Class 5 (Protection 810) [81 Power/shield/round]
  Shield Grid:  Type C (50% increase to 1215 Protection)
  Subspace Field Distortion Amplifiers:  Class Zeta (Threshold  270)
  Recharging System:  Class 2 (40 seconds)
  Backup Shield Generators:  4 (1 per shield) 
    4
  Auto-Destruct System 
  5
  AUXILIARY SPACECRAFT SYSTEMS
  Shuttlebay(s):  Capacity for 18 Size worth of ships 
  36
  Standard Complement:  9 shuttlecraft
  Location(s):  Aft ventral
  Captain’s Yacht:  No
  
  The Dominion War Sourcebook: The Fires of Armageddon
  151
  BREEN GOR TAAN 
  CLASS
  Class and Type:  Gor Taan-class Battle Cruiser
  Commissioning Date:  Mid-24th century
  HULL SYSTEMS
  Size:  7
  Length:  423.76 meters
  Beam:  365.24 meters
  Height: 97.39  meters
  Decks:  20
  Mass:  3,010, 000 metric tonnes
  SUs Available:  2,600
  SUs Used:  2,468
  HULL
  Outer 
  28
  Inner 
  28
  RESISTANCE
  Outer Hull:  8 
  9
  Inner Hull:  8 
  9
  STRUCTURAL INTEGRITY FIELD
  Main:  Class 6 (Protection 90/130)
  [1 Power/10 Protection/round] 
  34
  Backup:  Class 6 (Protection 45)
  [1 Power/10 Protection/round] 
  17
  Backup:  Class 6 (Protection 45)
  [1 Power/10 Protection/round] 
  17
  PERSONNEL SYSTEMS
  Crew/Passengers/Evac:  637/195/5,300
  CREW QUARTERS
  Spartan:  300 
  15
  Basic:  200 
  20
  Expanded:  75 
  15
  Luxury:  25 
  25
  Unusual:  5 
  5
  ENVIRONMENTAL SYSTEMS
  Basic Life Support [11 Power/round] 
  28
  Reserve Life Support [6 Power/round] 
  14
  Emergency Life Support (42 emergency shelters) 
  14
  Gravity [4 Power/round] 
  7
  Consumables:  2 years’ worth 
  14
  Food Replicators [7 Power/round] 
  7
  Industrial Replicators 
  13
  Type:  Network of small replicators [2 Power/round]
  Type:  2 large units [2 Power/replicator/round]
  Medical Facilities:  6 (+1) [6 Power/round] 
  30
  Recreation Facilities:  6 [12 Power/round] 
  48
  Personnel Transport:  Turbolifts, Jefferies tubes [2 Power/round] 
  21
  Fire Suppression System [1 Power/round when active] 
  7
  Cargo Holds:  66,000 cubic meters 
  2
  Locations:  Central spar
  Escape Pods 
  8
  Number:  150
  Capacity:  8 persons per pod
  PROPULSION SYSTEMS
  WARP DRIVE 
  Outer Nacelles:  Type 6D 
  105
  Speed:  6.0/9.2/9.6 [1 Power/.2 warp speed]
  PIS:  Type H (12 hours of Maximum warp) 
  16
  Inner Nacelles:  Type 5A 
  55
  Speed:  5.0/7.0/8.0 [1 Power/.2 warp speed]
  PIS:  Type H (12 hours of Maximum warp) 
  16
  IMPULSE ENGINE
  Type:  Class 5A (.72c/.9c) [7/9 Power/round] 
  28
  Acceleration Uprating:  Class Alpha (66% acceleration)
  [1 Power/round when active] 
  2
  Location:  Aft of central spar
  Reaction Control System (.025c) [2 Power/round when in use] 
  7
  POWER SYSTEMS
  WARP ENGINE
  Type:  Class 6/K (generates 325 Power/round) 
  73
  Location:  Central spar amidships
  WARP ENGINE
  Type:  Class 6/K (generates 325 Power/round) 
  73
  Location:  Ventral spar amidships
  Impulse Engine[s]:  1 Class 5A (generate 44 Power/engine/round)
  Auxiliary Power:  4 reactors (generate 5 Power/reactor/round) 
  12
  Emergency Power:  Type E (generates 45 Power/round) 
  45
  EPS:  Standard Power flow, +350 Power transfer/round 
  70
  Standard Usable Power:  694
  OPERATIONS SYSTEMS
  Bridge:  Dorsal bridge module on central spar 
  35
  Auxiliary Control Room:  Secondary bridge module on crossbar 
  21
  COMPUTERS
  Core 1:  Bridge module forward [5 Power/round] 
  14
  Core 2:  Central spar aft [5 Power/round] 
  14
  Core 3:  Secondary bridge module [5 Power/round] 
  14
  Uprating:  Class Alpha (+1) [1 Power/computer/round] 
  6
  ODN 
  21
  Navigational Deflector [5 Power/round] 
  28
  Range:  10/20,000/50,000/150,000
  Accuracy:  5/6/8/11
  Location:  Ventral of central spar
  SENSOR SYSTEMS
  Long-range Sensors [5 Power/round] 
  39
  Range Package:  Type 5 (Accuracy 3/4/7/10)
  High Resolution:  5 light-years (.5/.6-1.0/1.1-3.7/3.8-5.0)
  Low Resolution:  15 light-years (1/1.1-4.0/4.1-12.0/12.1-15)
  Strength Package:  Class 8 (Strength 8)
  Gain Package:  Class Alpha (+1)
  Coverage:  Standard
  Lateral Sensors [5 Power/round] 
  19
  Strength Package:  Class 8 (Strength 8)
  Gain Package:  Class Alpha (+1)
  Coverage:  Standard
  Navigational Sensors:  [5 Power/round] 
  18
  Strength Package:  Class 8 (Strength 8)
  Gain Package:  Class Alpha (+1)
  Probes:  40 
  4
  Sensors Skill:  4
  
  152
  The Dominion War Sourcebook: The Fires of Armageddon
  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
  Backups:  Two 
  2
  Inertial Damping Field
  Main 
  56
  Strength:  9 [3 Power/round]
  Number:  4
  Backup 
  16
  Strength:  6 [2 Power/round]
  Number:  4
  Attitude Control [2 Power/round] 
  2
  COMMUNICATIONS SYSTEMS
  Type:  Class 8 [2 Power/round] 
  22
  Strength:  8
  Security:  -3
  Basic Uprating:  Class Beta (+1)
  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
  Emitter:  Class Delta [3 Power/Strength used/round] 
  12
  Accuracy:  4/5/7/10
  Location:  Aft
  Emitter:  Class Alpha [3 Power/Strength used/round] 
   3 (x4)
  Accuracy:  5/6/8/11
  Location:  One in each shuttlebay
  TRANSPORTERS
  Type:  Personnel [5 Power/use] 
  80
  Pads:  6
  Emitter/Receiver Array:  Personnel Type 6 (40,000 km range)
  Energizing/Transition Coils:  Class G (Strength 7)
  Number and Location:  Two in central spar, one in each of the other 
  spars
  Type:  Emergency [7 Power/use] 
  80
  Pads:  22
  Emitter/Receiver Array:  Emergency Type 3 (15,000 km range)
  Energizing/Transition Coils:  Class G (Strength 7)
  Number and Location:  Two in central spar, one in each of the other 
  spars
  Type:  Cargo [4 Power/use] 
  60
  Pads:  400 kg
  Emitter/Receiver Array:  Cargo Type 3 (40,000 km range)
  Energizing/Transition Coils:  Class G (Strength 7)
  Number and Location:  Two in central spar, one in each of the other 
  spars
  Cloaking Device:  Class 7 [40 Power/class/round] 
  28
  SECURITY SYSTEMS
  Rating:  4 
  16
  Anti-Intruder System:  Yes [1 Power/round] 
  7
  Internal Force Fields [1 Power/3 Strength] 
  7
  SCIENCE SYSTEMS
  Rating 2 (+1) [2 Power/round] 
  17
  Specialized Systems:  1 
  5
  Laboratories:  8 
  2
  TACTICAL SYSTEMS
  Energy Dissipator 
  123
  Type:  Breen Energy Dissipator
  Damage:  Special [120 Power]
  Number of Emitters:  U to 1 shot per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  5/30,000/80,000/100,000
  Location:  Forward end of central spar
  Firing Arc:  180 degrees forward
  Firing Modes:  Not applicable
  Forward Disruptor Cannon (Central) 
  46
  Type:  10
  Damage:  220 [22 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Forward end of central spar
  Firing Arc:  360 degrees forward
  Firing Modes:  Standard, Pulse
  Forward Disruptor Cannon (Port) 
  46
  Type:  10
  Damage:  220 [22 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Forward end of port spar
  Firing Arc:  360 degrees forward
  Firing Modes:  Standard, Pulse
  Forward Disruptor Cannon (Starboard) 
  46
  Type:  10
  Damage:  220 [22 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Forward end of starboard spar
  Firing Arc:  360 degrees forward
  Firing Modes:  Standard, Pulse
  Forward Disruptor Cannon (Ventral) 
  46
  Type:  10
  Damage:  220 [22 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Forward end of ventral spar
  Firing Arc:  360 degrees forward
  Firing Modes:  Standard, Pulse
  Aft Disruptor Cannon 
  46
  Type:  10
  Damage:  220 [22 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Aft end of central spar
  Firing Arc:  360 degrees aft
  Firing Modes:  Standard, Pulse
  
  The Dominion War Sourcebook: The Fires of Armageddon
  153
  Forward Torpedo Launcher (Central) 
  16
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  6
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Forward end of central spar
  Firing Arc:  Forward, but are self-guided
  Forward Torpedo Launcher (Port) 
  16
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  6
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Forward end of port spar
  Firing Arc:  Forward, but are self-guided
  Forward Torpedo Launcher (Starboard) 
  16
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  6
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Forward end of starboard spar
  Firing Arc:  Forward, but are self-guided
  Aft Torpedo Launcher 
  16
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  6
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Aft
  Firing Arc:  Aft, but are self-guided
  Torpedoes Carried:  350 
  35
  TA/T/TS:  Class Gamma [2 Power/round] 
  12
  Strength:  9
  Bonus:  +2
  Weapons Skill:  5
  Shields (Forward, Aft, Port, Starboard) 
  80 (x4)
  Shield Generator:  Class 5 (Protection 900) [90 Power/shield/round]
  Shield Grid:  Type C (50% increase to 1350 Protection)
  Subspace Field Distortion Amplifiers:  Class Zeta (Threshold  300)
  Recharging System:  Class 1 (45 seconds)
  Backup Shield Generators:  4 (1 per shield) 
  8
  Auto-Destruct System 
  4
  AUXILIARY SPACECRAFT SYSTEMS
  Shuttlebay(s):  Capacity for 30 Size worth of ships 
  60
  Standard Complement:  15 Breen Attack Fighters or shuttlecraft
  Location(s):  Two aft of bridge module, two aft of secondary bridge 
  module
  Captain’s Yacht:  No
  
  154
  The Dominion War Sourcebook: The Fires of Armageddon
  BREEN KAATH PEK 
  CLASS
  Class and Type:  Kaath Pek-Class Cruiser
  Commissioning Date:  Mid-24th century
  HULL SYSTEMS
  Size:  5
  Length:  295.17 meters
  Beam:  93.26 meters
  Height: 45.25  meters
  Decks:  10
  Mass:  487, 000 metric tonnes
  SUs Available:  1,850
  SUs Used:  1,777
  HULL
  Outer 
  20
  Inner 
  20
  RESISTANCE
  Outer Hull:  8 
  9
  Inner Hull:  8 
  9
  STRUCTURAL INTEGRITY FIELD
  Main:  Class 5 (Protection 80/120)
  [1 Power/10 Protection/round] 
  29
  Backup:  Class 5 (Protection 40)
  [1 Power/10 Protection/round] 
  15
  Backup:  Class 5 (Protection 40)
  [1 Power/10 Protection/round] 
  15
  PERSONNEL SYSTEMS
  Crew/Passengers/Evac:  365/87/3,210
  CREW QUARTERS
  Spartan:  160 
  8
  Basic:  100 
  10
  Expanded:  50 
  10
  Luxury:  15 
  15
  Unusual:  2 
  2
  ENVIRONMENTAL SYSTEMS
  Basic Life Support [10 Power/round] 
  20
  Reserve Life Support [5 Power/round] 
  10
  Emergency Life Support (30 emergency shelters) 
  10
  Gravity [3 Power/round] 
  5
  Consumables:  2 years’ worth 
  10
  Food Replicators [7 Power/round] 
  5
  Industrial Replicators 
   8
  Type:  Network of small replicators [2 Power/round]
  Type:  1 large unit [2 Power/replicator/round]
  Medical Facilities:  5 (+1) [5 Power/round] 
  25
  Recreation Facilities:  5 [10 Power/round] 
  40
  Personnel Transport:  Turbolifts, Jefferies tubes [2 Power/round] 
  15
  Fire Suppression System [1 Power/round when active] 
  5
  Cargo Holds:  25,000 cubic meters 
  1
  Locations:  Central section
  Escape Pods 
   7
  Number:  120
  Capacity:  4 persons per pod
  PROPULSION SYSTEMS
  WARP DRIVE 
  Outer Nacelles:  Type 6B 
  95
  Speed:  6.0/8.6/9.2 [1 Power/.2 warp speed]
  PIS:  Type H (12 hours of Maximum warp) 
  16
  Inner Nacelles:  Type 5A 
  55
  Speed:  5.0/7.0/8.0 [1 Power/.2 warp speed]
  PIS:  Type H (12 hours of Maximum warp) 
  16
  IMPULSE ENGINE
  Type:  Class 5 (.7c/.9c) [7/9 Power/round] 
  25
  Location:  Aft of central spar
  Reaction Control System (.025c) [2 Power/round when in use] 
  5
  POWER SYSTEMS
  WARP ENGINE
  Type:  Class 5/H (generates 250 Power/round) 
  60
  Location:  Central section amidships
  WARP ENGINE
  Type:  Class 5/H (generates 250 Power/round) 
  60
  Location:  Central section aft
  Impulse Engine[s]:  1 Class 5A (generate 40 Power/engine/round)
  Auxiliary Power:  3 reactors (generate 5 Power/reactor/round) 
  9
  Emergency Power:  Type D (generates 40 Power/round) 
  40
  EPS:  Standard Power flow, +250 Power transfer/round 
  50
  Standard Usable Power:  540
  OPERATIONS SYSTEMS
  Bridge:  Forward bridge module on starboard spar 
  25
  Auxiliary Control Room:  Secondary bridge in main hull 
  15
  COMPUTERS
  Core 1:  Central section forward [5 Power/round] 
  10
  Core 2:  Central section aft [5 Power/round] 
  10
  ODN 
  15
  Navigational Deflector [5 Power/round] 
  20
  Range:  10/20,000/50,000/150,000
  Accuracy:  5/6/8/11
  Location:  Forward edge of central section
  SENSOR SYSTEMS
  Long-range Sensors [5 Power/round] 
  37
  Range Package:  Type 5 (Accuracy 3/4/7/10)
  High Resolution:  5 light-years (.5/.6-1.0/1.1-3.7/3.8-5.0)
  Low Resolution:  15 light-years (1/1.1-4.0/4.1-12.0/12.1-15)
  Strength Package:  Class 7 (Strength 7)
  Gain Package:  Class Alpha (+1)
  Coverage:  Standard
  Lateral Sensors [5 Power/round] 
  17
  Strength Package:  Class 7 (Strength 7)
  Gain Package:  Class Alpha (+1)
  Coverage:  Standard
  Navigational Sensors:  [5 Power/round] 
  16
  Strength Package:  Class 7 (Strength 7)
  Gain Package:  Class Alpha (+1)
  Probes:  30 
  3
  Sensors Skill:  4
  FLIGHT CONTROL SYSTEMS
  Autopilot:  Shipboard Systems (Flight Control) 3, Coordination 2
  [1 Power/round in use] 
  11
  Navigational Computer
  Main:  Class 2 (+1) [1 Power/round] 
  2
  Backups:  Two 
  2
  
  The Dominion War Sourcebook: The Fires of Armageddon
  155
  Inertial Damping Field
  Main 
  30
  Strength:  9 [3 Power/round]
  Number:  3
  Backup 
  9
  Strength:  6 [2 Power/round]
  Number:  3
  Attitude Control [1 Power/round] 
  1
  COMMUNICATIONS SYSTEMS
  Type:  Class 7 [2 Power/round] 
  20
  Strength:  7
  Security:  -3
  Basic Uprating:  Class Beta (+1)
  Emergency Communications:  Yes [2 Power/round] 
  1
  TRACTOR BEAMS
  Emitter:  Class Gamma [3 Power/Strength used/round] 
  9
  Accuracy:  4/5/7/10
  Location:  Forward
  Emitter:  Class Gamma [3 Power/Strength used/round] 
  9
  Accuracy:  4/5/7/10
  Location:  Aft
  Emitter:  Class Alpha [3 Power/Strength used/round] 
  3
  Accuracy:  5/6/8/11
  Location:  Shuttlebay
  TRANSPORTERS
  Type:  Personnel [5 Power/use] 
  48
  Pads:  6
  Emitter/Receiver Array:  Personnel Type 6 (40,000 km range)
  Energizing/Transition Coils:  Class G (Strength 7)
  Number and Location:  Two in central section, one in bridge module
  Type:  Emergency [7 Power/use] 
  48
  Pads:  22
  Emitter/Receiver Array:  Emergency Type 3 (15,000 km range)
  Energizing/Transition Coils:  Class G (Strength 7)
  Number and Location:  Two in central section, one in bridge module
  Type:  Cargo [4 Power/use] 
  30
  Pads:  400 kg
  Emitter/Receiver Array:  Cargo Type 3 (40,000 km range)
  Energizing/Transition Coils:  Class G (Strength 7)
  Number and Location:  Two in central section
  Cloaking Device:  Class 7 [40 Power/class/round] 
  26
  SECURITY SYSTEMS
  Rating:  4 
  16
  Anti-Intruder System:  Yes [1 Power/round] 
  5
  Internal Force Fields [1 Power/3 Strength] 
  5
  SCIENCE SYSTEMS
  Rating 2 (+1) [2 Power/round] 
  15
  Specialized Systems:  1 
  5
  Laboratories:  8 
  2
  TACTICAL SYSTEMS
  Energy Dissipator 
  123
  Type:  Breen Energy Dissipator
  Damage:  Special [120 Power]
  Number of Emitters:  U to 1 shot per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  5/30,000/80,000/100,000
  Location:  Forward port end of port spar
  Firing Arc:  180 degrees forward
  Firing Modes:  Not applicable
  Forward Disruptor Cannon (Port) 
  42
  Type:  9
  Damage:  200 [20 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Port side of bridge module
  Firing Arc:  360 degrees forward
  Firing Modes:  Standard, Pulse
  Forward Disruptor Cannon (Starboard) 
  42
  Type:  9
  Damage:  200 [20 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Starboard side of bridge module
  Firing Arc:  360 degrees forward
  Firing Modes:  Standard, Pulse
  Port Disruptor Cannon 
  42
  Type:  9
  Damage:  200 [20 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Forward end of ventral spar
  Firing Arc:  360 degrees forward
  Firing Modes:  Standard, Pulse
  Aft Disruptor Cannon 
  42
  Type:  9
  Damage:  200 [20 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Aft of central section
  Firing Arc:  360 degrees aft
  Firing Modes:  Standard, Pulse
  Forward Torpedo Launcher 
  16
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  6
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Forward end of port spar
  Firing Arc:  Forward, but are self-guided
  Aft Torpedo Launcher 
  16
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  6
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Aft
  Firing Arc:  Aft, but are self-guided
  Torpedoes Carried:  100 
  10
  TA/T/TS:  Class Gamma [2 Power/round] 
  12
  Strength:  9
  Bonus:  +2
  Weapons Skill:  5
  
  156
  The Dominion War Sourcebook: The Fires of Armageddon
  Shields (Forward, Aft, Port, Starboard) 
  46 (x4)
  Shield Generator:  Class 4 (Protection 750) [75 Power/shield/round]
  Shield Grid:  Type B (33% increase to 1000 Protection)
  Subspace Field Distortion Amplifiers:  Class Epsilon (Threshold  250)
  Recharging System:  Class 1 (45 seconds)
  Backup Shield Generators:  4 (1 per shield) 
  4
  Auto-Destruct System 
  5
  AUXILIARY SPACECRAFT SYSTEMS
  Shuttlebay(s):  Capacity for 10 Size worth of ships 
  20
  Standard Complement:  5 Breen Attack Fighters or shuttlecraft
  Location(s):  Aft dorsal
  Captain’s Yacht:  No
  
  The Dominion War Sourcebook: The Fires of Armageddon
  157
  BREEN ATTACK FIGHTER
  Class and Type:  Breen Attack Fighter
  Commissioning Date:  Mid-24th century
  HULL SYSTEMS
  Size:  2
  Length:  45.30 meters
  Beam:  12.54 meters
  Height:  4.87 meters
  Decks:  1
  Mass:  2.8 metric tonnes
  SUs Available:  625
  SUs Used:  611
  HULL
  Outer 
  8
  Inner 
  8
  RESISTANCE
  Outer Hull:  6 
  6
  Inner Hull:  6 
  6
  STRUCTURAL INTEGRITY FIELD
  Main:  Class 3 (Protection 60/90)
  [1 Power/10 Protection/round] 
  20
  Backup:  Class 3 (Protection 30)
  [1 Power/10 Protection/round] 
  10
  Specialized Hull:  Atmospheric Capability; Ramming Hull 
  4
  PERSONNEL SYSTEMS
  Crew/Passengers/Evac:  2/10/80
  CREW QUARTERS
  Spartan:  6 
  1
  ENVIRONMENTAL SYSTEMS
  Basic Life Support [5 Power/round] 
  8
  Reserve Life Support [3 Power/round] 
  4
  Emergency Life Support (12 emergency shelters) 
  4
  Gravity [1 Power/round] 
  2
  Consumables:  1 week’s worth 
  2
  Replicator Systems:  None
  Medical Facilities:  None (other than medkits)
  Recreation Facilities:  1 [2 Power/round] 
  8
  Personnel Transport:  Jefferies tubes [2 Power/round] 
  2
  Fire Suppression System [1 Power/round when active] 
  2
  Cargo Holds:  None
  Escape Pods 
  1
  Number:  20
  Capacity:  4 persons per pod
  PROPULSION SYSTEMS
  WARP DRIVE 
  Nacelles:  Type 4A6 
  39
  Speed:  4.0/7.4/8.6 [1 Power/.2 warp speed]
  PIS:  Type C (6 hours of Maximum warp) 
  6
  IMPULSE ENGINE
  Type:  Class 5 (.7c/.9c) [7/9 Power/round] 
  25
  Location:  Aft
  Reaction Control System (.025c) [2 Power/round when in use] 
  2
  POWER SYSTEMS
  WARP ENGINE
  Type:  Class 5/H (generates 250 Power/round) 
  60
  Location:  Amidships
  Impulse Engine[s]:  1 Class 5 (generate 40 Power/engine/round)
  Auxiliary Power:  2 reactors (generate 5 Power/reactor/round) 
  6
  Emergency Power:  Type B (generates 30 Power/round) 
  30
  EPS:  Standard Power flow, +100 Power transfer/round 
  20
  Standard Usable Power:  290
  OPERATIONS SYSTEMS
  Bridge:  Amidships dorsal 
  10
  COMPUTERS
  Core 1:  Amidships [5 Power/round] 
  4
  ODN 
  6
  Navigational Deflector [5 Power/round] 
  8
  Range:  10/20,000/50,000/150,000
  Accuracy:  5/6/8/11
  Location:  Forward dorsal
  SENSOR SYSTEMS
  Long-range Sensors [5 Power/round] 
  18
  Range Package:  Type 2 (Accuracy 3/4/7/10)
  High Resolution:  5 light-years (.5/.6-1.0/1.1-3.5/3.6-5.0)
  Low Resolution:  12 light-years (1/1.1-3.0/3.1-8.0/8.1-12)
  Strength Package:  Class 5 (Strength 5)
  Gain Package:  Standard
  Coverage:  Standard
  Lateral Sensors [5 Power/round] 
  10
  Strength Package:  Class 5 (Strength 5)
  Gain Package:  Standard
  Coverage:  Standard
  Navigational Sensors:  [5 Power/round] 
  10
  Strength Package:  Class 5 (Strength 5)
  Gain Package:  Standard
  Probes:  5 
  1
  Sensors Skill:  3
  FLIGHT CONTROL SYSTEMS
  Autopilot:  Shipboard Systems (Flight Control) 3, Coordination 2
  [1 Power/round in use] 
  11
  Navigational Computer
  Main:  Class 2 (+1) [1 Power/round] 
  1
  Backups:  2 
  1
  Inertial Damping Field
  Main 
  8
  Strength:  8 [3 Power/round]
  Number:  2
  Backup 
  2
  Strength:  5 [2 Power/round]
  Number:  2
  Attitude Control [1 Power/round] 
  1
  COMMUNICATIONS SYSTEMS
  Type:  Class 5 [2 Power/round] 
  10
  Strength:  5
  Security:  -2
  Basic Uprating:  None
  TRACTOR BEAMS
  Emitter:  Class Beta [3 Power/Strength used/round] 
  6
  Accuracy:  5/6/8/11
  Location:  Forward
  
  158
  The Dominion War Sourcebook: The Fires of Armageddon
  TRANSPORTERS
  Type:  Personnel [4 Power/use] 
  13
  Pads:  4
  Emitter/Receiver Array:  Personnel Type 6 (40,000 km range)
  Energizing/Transition Coils:  Class E (Strength 5)
  Number and Location:  1 aft of bridge
  Type:  Cargo [3 Power/use] 
  9
  Pads:  200 kg
  Emitter/Receiver Array:  Cargo Type 3 (40,000 km range)
  Energizing/Transition Coils:  Class E (Strength 5)
  Number and Location:  1 aft
  Cloaking Device:  Class 6 [40 Power/class/round] 
  20
  SECURITY SYSTEMS
  Rating:  2 
  8
  Anti-Intruder System:  Yes [1 Power/round] 
  2
  Internal Force Fields [1 Power/3 Strength] 
  2
  SCIENCE SYSTEMS
  Rating 1 (+0) [1 Power/round] 
  7
  Specialized Systems:  None
  Laboratories:  None
  TACTICAL SYSTEMS
  Forward Disruptor Cannon 
  36
  Type:  7
  Damage:  160 [16 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Forward
  Firing Arc:  360 degrees forward
  Firing Modes:  Standard, Pulse
  Aft Disruptor Cannon 
  36
  Type:  7
  Damage:  160 [16 Power]
  Number of Emitters:  Up to 3 shots per round
  Targeting System:  Accuracy 4/5/7/10
  Range:  10/30,000/100,000/300,000
  Location:  Aft
  Firing Arc:  360 degrees aft
  Firing Modes:  Standard, Pulse
  Torpedo Launcher 
  15
  Standard Load:  Type II photon torpedo (200 Damage)
  Spread:  4
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 4/5/7/10
  Power:  [20 + 5 per torpedo fired]
  Location:  Forward ventral
  Firing Arc:  Forward, but are self-guided
  Torpedoes Carried:  20 
  2
  TA/T/TS:  Class Beta [1 Power/round] 
  9
  Strength:  8
  Bonus:  +1
  Weapons Skill:  4
  Shields (Forward, Aft, Port, Starboard) 
  14 (x4)
  Shield Generator:  Class 2 (Protection 280) [28 Power/shield/round]
  Shield Grid:  Type C (50% increase to 420 Protection)
  Subspace Field Distortion Amplifiers:  Class Beta (Threshold  90)
  Recharging System:  Class 1 (45 seconds)
  Backup Shield Generators:  4 (1 per shield) 
  4
  Auto-Destruct System 
  2
  AUXILIARY SPACECRAFT SYSTEMS
  Shuttlebay(s):  None
  Captain’s Yacht:  No
  
  The Dominion War Sourcebook: The Fires of Armageddon
  159
  CARDASSIAN ORBITAL 
  WEAPON PLATFORM
  Size:  2 (approx. 20 m radius)
  Power:  1,300
  Type 12 Disruptor Cannons (53 SUs, x4 = 212)
  Type:  12
  Damage:  260 [26 Power]
  Number of Emitters:  Up to 5 shots per round
  Targeting System:  Accuracy 3/4/6/9
  Range:  10/30,000/100,000/300,000
  Location:  Placed equidistantly around sphere so that any given target 
  can be targeted by at least one, if not more, disruptors
  Firing Arc:  360 degrees each
  Firing Modes:  Standard, Pulse
  Plasma Torpedo Launcher (30 SUs)
  Standard Load:  Plasma torpedo (see page 145 of Spacedock for damage)
  Spread:  4
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 3/4/6/9
  Power:  [20 + 5 per torpedo fired]
  Location:  Placed equidistantly around sphere so that any given target 
  can be targeted by a minimum of two, and often more, launchers
  Firing Arc:  Varies, but are self-guided
  TA/T/TS:  Class Gamma [2 Power/round] (12 SUs)
  Strength:  9
  Bonus:  +2
  Weapons Skill:  5
  Shields (Forward, Aft, Port, Starboard) (33 SUs x 4 = 132)
  Shield Generator:  Class 6 (Protection 1200) [120 Power/shield/round]
  Shield Grid:  Inapplicable (cannot increase Protection)
  Subspace Field Distortion Amplifiers:  Class Theta (Threshold  400)
  Shield Regeneration System:  Class 3 (regenerates 40 Protection per round; 
  shield recharge time of 20 seconds) [1 Power/point regenerated/round]
  Backup Shield Generators:  4 (1 per shield) (4 SUs)
  Total SUs:  386
  MARS DEFENSE 
  PERIMETER PLATFORM
  Size:  3 (60 m radius)
  Power:  1,400
  Type XV Phaser Array (44 SUs, x6 = 264)
  Type:  XV
  Damage:  250 [25 Power]
  Number of Emitters:  120 (up to 3 shots per round)
  Auto-Phaser Interlock:  Accuracy 3/4/6/9
  Range:  10/30,000/100,000/300,000
  Location:  Placed equidistantly around sphere so that any given target 
  can be targeted by a minimum of two, and often more, phasers
  Firing Arc:  360 degrees each
  Firing Modes:  Standard, Continuous, Pulse, Wide-Beam
  Type II Photon Torpedo Launchers (18 SUs, x 6 = 108)
  Standard Load:  Type II Photon Torpedo (200 damage)
  Spread:  10
  Range:  15/350,000/1,500,000/4,050,000
  Targeting System:  Accuracy 3/4/6/9
  Power:  [20 + 5 per torpedo fired]
  Location:  Placed equidistantly around sphere so that any given target 
  can be targeted by a minimum of two, and often more, launchers
  Firing Arc:  Varies, but are self-guided
  TA/T/TS:  Class Gamma [2 Power/round] (12 SUs)
  Strength:  9
  Bonus:  +2
  Weapons Skill:  5
  Shields (Forward, Aft, Port, Starboard) (62 SUs x 4 = 248)
  Shield Generator:  Class 8 (Protection 1500) [150 Power/shield/round]
  Shield Grid:  Inapplicable (cannot increase Protection)
  Subspace Field Distortion Amplifiers:  Class Kappa (Threshold  500)
  Shield Regeneration System:  Class 4 (regenerates 50 Protection per round; 
  shield recharge time of 20 seconds) [1 Power/point regenerated/round]
  Backup Shield Generators:  4 (1 per shield) (4 SUs)
  Total SUs:  636
  
  The Dominion War Sourcebook: The Fires of Armageddon
  160
  
  T
  he Eighth, commanded by Admiral Orben Sel, a Ktarian, includes 
  a total of 143 ships when at full strength (not necessarily including 
  Attack Fighters carried by carriers such as Akira- and Steamrunner-
  class ships). It spent the first two-thirds of the war defending 
  Andoria, and the later months on the front lines. The table 
  below lists all ships in the fleet as of early 2374, prior to its 
  first clashes with the Dominion; Narrators can change the 
  number of ships or names of specific vessels to reflect 
  wartime attrition.
  Ship 
  Registry 
  Class 
  Commander
  Flagship
   USS Nevsky 
  NCC-71038 Galaxy 
  Admiral Orben Sel
  219th Tactical Wing
  Galaxy Wing 1
   USS Benton 
  NCC-69130 Galaxy 
  Captain Isaac Ross
   USS Ishtar 
  NCC-70856 Galaxy 
  Captain Dothar Kat’nedl
   USS Pel-Gaash 
  NCC-71246 Galaxy 
  Captain Jayna Sellars
   USS Vanuatu 
  NCC-68208 Galaxy 
  Captain Balthazar Cruz
  Cruiser Wing 1
   USS Caldos 
  NCC-32628 Excelsior 
  Captain Robin Lawson
   USS Shanghai 
  NCC-55203 Nebula 
  Captain Fendas M’ral
   USS Kolno 
  NCC-41069 Excelsior 
  Captain Jason McKellan
   USS Yavapai 
  NCC-50126 Miranda 
  Captain Murdock Blaine
   USS Bootes 
  NCC-67132 Zodiac 
  Captain Avatha
   USS Hamra 
  NCC-58279 Niagara 
  Captain Rachel Hoenigsberg
   USS Simms 
  NCC-73048 Curry 
  Captain Udari Menor
  Cruiser Wing 2
   USS Avenger 
  NCC-69925 Akira 
  Captain Bradley Barrett
   USS Orion 
  NCC-59680 Zodiac 
  Captain Bethana F’jora
   USS Alberta 
  NCC-48256 Miranda 
  Captain Chanok
   USS Senanga 
  NCC-62711 Wambundu 
  Captain Paul Pedersson
   USS Veliko 
  NCC-62503 Challenger 
  Captain Evangeline Walters
  Destroyer Wing 1
   USS Victorious 
  NCC-66012 Defiant 
  Captain Tethru Vag-Shurin
   USS Grigni 
  NCC-64967 Bradbury 
  Captain Klee Kimmik
   USS Nyria 
  NCC-48107 Shir’Kahr 
  Captain Robert Maready
   USS Periyar 
  NCC-58029 Cheyenne 
  Captain Allen Griswold
   USS Thermopylae NCC-33057 Miranda 
  Captain Chinyera Okonkwo
  Fighter Wing 1 
   
   
  Lieutenant Preston Addams
   8 fighters 
   
  Attack Fighter 
  Fighter Wing 2 
   
   
  Ensign Far’aka
   8 fighters 
   
  Attack Fighter 
  473rd Tactical Wing
  Steamrunner Wing 1
   USS Persepolis 
  NCC-70364 Steamrunner Captain L’sa Richara
   USS Koral 
  NCC-72631 Steamrunner Captain Todrisha
   USS Nath’qu 
  NCC-71115 Steamrunner Captain Chona xa Masru
   USS Orobouros 
  NCC-72405 Steamrunner Captain Marcus Eiger
   USS Cutasi 
  NCC-73815 Steamrunner Captain So’gar Ratha
  Destroyer Wing 2
   USS Serapis 
  NCC-52739 Miranda 
  Captain Luna vanderWall
   USS Memison 
  NCC-66481 Frontier 
  Captain George Eddison
   USS Star Uzor 
  NCC-61794 Springfield 
  Captain Sachok
   USS Hephaestos 
  NCC-73469 Chimera 
  Captain Yotta Bo’tiasa
   USS Deseado 
  NCC-63118 Hokule’a 
  Captain Chu-ata
  Fighter Wing 3 
   
   
  Lt. Lawrence Williamson
   8 fighters 
   
  Attack Fighter 
  Fighter Wing 4 
   
   
  Ensign Krovax Uhas
   8 fighters 
   
  Attack Fighter 
  Fighter Wing 5 
   
   
  Ensign Julia Ramirez
   8 fighters 
   
  Attack Fighter  
  STARFLEET ORDER OF BATTLE:
  THE EIGHTH FLEET
  APPENDIX B
  
  162
  The Dominion War Sourcebook: The Fires of Armageddon
  605th Tactical Wing
  Cruiser Wing 3
   USS Blackeagle 
  NCC-46200 Excelsior 
  Captain Chaz Rian
   USS Osiris 
  NCC-69903 Nebula 
  Captain Esteban Delgato
   USS Ka’thela 
  NCC-31864 Miranda 
  Captain Narchev Tamathu
   USS Yabrud 
  NCC-63718 Sequioa 
  Captain Muwas Ha’ptesk
   USS Gryphon 
  NCC-25471 Renaissance 
  Captain Lydia Kwan
  Cruiser Wing 4
   USS Martel 
  NCC-73196 Akira 
  Captain Anderson Matthews
   USS Tyr 
  NCC-58314 Excelsior 
  Captain Gossan Za’chell
   USS Finian 
  NCC-47955 Ambassador 
  Captain Raimundo Villareal
   USS Lyra 
  NCC-65042 Zodiac 
  Captain Cheena
   USS Votos 
  NCC-67983 Yeager 
  Captain Romor hakaH
   USS Thessalonica NCC-72884 Centaur 
  Captain Denise Davrapushti
  Miranda Wing 1
   USS Winter 
  NCC-47219 Miranda 
  Captain Collom W’del
   USS Pahang 
  NCC-32584 Miranda 
  Captain Noah Masterson
   USS Dalriada 
  NCC-56538 Miranda 
  Captain T’pur
   USS Iscander 
  NCC-59725 Miranda 
  Captain Halana Vincenza
   USS Prospero 
  NCC-54082 Miranda 
  Captain Arthev Chang
  Fighter Wing 6 
   
   
  Ensign Chembra D’reska
   8 fighters 
   
  Attack Fighter   
  777th Tactical Wing
  Excelsior Wing 1
   USS Sunchaser 
  NCC-63185 Excelsior 
  Captain Matthias Colville
   USS Vasidrun 
  NCC-47936 Excelsior 
  Captain Buatha
   USS Apache 
  NCC-57924 Excelsior 
  Captain Genevieve Marceau
   USS Bolsetu 
  NCC-63744 Excelsior 
  Captain Asevro Pel’ret
  Destroyer Wing 3
   USS Nemesis 
  NCC-72495 Defiant 
  Captain Ar’ric Veng’liod 
   USS Arcanus 
  NCC-67032 Rigel 
  Captain Thomas Murchison
   USS Carstairs 
  NCC-66225 Mediterranean Captain Je’maxha Çotar
   USS Damara 
  NCC-70359 Bradbury 
  Captain Tanok
   USS Trondell 
  NCC-72963 Norway 
  Captain Katrina Vesarevich
   USS Avara 
  NCC-69824 Santa Fe 
  Captain Sarota 
  Destroyer Wing 4
   USS Herat 
  NCC-72849 Norway 
  Captain Deenik Olzaan 
   USS Cotswold 
  NCC-53770 Miranda 
  Captain Janos Striever
   USS Covila 
  NCC-69147 Capella 
  Captain Zha’kuura
   USS Boston 
  NCC-71935 Freedom 
  Captain Teresa Fonseca 
  Fighter Wing 7 
   
   
  Lieutenant Renee Halifax
   8 fighters 
   
  Attack Fighter 
  Fighter Wing 8 
   
   
  Ensign Robet Na’shyra
   8 fighters 
   
  Attack Fighter   
  856th Tactical Wing
  Cruiser Wing 5
   USS Denali 
  NCC-70258 Nebula 
  Captain Amanda Coe
   USS Oaxaca 
  NCC-68429 Istanbul 
  Captain Rickar Laru
   USS Tulwar 
  NCC-71462 Saber 
  Captain Eduardo Colinni
   USS Windhoek 
  NCC-37925 Constellation Captain Charissa Pentala
   USS Harryhausen NCC-72846 Curry 
  Captain Vadok
   USS Utrecht 
  NCC-67243 Cheyenne 
  Captain Amoran Mheldar
  New Orleans Wing 1
   USS Bonaparte 
  NCC-58269 New Orleans Captain Geoffrey Kramer
   USS Bowie 
  NCC-61477 New Orleans Captain Scotos Connrosa
   USS Jefferson 
  NCC-63701 New Orleans Captain Jenna Piper
   USS Bunche 
  NCC-65270 New Orleans Captain Petar Sarbri
  Fighter Wing 9 
   
   
  Ensign Tha’chura K’loti
   8 fighters 
   
  Attack Fighter  
  
  The Dominion War Sourcebook: The Fires of Armageddon
  163
  READY FOR MORE?
  STARSHIPS, NPCS, ADVENTURES, TEMPLATES, OVERLAYS, NETBOOKS, NEW 
  RULES, DISCUSSION BOARDS, CONTESTS, & MORE!
  THE DEFINITIVE SOURCE FOR YOUR STAR TREK RPG
  BY LAST UNICORN GAMES!
  NOW COVERING THE NEW RPG BY DECIPHER!
  MADE BY THE FANS — FOR THE FANS!
  
  164
  The Dominion War Sourcebook: The Fires of Armageddon
  
SOURCE: textdata/thevault/Star Trek RPG/Last Unicorn Games/Star Trek RPG - LUG - Dominion War Sourcebook.pdf