Auxilary Craft: Marine Fighters
Imformation

Marine Fighters

The Navajos Marine Fighters are under the command of the ships MCO.  The are divided up into two 'Flights', each specialized for certain tasks.

Raptor Flight

Raptor Flight's Razor class fighters have been rerolled as long-range interceptors.  They carry 2 experimental upgrads, Plasma Vortex Maneuvering Thrusters *1, and two hard points for weapons pods *3, one under each of the stub-wings.  With this setup and their already impressive speed and formidable built in weapons they could slaughter any approaching fighters, bombers, or small capital ships before the Navajo was in any danger.  Normally Raptor flight is commanded by the MXO.

Razor Class

Standard Technical Readout
Near the end of the Dominion war, some people in Starfleet began to ask for Fighters and Attack craft with longer ranges. These could be used to patrol the space near planets and starbases, and even for Starships if their sensors were offline from battle damage. The crew of the Starship Tolken put forth specs for a longrange fighter, the Razor Class.

Void Dragons Flight

Fear the night, for it shall consume thee

The Void Dragons are the Navajos Elite Strike fighters.  Upgraded with Plasma Vortex Manoeuvring Thrusters *1, and hard points for weapons pods *3 (3 on the Eagle class, 4 on the Redemption class), and Slip Armor *2. They use their stealth abilities to approach and then, unleash their full wrath at optimal range on an unsuspecting victim. Their additional would allow for devastating strike and fade ambushes, fierce space superiority missions, completely undetected force recon, and lethal vital point breaking runs. This flight is named the Void Dragons, named both for the swift and terrifying power they would poses, and their darker more sinister appearance given by the Slip Armor.  The  Void Dragons are commanded normally by the ships MCO.

Eagle Class

Standard Technical Readout
With the Dominion war heating up, and the loss of many, too many Federation ships, Starfleet decided to approach the problem in a new.....well, old way. Fighters. Numerous, small, well armed, manoeuvrable craft, massed together to attack a target from several different directions. The Eagle Class Attack Fighter is meant to do just that!

Redemption Class

Standard Technical Readout
The Redemption Assault Bomber sprang from the need for a craft capable of getting inside a planetary atmosphere, delivering a heavy payload, and getting out again intact. While designed for planetary assault, the Redemption is also more than capable of destroying targets in space, destroying both ships and space stations with heavy duty explosives.

*1 Plasma Vortex Maneuvering Thrusters Taking existing thruster technology and improving it with two new features. A new method for full-scale plasma output, much hotter and powerful than previous generations of thrusters. This plasma is then subjected to a magnetic field that gives it torsion, which, like the rifling on ancient projectile weapons effetely increases its exit speed and control of the streams exiting direction (basically like thrust-vectoring). They do have the problem of increased stress on the fighter/ships frame from the torsion effect of the vortex, but this can be counteracted by slightly more methodical maintenance.

*2 Zero Friction Slip Armor This is only useful on small craft due to the complexity of manufacturing it large quantizes, and limiting it usefulness. This armor give two extraordinary advantages: it offers a form of sensor stealth, making it harder to detect and lock-on to. And completely negates surface friction, giving higher atmospheric speeds, a less noticeable trail, and the ability to navigate nebulas without particle build up on the hull. But it offers less protection than normal ablative armor, and its full sensor stealthing is only available with shields down. If the fighter has its shields up the enemy can target its shield signature, negating allot of the armors stealth.

*3 weapons pods These are mounted on hard points can carry a variety of items, ranging from sensors, to Bombs. But most often will carry either a rack of quantum anti-fighter missiles, or quantum anit-capital ship missiles. These weapons are missiles that use warheads adapted from torpedoes (mini for the anti-fighter, full sized for the anti-cap). The missiles offer the advantage of giving torpedo sized power with out the need for a complex and large torpedo launcher. The are very maneuverable and track well, but lack a true torpedoes range and speed (cannot exceed warp, thus can only be fired at sub-light). A single hard-point can take up to 6 anti-fighter or a single anti-cap.

 

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