Buran 2

A number of Cardenas-class hulls were recovered in the 25th century from Yard 39. Starfleet, still recovering from the Iconian War, directed its its engineers to repurpose the recovered starships. The Corps shortly thereafter produced the Buran-class dreadnought cruiser, named after a long line vessels bearing the name.

The Buran-class Dreadnought Cruiser is a powerful frontline vessel, ready to lead from the frontline of whatever conflict it finds itself in. Affectionately dubbed the "Battleaxe" by Starfleet engineers, its powerful hull integrity and shield generators help ensure the safety of all aboard, and its cruiser communications array can help direct the flow of any battle. Other space in its deflector array goes towards enhanced battlefield awareness and coordination, and towards a “resonant ionization circuit”. The rest of the starship is focused on bringing guns to bear on the targets it designates as its own.

Affiliation: Federation of Planets/Starfleet

Ship Type: Command Dreadnought

Class: Buran

Manufacturer: Starfleet

Crew: 400 + 50 command staff for fleet operations

Passengers: upto an additional 100 can be accommodated, upto 5000 people can be carried in an evacuation scenario

Notable Ships of Class:

USS Buran (NX-96400), class prototype


(1B) Saucer Section 40,000

(1C) Bridge 4,000

(1) Engineering Section 35,000

(2) Main Sensor/Communications Array 6,000

Lateral Sensor Arrays (144) 800 ea

(3) Main Hanger 8,000

(4) Warp Nacelles (4) 19,000 ea

(4) Impulse Engine (2) 5,000 ea

Small Guidance thrusters (many) 150 ea

Small Airlocks/Access Hatches(many) 60 ea

Large Airlocks (4) 275 ea

Outer Hull (per 40 ft area) 200

Interior walls (per 20 ft area) 50

Type XII+/100 Phaser Arrays (4) 2,000 ea

Type XII+/50 Phaser Arrays (2) 1,000 ea

Variable Torpedo Launchers (2) 1,200 ea

(5) Shields 20,000 per side (120,000 total)

AR - 17

Armour - Stops up to and including the equivalent of Type VI Phasers and Mk IV Disruptors.


1 - Depleting the MDC of the Engineering Section will put the ship out of commission. All internal systems will shut down, including life support and internal gravity.

1B - Depleting the MDC of the Saucer section will render all systems in the saucer section inoperable and probably destroyed and unsalvageable. Full control can be maintained by the engineering section.

1C - Destroying the Bridge will automatically switch control to main engineering in the engineering section. Once control is established in engineering the efficiency of the vessel will only be affected as follows, -5 to all combat rolls and attacks per melee are halved.

2 - Destroying the main sensor array will deprive the ship of all forms of long range communications, radar and targeting. The range and targeting capabilities of the secondary systems are equal to that of a shuttlecraft at best. The ship can still operate, but is at -3 on initiative, -3 to strike, and number of attacks per melee of the weapon systems are reduced by half.

3 - Destroying the main hanger, the ship will not be able to deploy any craft until it is repaired. Under normal operations the carrier can launch or recover up to 3 shuttles per melee.

4 - Depleting the MDC of the the warp nacelles will force the ship to rely on its Impulse engines. Depleting the MDC of the Impulse engines will leave the ship adrift in space with very minimal movement allowed by its guidance thrusters. If in an atmosphere, the ship will crash.

5 - Shields regenerate at 500 mdc per melee. Only if a generator is damaged will the ability for shields to regenerate be hampered


Combat Speed Factor  (CSF): 10 Impulse Drives: Full Impulse is 0.25c (approximately 270 million kph). Maximum Impulse is 0.92c (approximately 993 million kph). Maximum impulse is only used in case of emergencies due to the problems with time dilation between those on board the ship and everyone else outside the ship.

Warpdrive: Cruise Warp 8.3 (0.132 Light years per hour), Maximum Cruise Warp 9.985 (0.779 Light years per hour), Maximum Warp 9.995 (1.224 Light years per hour) for 6 hours.

Quantum Slipstream Drive: Transwarp 34+. Transwarp has theoretical upper "speed" limits of 100s of Lightyears per second but due to navigational difficulties, anomalies and dangers, travel velocities are typically limited to approximately 1000 lightyears per hour when used.

Maximum Range: 3 years of constant deployment

Buran 3

Length: 446m

Height: 85m

Width: 203m

Weight: 1,395,000 tons


WEAPON: Type XII+/100 Phaser Array (4 total, 2 dorsal, 1 front/right, 1 front/left, 2 Ventral, 1 front/right, 1 front/left



RANGE : 320,000km maximum

DAMAGE: 3d6x100 per blast

RATE OF FIRE: single blasts or bursts equal to gunners attacks per melee. Use gatling gun burst rules

PAYLOAD: Unlimited

BONUSES: +4 to strike

WEAPON: Type XII+/50 Phaser Array (2, 1 dorsal rear, 1 ventral rear)



RANGE : 320,000km maximum

DAMAGE: 2d4x100 per blast

RATE OF FIRE: single blasts or bursts equal to gunners attacks per melee. Use gatling gun burst rules

PAYLOAD: Unlimited

BONUSES: +4 to strike

WEAPON: Variable Payload Torpedo Launcher (2, 1 forward, 1 rear)



RANGE : 800,000km maximum (Unless fired at warp speeds then range is much greater, being upwards of 3,700,000km maximum)

DAMAGE: 3d6x1000 per quantum torpedo, 9d6x100 per photon torpedo

RATE OF FIRE: 3 bursts of 4 per melee (each torpedo in a burst can be targeted at a different target)

PAYLOAD: 150 Photon torpedoes, and 50 quantum torpedoes on board in total

BONUSES: +4 to strike in single fire mode, +2 to strike in burst fire mode

WEAPON: Ion Storm Generator (Resonant Ionization Circuit, part of the main deflector dish, forward arc)



RANGE : 1000km maximum

DAMAGE: 3d6x1000md to shields or hull as applicable

Effects suffered by targeted ships IF the ship itself takes the damage (roll percentile)

0-15 - Lucked out, no effect.

16-30 - Instrument panels cut out, initiative lost and will come back online in 1d4 melee rounds.

31-45 - Weapon systems are down, they will come back online in 1d6 melee rounds.

46-60 - All systems cut out except emergency back ups, electrical fires erupt in various areas, -25% to any ship applicable skill rolls, and initiative is lost. Systems come back online in 1d4 melee rounds.

61-75 - Communications and targeting systems are down. Initiative lost and -3 to strike with all attacks. Systems will come back online in 1d6 melee rounds.

76-90 - Instrument panels are offline. No initiative, all combat bonuses are lost, ships actions are cut in half, and any ship related skills are at -25%.

91-00 - All systems are locked, including emergency back ups. Ship is completely helpless and will not respond. Systems will not be back online for 2d4 minutes (8-32 melee rounds).

Effects are cumulative with each successive successful attack made.

Note - The ship ignores the first 200 mdc of damage done to it by any attacks it is hit by, while the Ion Storm is active, as the ion storm gives the ship's shields and hull a protective screen of sorts. However, all Phasers are offline while the Ion Storm is active and the ship can only fire Torpedoes in addition to what the storm is doing.

RATE OF FIRE: Once activated it lasts for 2 full melee rounds, attacking all ships in range 1 once per turn (or for standard Palladium 3 times per melee round) before it shuts down. It will take several hours before it can be used again.

PAYLOAD: not applicable

BONUSES: +4 to strike any and all vessels in range

Buran 1

COMMUNICATIONS: Subspace communications network has a direct range of 40 light years but can be boosted to near unlimited via subspace network booster relay stations.

LIFE SUPPORT SYSTEMS: Can support full complement for several years.

LONG RANGE SENSOR SYSTEMS: Calibrated for use while travelling in interstellar space. High Resolution setting has a range of 9 light years (12 for the Advanced Sensor Pod). Low to Mid Resolution has a range of 20 light years (30 for the Advanced Sensor Pod). Systems included; Wide angle active EM scanner, Narrow angle active EM scanner, 2.0m diameter gamma ray telescope, Variable frequency EM flux sensor, Lifeform analysis instrument cluster, Parametric subspace field stress sensor, Gravimetric distortion scanner, Passive neutrino imaging scanner and Thermal imaging array. Gives a +20% bonus to Sensor Skill Rolls (+25% for Advanced Sensor Pod) in High Resolution mode and a +10% bonus to sensor skill rolls (+15% for Advanced Sensor Pod) in low Low to Mid Resolution mode.

SHORT RANGE SENSOR SYSTEMS: Calibrated for use while in a star system. Range is several million kilometers. Systems included are the same as those used by the Long Range Sensor Systems. Gives same bonuses as the Long Range Sensor Systems.

NAVIGATIONAL SENSOR SYSTEMS: Focused through the Long or Short Range Sensor Systems depending on the ships current location and mission. Systems included; Quasar telescope, Wide angle IR source tracker, narrow angle IR/UV/Gamma Ray imager, Passive subspace multi beacon receiver, Stellar graviton detectors, High energy charged particle detectors, Galactic plasma wave cartographic processor, Federation timebase beacon receiver and Stellar pair coordinate imager. Gives a +15% bonus to sensor skill rolls (+25% for Advanced Sensor Pod).

LATERAL SENSOR ARRAYS: Have a range of several hundred thousand kilometers. Systems included ; Wide angle EM radiation imaging scanner, Quark population analysis counter, Z-range particulate spectrometry sensor, High energy proton spectrometry cluster, Gravimetric distortion mapping scanner, Steerable lifeform analysis instrument cluster, Active magnetic interferometry scanner, Low frequency EM flux sensor, Localized subspace fields stress sensor, Parametric subspace field stress sensor, Hydrogen filter subspace flux sensor, Linear calibration subspace flux sensor, Variable band optical imaging cluster, Virtual aperture graviton flux spectrometer, High resolution graviton flux spectrometer, Very low energy graviton spin polarimeter, Passive imaging gamma interferometry sensor, Low level thermal imaging sensor, Fixed angle gamma frequency counter and Virtual particle mapping camera. Gives a bonus of +20% to sensor skill rolls (+25% for Advanced Sensor Pod).

MULTI-ENVIRONMENT CREW QUARTERS: One of the features of newer-class was the highly adaptable life support systems in place throughout the ship, including unprecedented customization of crew quarters. This allowed the crew roster to include a far greater diversity than most Starfleet vessels, whose life support systems usually mean ships were crewed dominantly by one race only. IE if a crew member is from a predominately aquatic world, thus typically resides underwater, or if a crew member is from world with a different atmosphere, say methane, their personal quarters can be altered to accommodate that though they may still require some form of equipment likely to function normally outside of their quarters.

FLEET COMMAND-AND-CONTROL CENTER: There is a command center located within the ship for use during fleet operations and battles in which the commanding Admiral can oversee the whole of his and the enemies forces. This imparts a +2 to initiative for the fleet and +10% to tactics skill rolls.


+3 to dodge vs other capital ships

-7 dodge attacks from starfighters etc


Shuttlecraft - 6 Shuttlecraft (2 of which are specifically Delta class)

Auxiliary Craft - 8 Shuttlepods


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