1 W3 - War Bird  7,000 - 8,000 mt.  Usually armed with
1 disrupters and missiles.  Contains at least 1 point
1 defense array.  Light armor and fast speed make this
1 more of a raider than a main battleline ship. W3 are
1+sometimes refered to as War Hawks.
2 W4 - War Bird 4 sometimes refered to as a War Eagle.
2 10,000 - 15,000 mt. Usually armed with disrupters
2 and missiles arrays .  Usually contains one point
2+defense array.
3 D5 - Assaultcruiser 10,000 - 15,000 mt. As the war
3 wore on it apparent that the lack of tac-craft left
3 a serious hole in Klingon combat effectiveness.
3 Originally intended for plantary assaults, assault
3 carriers were pressed into service as escort
3 carriers.  The 15 standard issue assault landing
3 craft were replaced by a single squadron of 6 tac-
3 craft. But, any amount of fighters were welcome by
3+the thinning Klingon forces.
4 D6,D7,D8 - Battlecruisers. Usually armed with photon
4 torpedoes and disrupters. These are the main capital
4 battle vessel of the Klingon Empire. The 'D' series
4 cruisers get that designation from the name of the
4 first one to battle Fed forces which was Drakon 1.
4 Touted as super-cruisers and designed to out fight
4 any comperable sized Federation ship it was soon
4 clear that the disruptors were not as powerful as
4 the Feds' new secret weapon, the phaser.
4 Klingons take pleasure in personal combat and a
4+large complement of boarding troops.
5 K8 - Base ship 100,000 - 150,000 mt. Usually armed
5 with photon torpedoes, phaser II or disrupter II or
5 proton torpedoe type II. Very strong ams.  These
5 carry 10 or more squadrons of tactical craft and
5+have room for at least a battalion of troops.
6 A9 - Andromdea class dreadnaughts 200,000 and more
6 mt.  These carry 6 or more squadrons of tac-craft.
6 They also have a dual purpose in that they are have
6 very heavy armor and carry the heaviest known
6+ weapons.
8 ** - Forts/Bases are extreamly well armored and
8 armed installations.  These are sometimes built
8 within super high density asteroids or moons. Bases
8 must be eliminated to progress toward the enemy's
8 home base. First the outposts have to be dealt with,
8 then the forts.  After these is a major base or two.
8 Finally the Sector Base must be overcome.
8 Forts and Bases take time to destroy.  A fort keeps
8 it's damage from player to player.  But, every day
8 some repairs are done.  The enemy may even send
8 ships to help protect the fort or base.
8 Also, battles with bases are not saved as they are
8 when fighting the computer enemy. You can easily
8 withdraw from fighting a base, but this counts as
8+a loss on your permanent record.
9 Generic Support Ships:
9 The support ships are important in that they help
9 keep the fleet supplied with replacement troops and
9 fighters. They also serve other special needs.
9 However, they have light shields and little or no
9 armor.  One good hit often destroys them.
9 T - Troop Ship: Holds up to 4 platoons of troops.
9 F - Freighter: Holds additional containerized tac-
9 craft or other items.  Is also used to store
9 captured enemy items.
9 R - Repair Ship: Repairs damaged ship.  Must be
9 adjacent the crippled ship in order to affect it.
9 U - Battle Tug: Is used to tow disabled ships to
9 safety.
9 M - Minesweeper: Sweeps away enemy mines and lays
9 friendly minefields.
9 S - SuperFreighter:  Very large version of the
9 freighter.
9 L - StarLiner: A civilian passenger liner pressed
9 into military service.  Hold many times the troops
9+that a ordinary troop ship can hold.
