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Official Romulan Tactical Warbirds Feedback Thread

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    stofskstofsk Member Posts: 1,744 Arc User
    edited September 2013
    neok182 wrote: »
    how did you get both skins?

    I got both ships. I swapped between them. I went to Drozana and flew around it then beamed back and went to the ship selection officer that's right in front of the transporter pad.
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    neok182neok182 Member Posts: 551 Arc User
    edited September 2013
    stofsk wrote: »
    I got both ships. I swapped between them. I went to Drozana and flew around it then beamed back and went to the ship selection officer that's right in front of the transporter pad.

    figured out why i thought i didn't have it. i went to customize it and once you do that you lose the other skin so i never noticed i had it in the first place lol
    ACCESS DENIED
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    eatsmarteatsmart Member Posts: 134 Arc User
    edited September 2013
    Ok, this is what i think a pvp setup might look like with the current statline. (Someone who PVPs more feel free to yell obscenities at me and correct it) Strategy is trolling from decloak with spike damage.

    Commander Tac: TT1, CRF1, BO3, APO3
    Lt Tac: TT1, THY2
    Ensign Eng: EPtS1 or EPtE1.
    Lt Comm Uni: EPtW1, A2B1, DEM2
    Lt Sci: HE1, TB

    Fore: 1x DHC 1x DBB 1x Quad Plasma 1x Romulan Torp
    Aft: 2x Turret, Borg KCB

    Doffs: 3x Technician, 1x Marion Francis Dulmur, 1x BO Doff

    Eng Consoles: Assimilated Module + Valdore Console + Anihilator Console
    Sci Consoles: Zero Point Module + Fleet Embassy Graviton [-Th, Pla]
    Tac Consoles: 4x plasma
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    mosul33mosul33 Member Posts: 836 Arc User
    edited September 2013
    stofsk wrote: »
    I got both ships. I swapped between them. I went to Drozana and flew around it then beamed back and went to the ship selection officer that's right in front of the transporter pad.

    Thx for the tip, i wanted to get the T3 skin on the T5 version too but i guessed it wouldnt worked since it didnt behaved like an unlock.

    First sry for the wall of text.
    Now I saw here a few sugestions about turning this ship into a battlecruiser, wich maybe would be nice, but it wouldnt be what devs intended for this ship to be, a choice at lvl 30 for a nimble escort type ship, since a cruiser choice its allready in the form of the D'Deridex.

    But actually everybody didnt saw what the Fleet T5 version wants to be, and is somewhat of a clone of Guramba. Allmost same type of special skill/special console. Guramba has special skill and 9 consoles, this new ship has special console and 10 console slots, but in the end you still remain with just 9 free console slots if you use its special console. Even the transformation, wich isnt ready yet, suggest that. Then my thoughts, why not going all the way and give it a similar boff layout like guramba/charal/bug/scimitar ship boff layout? Would be better imo, since its curent setup (or very similar) its allready used on lots of rom ships so its kinda redundant.

    About the console, the special beam skill is really weak if compared with Guramba's Javelin skill. If Cryptic wants to sale this, then a boost to +100% to its dmg and a cut in half to 10 secs duration would make it work. Now the 20 secs duration its way to long, like only on bosses you could use it that long thus at its full power, but for the majority of the time only 6-10 secs the beam can be sustained so its half wasted, since after more then 10 secs the target will fly off range (considering tractor beam can hold it for 10 secs only), or get destroyed. And also the cooldown its ridiculous long. The Javelin has 1 min cd while this one gets a 3 mins cd???? Whats up with that??? There are allready enuf prerequisites for it, like the sing cd and the need to charge it. It needs to be cut down to at least 1 min and 30 secs. And its not like its unheard off, the Jem'Hadar Dread's console has same cd.

    Now about the Quads, this is only a personal opinion, judged by the look/esthetics.
    I was really excited about them since i love the sound/look of the other ones(fed and kdf). But here i was really disapointed when i saw how they fire on the scimitar, or more corectly from where they fire. Instaid of using the hardpoints from under the nose, like donatra's ship or the old lehval model fired, it fires allmost from the tip of the nose :( I mean thats a really poor choice, considering there are 4 hardpoints under the nose of the ship and 2 up that are still unused and wouldve been a better choice for a special weapon like that. But meh, I doubt any change will be done on that part :(
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    hyoukihyouki Member Posts: 0 Arc User
    edited September 2013
    Hmmm...definitely taking a different route than the "standard escort". It's got the damage potential of an escort, and while it has a sturdy hull, it's paying for it in so many ways: in this case, the already-strained singularity core power levels are getting pushed even lower.

    If you use Annihilation mode, you're pushing your max power level from 160 to 150, and if you use the quad cannons, you're losing an extra 10 points from engines while firing, pushing your effective max to 140 points.* You're taking an escort-esque penalty to shields, but also taking a blow to speed and maneuverability, which is not-at-all escort-esque...but you don't take half of that penalty 'til you're firing...hmmm....

    With the Singularity-fuelled beam weapon from the console, and the other factors, I'm thinking this is how the ship is intended to work: maneuver into position under cloak and open fire, remaining stationary or slow while you build and burn singularity charge using the console's plasma beam. When you start taking fire, cloak and reposition, getting your decloak bonus when you pick up again.


    *Caveat: with fleet cores and the +Singularity Charge bonus from Annihilation mode, you'll be able to spend more time with your core charged, mitigating the power penalty somewhat.
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    sunseahlsunseahl Member Posts: 827 Arc User
    edited September 2013
    Is anyone else noticing a bug on the Ship Customization for these two?


    1. If you have both you can't seem to apply the captain skin on the admiral variant

    2. The parts don't seem to be interchangeable, nacells/head mostly

    3. There are no Reman skins yet...

    or does anyone with the legacy pack know if these ship parts are never interchangeable save for the admiral Ha'series?
    Member of the "Disenchanted"
    We don't want what the Feds have. We want the equivalent. We want fairer treatment. Concern, desire, greed to some extent, and passionate belief that the enough people would buy KDF items to make it worth Cryptic's while.
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    neok182neok182 Member Posts: 551 Arc User
    edited September 2013
    sunseahl wrote: »
    Is anyone else noticing a bug on the Ship Customization for these two?


    1. If you have both you can't seem to apply the captain skin on the admiral variant

    2. The parts don't seem to be interchangeable, nacells/head mostly

    3. There are no Reman skins yet...

    or does anyone with the legacy pack know if these ship parts are never interchangeable save for the admiral Ha'series?

    1) This is correct. the refit skin is not available in customization only when you initially claim the ship.

    2) as above the other skin is not available so thats why no customization

    3) Either the ship is not getting any reman skins or they simply were not added to tribble.

    4) This ship is not part of the legacy pack so this question is not applicable. The legacy pack is done and over with. No future content will ever be part of it.
    ACCESS DENIED
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    mintyfresh05mintyfresh05 Member Posts: 10 Arc User
    edited September 2013
    In the tool tip it shows my 3 energy weapons officers that have a chance to bleed through,
    if this is the case:

    1: does this chance happen every second!???
    2. Its gonna be stupidly OP if the bleed through doffs do proc
    3. you can buff the dmg quite high

    See photo below

    https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn2/1269888_238329086316069_670106489_o.jpg
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    longasclongasc Member Posts: 490
    edited September 2013
    I also noticed that you cannot mix and match in ship customization even if you claimed both ships.
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    tom61stotom61sto Member Posts: 3,646 Arc User
    edited September 2013
    In the tool tip it shows my 3 energy weapons officers that have a chance to bleed through,
    if this is the case:

    1: does this chance happen every second!???
    2. Its gonna be stupidly OP if the bleed through doffs do proc
    3. you can buff the dmg quite high

    See photo below

    https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn2/1269888_238329086316069_670106489_o.jpg

    Pending it's actually counting the console as a beam overload (it may just be displaying because it counts as a beam weapon, not because it's working with those DOffs), I would think it would only proc at the start and function for one hit, like the way that a BO works.
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    raklau1971raklau1971 Member Posts: 43 Arc User
    edited September 2013
    I tested the Tactical warbird last night for several hours and ran in to all the same issues that have already been reported here so I wont rehash.

    The only other thing that I noticed was some graphic tearing on the nose and upper wings with the Nukura space set equipped.

    I only noticed this during combat though, I couldn't get the tearing to show wile parked in K7's system so I kind of think that it's just my system and the low graphics that I run the game in.

    I have to say I love the bridge officer seating with this ship, on my other romulan ships I have to choose between either a dispersal pattern or attack pattern for my secondary tac officer, on this ship I can run both.

    I also found this ship comfortable for my Romulus Sci, normally I stear clear of using a escort/destroyer tac type ship for my sci's but this one I think will be useful to all my romulan characters.

    The only complaint I have about this ship is I think the Aft section looks well fat and some what out of character for a romulan ship, most of the other romulan ships are rounded and have flowing curves, the aft section on this one is just kind of bluntly flat looking.
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    beerxhyperbeerxhyper Member Posts: 676 Arc User
    edited September 2013
    i agree i seen the same problems that have been discussed here except my singularity beams seems to come out purple or blue once in a while but otherwise greenish color lol


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    canis36canis36 Member Posts: 737 Arc User
    edited September 2013
    Working on getting separate confirmation. It was working fine internally before being pushed to Tribble, so not sure what's going on yet.

    Is anyone else experiencing this?

    I tried it out late Saturday Night/Early Sunday Morning and it was draining my singularity charge.
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    f8explorer#7814 f8explorer Member Posts: 1,328 Arc User
    edited September 2013
    Give it Commander and Lt Cmd tac... with Engi and Sci LT..... and make the ensign Universal.... As odd as it sounds that would in fact make the thing more versatile. lol

    If they did this ... I'd be ALL over it.

    The fact they did not has me looking at it and realizing ... I've got far better choices for filling the nitches of my various toons. I just can't see myself getting it for looks alone ... although I'm not a fan of her aft section.

    She needs more curves in the aft end.

    If they ran with the BOFF slot mentioned above, getting it would be a no brainer for me.

    But right now ... I'm just not seeing the end payoff for me.

    :::; shrugs ....

    And I did try it out on Tribble.

    The other route they could have gone for that I would have liked would have been if they gave it an Excelsior / fleet Vorcha type setup. ... but that's likely best for another / future ship.
    Joint Forces Commander ... / ... proud member of ... boq botlhra'ghom / AllianceCenCom!
    " We stand TOGETHER and fight with HONOR!"

    U.S.S. Maelstrom, NCC-71417 (Constitution III-class/flagship) --- Fleet Admiral Hauk' --|-- Dahar Master Hauk --- I.K.S. qu'In 'an bortaS (D7-class / flagship)
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    f8explorer#7814 f8explorer Member Posts: 1,328 Arc User
    edited September 2013
    Sidenote -- How long have the quads been cutting into engine power or has it always been that way and I missed it?
    Joint Forces Commander ... / ... proud member of ... boq botlhra'ghom / AllianceCenCom!
    " We stand TOGETHER and fight with HONOR!"

    U.S.S. Maelstrom, NCC-71417 (Constitution III-class/flagship) --- Fleet Admiral Hauk' --|-- Dahar Master Hauk --- I.K.S. qu'In 'an bortaS (D7-class / flagship)
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    neok182neok182 Member Posts: 551 Arc User
    edited September 2013
    genhauk wrote: »
    Sidenote -- How long have the quads been cutting into engine power or has it always been that way and I missed it?

    it's always been like that but on FED/KDF you don't notice it like you do with a romulan since power levels are already lower.

    Thats the one reason why i probably won't use the quads and the console. were already down -40 power, but these two bring us down another 30. -10 engines from the quads and then -10 shields and -10 auxiliary from the console.

    I much rather run my embassy console and get the +9.9-13.2 damage from my elite core thanks to my power levels being above 75.

    And a 4th romplas DHC with real modifiers will be a lot better than the quad with dmgX4
    ACCESS DENIED
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    toivatoiva Member Posts: 3,276 Arc User
    edited September 2013
    The Tier 5 Ar'kif is a nice ship. Seems very comparable to the Mogai and Dhelan retrofits.

    It doesn't have the sometimes bothersome Ens tac, but is less useful for Aux2Batt builds. It keeps the escorty 0.9 shield mod unlike the Mogai yet takes the Dhelan's 16 turn rate.


    While I don't love the looks it fits nicely among all the other Romulan ships and isn't as bad as the D'rithau.


    I guess it's a fine ship, a variation on the warbird theme like the Mogai and the Dhelan.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
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    borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited September 2013
    Catching up over the weekend. Thank you, everyone, for your feedback and time spent testing this ship before it goes live.

    While there are a lot of posts here discussion boff seating and the Quad Cannons, we don't have any specific responses to those concerns at this time. The best I can do for now is acknowledge that your feedback has been received.

    As for a few other specific questions/concerns:
    Based on another thread...should the Focused Beam lockout Singularity Charge gain?

    Yes, it is intended to lockout SingCharge while being actively fired. Elsewise, it could theoretically be fired indefinitely.

    chlamidiot wrote: »
    Devs: The text in the description says it puts a stacking debuff on the target but the actual breakdown in the tooltip doesn't say anything about it. Is this just an explanation of why it does increasing damage over time, or will it lower damage resistance against everything? Only against plasma? Hull DR, Shield DR, or both?

    This is a text error, left over from an earlier iteration of the beam. We opted to go for scaling damage in lieu of a scaling debuff, because the debuff would synergize too well with multiple weapons (and/or multiple targets) firing on a single enemy.

    In other words, this is intended to be used as a weapon, not a force multiplier.

    topset wrote: »
    Looks like it's taking allied prefixes instead of Romulan prefixes.

    We'll look into this. It may be by design, since this is a Republic-specific ship design.


    What you're seeing here is a bug. The Sing Beam has been incorrectly categorized as a Beam Overload, and is gaining the benefit of certain Duty Officers you have equipped. This functionality will be removed before the ship goes live.

    ---

    Once more, thank you all for your feedback. It's very much appreciated!
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
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    azmodeasazmodeas Member Posts: 132 Arc User
    edited September 2013
    I was messing around with the tactical warbird this morning for a bit. I've encountered all the same problems everyone else has posted about so no point going over those already stated , dead horse an all :-) .

    My thoughts on the ship . I like the design I like what cryptic's tried to do with the ship. the Quad plasma canon Ok , at level 30 as a weapon to aid while leveling up sure works fine. However once your 50 an have access to better weapons . I can't see using the quad, it's not worth it . the console ... meh . the 2 set bonuses an the beam plasma attack . Meh ... in pve that could have a use . but it's situational an I can think of better uses for the console slot it takes up an I can find better weapon loadouts that don't require using the quad.

    Now having said that. She's a fine ship for speed , turning, etc . The boff layout I wasn't thrilled with as I found the boff layout on my fleet Dhelan to work better . the mogai has a better boff set up . I would rather see the boff layout the same as the romulan vet ship has .


    I would love to see a fleet version for this ship as well . If one becomes available I would strong cry an hope the console layout on a fleet version is 3 engine , 3 sci , 4 tactical . It's a better balance imho and we already have the Dhelan fleet with 5 tac consoles .
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    mav75mav75 Member Posts: 113 Arc User
    edited September 2013
    I like the Ar'kif.

    I prefer the Ar'kala costume as it has cleaner lines (especially the neck and the wings) and less engines. Had the same problems with costumes as others have pointed out.

    Don't think I would use the console or the quads. There's just too much penalties to power levels. I'll wait for someone to do the math, but don't expect to use the set.

    Couldn't do a proper combat testing as my romulan engineer couldn't claim the ships (tried several transfers). My kdf aligned tac could but has no plasma gear (weapons & consoles) to make the testing worthwhile.
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    neok182neok182 Member Posts: 551 Arc User
    edited September 2013
    Thanks for the response @borticus. Some people did complain about the boff slots but they're perfect, keep it as is. And the quads, well they are what they are.

    One question you did miss though was about the lack of reman skins for the ships. This may just be because it's on tribble but hopefully they won't be forgotten about for the final release.

    Also i do hope that there will be a fleet version at release as well.
    ACCESS DENIED
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    amosov78amosov78 Member Posts: 1,495 Arc User
    edited September 2013
    Speaking of quad cannons; are we ever going to get fleet versions of these? Possibly with different modifiers, like [ACCx2] [DMGx2] and [ACC] [DMGx3].
    U.S.S. Endeavour NCC-71895 - Nebula-class
    Commanding Officer: Captain Pyotr Ramonovich Amosov
    Dedication Plaque: "Nil Intentatum Reliquit"
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    tpalelenatpalelena Member Posts: 1 Arc User
    edited September 2013
    The fed and Klingon quads are not getting any fleet versions, so it would be weird if the romulan ones got them.

    But fleet Quads would be great, especially fleet Quad Antiproton cannons with Crth X4 modifiers. I would love that, even with a limit of 1. :D
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited September 2013
    webdeath wrote: »
    I'm wondering if anyone also tested it with the Romulan console that gives you Singularity Charges while being attacked and activating the beam..
    Hrmm, I've got the Singularity Stabilizer from the T'varo which builds +2 SC/s for 15s. Also has a PWO(Torp+SC) with an 8% chance to get +10 SC when firing torps. Let's see what happens...and lol, yep - was able to build SC while firing the Focused Beam, thus extending the uptime...
    Based on another thread...should the Focused Beam lockout Singularity Charge gain?
    Yes, it is intended to lockout SingCharge while being actively fired. Elsewise, it could theoretically be fired indefinitely.

    So I decided to go back and test this some more...and you can see that you're gaining charge while firing. It drops, it bumps, it drops again. The bumps are little more than speedbumps, I wasn't able to gain enough charge for it to fire forever - but you can see where the second countdown slows (maybe it's imagination, but you can see the charge gain on the Singularity Ability window).

    That's on a toon with:

    Trait - Singularity Specialist
    DOFF - PWO(Torp+SC)
    Console - Singularity Stabilizer

    I can't test what it would be like with the following:

    Trait - Singularity Specialist
    DOFF - 3x +SC DOFFs
    Console - Singularity Stabilizer
    Console - Singularity Inverter
    Core - w/ [SingA]

    Wanted to do separate tests with the Stabilizer, with the DOFF, with both...and if nothing comes up, I'll take a look at that later for just the Stabilizer and just the DOFF.

    With the Stabilizer only running for 15s (adding 2/s), the DOFF having an 8% chance for the +10 charge (not sure if there's a proclock), it's not a case of infinite Beam...but it raises the question of going beyond the 20s - whether the formula for damage is open ended or if the total possible damage is calculated, then the amount of damage to be done for each passing second is calculated...with the former, by contrast, it would be the base damage boosted as time went along (with the possibility of going beyond that 20s resulting in more damage than intended).

    Given the extension possible with my limited resources, it wouldn't be much either way - but it would be more than intended. Perhaps seen as nitpicking...and yeah, it is minor. Even with the "can't test" stuff above, it still would unlikely be infinite Beam...but how much longer could it potentially go...?

    Will have to check just the Stabilizer and just the DOFF after it comes back up...
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    sunseahlsunseahl Member Posts: 827 Arc User
    edited September 2013
    neok182 wrote: »
    4) This ship is not part of the legacy pack so this question is not applicable. The legacy pack is done and over with. No future content will ever be part of it.

    I was asking if people who HAVE the legacy pack can mix and match Ship parts and their refit variants not if these ships were being put in the pack


    say... the Refit head on the D'Dera wings
    Member of the "Disenchanted"
    We don't want what the Feds have. We want the equivalent. We want fairer treatment. Concern, desire, greed to some extent, and passionate belief that the enough people would buy KDF items to make it worth Cryptic's while.
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    adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited September 2013
    Minor note: We're updating the 2 piece set bonus to also give a bonus to Starship Energy Weapon Specialization skill. This way you receive a moderate bump in energy damage output even if you opt not to use all Plasma weapons.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
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    sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited September 2013
    Catching up over the weekend. Thank you, everyone, for your feedback and time spent testing this ship before it goes live.

    While there are a lot of posts here discussion boff seating and the Quad Cannons, we don't have any specific responses to those concerns at this time. The best I can do for now is acknowledge that your feedback has been received.

    As for a few other specific questions/concerns:



    Yes, it is intended to lockout SingCharge while being actively fired. Elsewise, it could theoretically be fired indefinitely.




    This is a text error, left over from an earlier iteration of the beam. We opted to go for scaling damage in lieu of a scaling debuff, because the debuff would synergize too well with multiple weapons (and/or multiple targets) firing on a single enemy.

    In other words, this is intended to be used as a weapon, not a force multiplier.




    We'll look into this. It may be by design, since this is a Republic-specific ship design.




    What you're seeing here is a bug. The Sing Beam has been incorrectly categorized as a Beam Overload, and is gaining the benefit of certain Duty Officers you have equipped. This functionality will be removed before the ship goes live.

    ---

    Once more, thank you all for your feedback. It's very much appreciated!

    To be honest, the only real problem is the boff seating.

    As it stands there is no reason to get this ship if you are a vet, and/or you have any of the other current (T'Varo, Dhelan, Mogai and Ha'Feh) warbirds. :(

    Make it a Vesta clone, or the very least a Cmdr Science station, and you will have a place for it :)
    Fed: Eng Lib Borg (Five) Tac Andorian (Shen) Sci Alien/Klingon (Maelrock) KDF:Tac Romulan KDF (Sasha) Tac Klingon (K'dopis)
    Founder, member and former leader to Pride Of The Federation Fleet.
    What I feel after I hear about every decision made since Andre "Mobile Games Generalisimo" Emerson arrived...
    3oz8xC9gn8Fh4DK9Q4.gif





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    umaekoumaeko Member Posts: 748 Arc User
    edited September 2013
    sunseahl wrote: »
    I was asking if people who HAVE the legacy pack can mix and match Ship parts and their refit variants not if these ships were being put in the pack


    say... the Refit head on the D'Dera wings

    The answer is yes.

    If you have the D'deridex and its D'rithau refit, you can mix and match the costume pieces to your heart's content.
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    cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited September 2013
    My feedback is change the console to instead of giving a flat bonus to weapons power and loss in another -20 power. Make it a passive based on singularity power with 10+ weapons power at max... This makes the console better overall imo. Along with giving the focused singularity beam which should scale in damage based on your singularity power, and when used drains your singularity power just like another singularity power.. and maybe a reduction in aux power for the increase in singularity charge when activated.

    Becuase currently running overload mode is just to painful of a lose for romulan ships to take yes in fed ship or kdf ship the change would be negligible. But basically this console is asking for them to lose 20 power in shields when coupled with the singularity already power disadvantage.

    just for 10 weapons gain and singularity charge increase..
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    f8explorer#7814 f8explorer Member Posts: 1,328 Arc User
    edited September 2013
    sunfrancks wrote: »
    To be honest, the only real problem is the boff seating.

    As it stands there is no reason to get this ship if you are a vet, and/or you have any of the other current (T'Varo, Dhelan, Mogai and Ha'Feh) warbirds. :(

    Make it a Vesta clone, or the very least a Cmdr Science station, and you will have a place for it :)

    Yeap and exactly.

    And after the casual response that said it was noted but ... something like a shrug ... I'm definitely moved to the "not gonna get it column."

    Basically ... This is a ship that might look cool but which I've got money in other warbirds that do the job much better.

    Veteran ship being my favorite at present.
    Joint Forces Commander ... / ... proud member of ... boq botlhra'ghom / AllianceCenCom!
    " We stand TOGETHER and fight with HONOR!"

    U.S.S. Maelstrom, NCC-71417 (Constitution III-class/flagship) --- Fleet Admiral Hauk' --|-- Dahar Master Hauk --- I.K.S. qu'In 'an bortaS (D7-class / flagship)
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