Jem'Hadar Fighter
At this point, the Jem'Hadar Fighter is the only support ship you are going to see the Dominion Field, so expect at 2 of them standard in a Dominion Task Force. This small ship is nevertheless a very energy intensive one, sporting multiple ways to spend the poor energy recharge that it has. It also isn't particularly well staffed, and neither has a good way to get inspired, nor does it have a large crew that can form multiple teams. What it is though is heavily armed, fast, and maneuverable.
Captain's Chair:
Call Alert: Adjust alert by 1, or up to 2 if a priority action.
Warp: Social / Technical / 1 Energy to engage warp.
The Captain's Chair of the Fighter is nothing special. The ship is only capable of a modest Warp Factor 8.
Helm:
Impulse: Technical / 1 Energy to engage impulse. If done as a priority action you may remove 1 sensor lock from this ship.
Orange Hull: Final Attack: Test Ops + Discipline to ram a ship within the front 90* at 2" (difficulty equals target's evasion)
A testament to how slippery the ship is, it can throw off a sensor lock if moving as a priority action. It also boasts a 90* turn at Green * as well as 10" impulse speed, and no turn radius less than 60*.
The ramming option allows you to take an already crippled ship and still accomplish something with it. Note this step is only at 1 hull, when the ship is almost disabled.
Instruments:
Sensors: 4" in 360*, 4" + Sensor Value in 180* to the front.
Comms: 4" in 360*, 4"+ Sensor Value in 180* to the front.
Antiproton Beam: Technical x2 to add 1 peril to a cloaked ship with a wake in sensor range.
Sensor Lock: Security / 1 Energy to lock a unit at sensor range
Fairly standard sensor and comms values for an escort, and while the Antiproton Beam is novel, there are no standard cloaked ships around yet to show whether it would be useful or not.
Engineering:
Ready: Gain Energy equal to Energy Value plus the highest Technical here.
Green / Yellow Alert: Transport personnel within Sensors range.
Fairly standard engineering section, with an 6 energy maximum capacity in the reserve. Energy Recharge is at its maximum at Yellow Alert with a rate of 3, but drops to 0 at Green **. In fact there is very little reason to want to be at Green **, except as a stepping stone to the Yellow and Red Alerts.
Tactical:
Fire Weapons:
Phased Polaron Beams (x3) - 180* to the front (x2), 180* to the back (x1) - 1-3 Weapon Energy, 6" range, 1 blue die per energy spent. Pierce 1
Torpedo Tubes (x2) - Fore - 30* turning (x1), Aft - 30* turning (x1), 1 weapon energy.
A smaller version of the Battle Cruiser's weapon, this is still a ship with a substantial armament. 3 dice with pierce 1 on the Polaron Beams can punch easily through most shields and land damage on the enemy ship, and you can start tossing out Torpedoes at just the 2nd increased alert.
Medbay:
Medical Care: Test (2 difficulty) Science + Biology to heal personnel here once.
It is HARD to heal crew using Medical Care. You certainly can use it to heal officers if the crew is at full strength, but with just 1 science and few officers with skills in biology you are most likely looking at a 1 blue / 1 black dice roll to recover crew, and the odds of rolling 2 successes aren't great.
Cargo:
Ready: 1 Energy to ready an officer here.
Ready or Priority Action: Form a team.
A normal cargo bay, but bear in mind how hard it is to heal crew if you decide to form a team on this ship.
Alert Level:
Green Alert *: Energy Value: 1, Impulse Value 10", Turning 90*, Weapons Power 1, Sensor Power 1, Shield Value 1/1, (Probes)
Green Alert **: Energy Value 0, Impulse Value 8", Turning 60*, Weapons Power 1, Sensor Power 2, Shield Value 2/1, (Probes)
Yellow Alert *: Energy Value 3, Impulse Value 7", Turning 60*, Weapons Power 3, Sensor Power 2, Shield Value 3/1, Torpedoes
Red Alert *: Energy Value 2, Impulse Value 7", Turning 60*, Weapons Power 4, Sensor Power 1, Shield Value 3/2, Torpedoes
Red Alert **: Energy Value 1, Impulse Value 5", Turning 60*, Weapons Power 5, Sensor Power 0, Shield Value 4/2, Torpedoes
A short progression for alert levels, allowing you to get to "the good one" with one priority action, or 2 rounds of standby actions. Green Alert ** is not of great utility for the ship, where Yellow Alert * is better at mostly everything except for Impulse Value and being able to use probes if an upgrade card was taken for the ship.
Defenses:
Hull:
The ship has 5 total hull with damage steps at 2 and 1.
Other damage thresholds of note are a damage card at 3, crew injury at 1.
The ship has a resilience of 2 for preventing additional damage cards.
Damage Cards:
Fore: 3, Fore/Aft: 1, Aft: 0
Inertial Dampener Failure is by far the worst thing that can happen to this ship, and it is the only thing that can happen from damage to the rear of the ship. A science test at difficulty 3? No thank you. All the other ones are relatively minor and more easily repaired.
Shields:
This ship also wants to absorb damage from the front. All alerts beside Green * have higher shields to the front than to the rear. With that in mind, if you are caught in a spot where fire can be concentrated on it, you will find the ship's energy disappearing fast, and it is a ship that requires at least 1 energy to move.
It does, however, have an evasion stat of 2.
Crew:
This ship has only 4 stops on it's crew dial before reaching 0/0/0 "disabled", and on the first step the science stat goes from 2 to 1. All of this should be known before any teams are formed, or the ship gets itself into a situation where crew injuries can take place. Meanwhile, even the inspired crew has 2 science, and only double inspired does it rise to a 3. Operations and Command are both strengths for the ship, and it should focus on objectives that utilize those instead.
Officers:
While this ship would not be considered the flagship of a Dominion Task force, it is ironically helped out immensely by a Founder being present to help perform medical care after teams are formed, or to inspire the crew.
A Karema Researcher is practically required for a fighter that intends to be a combat ship, as the ship is very energy intensive.
It may make sense to have one ship with few or no officers as well, and utilize it as a glorified shuttlecraft for your teams.
Upgrades:
Upgrade options for the Dominion are limited. Quantum Torpedoes do give this ship a larger punch, but are quite expensive in terms of flex points. Meanwhile, probes give you the option to safely scan anomalies.
Personal Transponders are an option if you are using this ship as a team transport boat, but are also an expensive addition.