Ok...
Klingon Capital ship abilities:
B'Ing Maneuver. Three prong attack, puts a taunt on an enemy ship to draw two allies in and buffs them with turning rate and cooldown improvements.
Call To Battle/Call No'Jub'Etlh. Summons temporary B'rel/No'Jub'Etlh class reinforcements.
Ion Torpedo. Fires a highly damaging torpedo that briefly disables.
Klingon Victory Feast. The fleet gets smashed after battle and then attempts to make repairs drunk. An interrupted Feast leads to combat while drunk instead.
Klingon Boarding Party. A commando team boards, disrupts, and takes over an enemy frigate.
Naturally, there's cloaking and a fleet decloak I set up to work with switching autocast on and off on the cloak ability to get entire fleets cloaked and decloaked in a reasonable fashion. There is also duplicate usage, where appropriate, so they're a little more filled in than apparent. The rest are vanilla, some with modification for power differences.
Klingon Frigate abilities:
Merculite rockets. Self explanatory, once you see where they're equipped.
Klingon Attack run. Brief boost to forward shields, engines and weapon cool down for a strafing run.
To Sto'Vo'Kor. Crazy Klingons that want to serve on the Birds of Prey milk everything out of the weapons and propulsion systems.
Graviton Pulse. Disrupts warp fields, hindering ship pursuit or escape.
Klingon Borg Assault Team. Major ship disruption. Sword wielding maniacs run around inside the Borg ship, slicing and dicing as they go. Silly Borg not having AP weaponry for their drones...
Coordinate Strike. Finds a weak point in the enemy shields and sends the information to nearby ships, mitigation debuff and taunt.
Tactical Strike Team. Significantly less disruptive boarding party does damage from within.
L24 Sensor Upgrade. AOE mitigation debuff.
Forward Attack Profile. Upgrades ship systems to take advantage of the design by increasing the strength of the forward shields.
Anti Module Torpedoes. Duh.
Redundant Systems. Disable immunity.
Klingon Battle Cry. AOE weapon buff in return for shield regeneration.
The only stuff that's still vanilla on the frigates is the Scout and Colony ship loadouts.
Who has what:
Trade/Refinery Ship. Merculite Rockets. Yeah, I went there.
D4 Scout. Vanilla scouting outfit for mine countering and exploration along with cloaking.
K'Tinga Light. Cloaking.
B'Rel Long Range. Cloaking, Klingon Attack Run, To Sto'Vo'Kor, and Graviton Pulse.
D12 Anti Fighter. Squat.
D11 Siege. Squat.
Fek'Lhr Carrier. Klingon Borg Assault Team.
L24 Komo Val Utility. Coordinate Strike, Tactical Strike Team and L24 Sensor Upgrade.
K'Vort Utility. Klingon Attack Run, To Sto'Vo'Kor, Forward Attack Profile and Cloaking.
Kron Anti Module. Anti Module Torpedoes and Cloaking.
Vor'Cha Heavy. Redundant Systems, Klingon Battle Cry and Cloaking.
No'Jub'Etlh Ability Summoned. Klingon Attack Run, Forward Attack Profile and Cloaking.
I consider this list feature complete, but if something just absolutely has to be there I could be talked into adding more frigate abilities into the mix.
Dominion! The Cardassians have zip. I'll be rectifying that soon, might even get around to it after I finish this horribly long post. I need stuff for the Barkus, Kimal, Galor and Keldon, especially the Keldon.
Theory time. Bi-polar design. Jem'Hadar suck at that whole engineering bit, and Dominion ships are powerful, but really slow compared to AQ counterparts. For instance, their battle cruisers top out around like warp 4 in the show, we're talking closer to Ent era warp drive than even TOS, let alone TNG and DS9.
So, I'm going for the Dominion being hulking beasts, more powerful but unwieldy, and lacking in the support and adaptation department. Lots of self synergy. The Breen are the disable whores. Ships are bio-engineered instead of constructed from non living material, very self reliant with regeneration and debuffing weapons. Cardassians are going to be the support and harrying forces. Something you have to have around to keep the fleet running away from home, and something you'll need to keep pace with your opponent. Not something you'd want to use for damage and durability.
Breen have regenerating hulls and energy dampening weapons, they're finished. A couple of the Jem'hadar frigates have the energy dampening weapons as well, but lack the power to use them frequently. They're finished. I have a mechanic for Cardassians turning on their masters and a way to decloak enemy units.
The Capital ship abilities I have already. Victory is Life, Glory to the Founders, Polaron Modulation and Overload weapons.
The first two are self synergistic Dominion abilities that only apply to Dominion ships. The first is a massive AOE buff, followed by mass suicide if the buffing ship dies soon after. The second is a buff that increases in power the more Dominion ships you're buffing. Polaron Modulation increases damage to shields, a lot, and Overload Weapons does damage and drains antimatter over time in return for huge damage increases. That's it.
I watch the shows, but stuff like reading the novels and such hasn't ever been on my list of things to do, so I've really scraped the barrel coming up with most of these. Very little of this list came from someone else, which is really unfortunate. My work ethic is just short of miraculous considering I'm not getting paid and you could all drop dead for all I care. 