The Hydrans are a race of short, tripartite methane
breathers in the South-West
corner of the explored galaxy. They have one of the smaller nations,
bordered
on the north by the Lyrans, on the east by the Klingong, on the south
by the
Galactic Barrier, and on the west by unexplored territory. The Hydrans
are at
near constant war with their two neighbors and have a rather weak
mutual defense
pact with the Kzinti. Weak in that it's tough to help your allies when
there
is no friendly route to them.
Historically, the Hydrans are quickly smashed at the start of the
General War.
They make one stab at getting a fleet to Federation territory to bring
in the
Federation into the war. When defeated, they retreat to their "Old
Colonies",
the four worlds where the Hydrans originated. Those worlds are
carefully hidden
in the unexplored territory and although the Klingons and Lyrans search
for
them, they are never found. The Hydrans continue to harrass their
Klingon and
Lyran occupiers, forcing those nations to keep substantial fleets
patrolling
the conquered territories. Eventually the other Allies are able to
defeat the
Coalition and free the Hydran Kingdom.
The Hydrans were the first to develop attack shuttles, which later
became
fighters. Kzinti are another race well known for their fighters, but
the Hydrans
take it to another level. Most early Hydran ships carry a few fighters,
and the
Ranger is no exception having nine. With a speed of 15 and a phaser-G,
those
nine fighters can pack quite a punch at very close range.
The Hydran have three racial weapons: the fusion beam, the hellbore,
and the
gatling phaser. The fusion beam fires every other turn, only requires
two
points of power, and does about 10 points of damage at point blank
range.
Unfortunately, it must fire on the turn of arming and outside of range
two it
does very little damage. The Ranger has four fusion beams.
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The hellbore is another two turn weapon, requiring three
points of power on
each of its two turns. It has good range and does about 10-15 points of
damage
per hit, with a cruiser carrying four hellbores. On a hit, the hellbore
envelops
a ship and does half of its damage on the targets weakest shield (or
two/thirds
of its damage if there are two weak shields). It can also be fired as a
standard
direct fire weapon, although it will only do 1/2 damage.
The last racial weapon is the gatling phaser, or phaser-G. This phaser
takes one
point of power to arm, at which point it can fire four phaser-3 shots,
all at
once or spread out over separate impulses. It's a great point defense
weapon,
alhough most ships have the phaser-Gs covering the rear arcs. The
Ranger has
two phaser-Gs covering the rear (RA) arc.
Each Hydran ship type has two different variants. There is the fusion
variant,
which has fusion beams and fighters. Then there is the hellbore
variant, which
carries hellbores instead of fusion beams and extra power instead of
fighters.
Some of the bigger Hydran ships have both fusion beams and hellbores.
Then
there is the infamous D7H Anarchist, which was a Klingon D7 captured
during
the General War and converted to Hydran use by replacing the Disruptors
with
Hellbores and the wing phasers with Fusion Beams. Hydran ships tend to
use the
phaser-2 as their main phaser armament.
The Hydran Ranger is a conceptually simple ship. Due to its very short
range
fusion beams, the tactic is to fly up next to the opponent and then
fire all
weapons. To whit, the ship has 21 center hull to absorb a great deal of
damage.
It also has a 33 point #1 shield and center warp to ensure some amount
of power
remains even after taking massive damage. Finally, it can also (as with
most
Hydran fighter-carrying ships) launch all nine of its fighters in one
impulse.
You can either launch before engaging or after, the choice depending on
whether
you want the ship or the fighters to take the brunt of the opponent's
attack.
Note that even if it gets to range 0, the Ranger will barely do more
damage
than a Klingon ship at range 1. Then the Klingon can fire its
Disruptors in
the next turn while the Ranger waits for the Fusion Beams to cool down.
But
there are those nine fighters, which can do 12 points of damage each at
a range
of 2.
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