I've already gone over a little bit about the Romulan
Star Empire (in Journal #235), but let me
elaborate a bit on their
ships. Romulan ships are characterized by three distinct phases in
their
history. Phase 1 are the Old Romulan ships. Most of them look a lot
like the
Warbird seen on Star Trek. They are smaller than opposing ships,
usually have
less or no warp and fewer weapons. Their only saving graces are good
rear
shields and a cheap cloaking cost.
Later on, the Romulans entered into an alliance with the Klingons. The
Klingons
sold old ships to the Romulans, and although the Klingons got little in
return,
they did help make the Romulans a creditable threat for the Federation
to deal
with. Klingon-Romulan (KR) ships have the disruptors replaced with
plasma
torpedoes, some phasers upgraded to phaser-1s, and have a cloaking
device,
although they tend to be quite power-consumptive.
Once the General War started, the Romulans finally started designing
their own
good ships. They started with the excellent SparrowHawk Light Cruiser
and
SkyHawk Destroyer classes of modular ships. Due to the scarce resources
in
the Star Empire, Romulans designed these ships to handle wing modules
which
could turn these ships into specialed variants (such as minelayers,
scouts,
carriers, and cargo) as needed by the theater (the process took a month
or two).
What this meant is that the Romulans could rebalance their fleets as
needed
without building new ships, quite handy if you don't have that many
ships in
the first place. There is also a modular heavy cruiser design, although
bigger
ships are dedicated.
The Romulan KR "Kestrel" is a standard KR conversion. It has two
plasma-S
torpedoes on swivel mounts. Unlike the Gorn cruiser, which has to fire
its
plasma torpedoes either through the #2 or #6 shield (as appropriate),
the
Romulan can fire its torpedoes through three shields. Since seeking
weapons
have to move forward in their first move, this really increases the
firing
flexibility of the torpedoes.
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The KR's cloaking cost of 20 means that it can't cloak
and move at the same
time. In general we shouldn't count on cloaking. Especially against the
Hydran, which will just park its fighters over you until you decloak.
Your
plasma torpedoes are also going to have a hard time against the Hydran
with
its phaser-Gs which are a fair anti-plasma torpedo defense.
So what do you have against the Hydran? Remember, the Ranger doesn't
have that
much crunch power on its own, and in a head-on collision it can't bring
its
phaser-Gs to bear. You can also do some damage with both plasma
torpedoes, since
it can't shoot them both down unless it's hiding with its fighters. You
have
a slight range advantage with three phaser-1s and maybe a couple of
phaser-2s
versus six phaser-2s.
On the down side, he has his fighters, which you can't shoot at with
the Cadet
Rules outside of range 5. The Hydran ship is also built to take quite a
lot
of punishment, while your ship is based on the Klingon philosophy of
stick-and-
move. Try for the long game and whittle down his fighters if possible.
Don't
get into close range with him, cycle the plasmas so he's constantly
running
or taking bits of damage. If he launches fighters try to separate them,
since
the fighters only top out at speed 15.
It's tempting to cloak, since even if he's on top of you, he will only
do some
25 points of damage. Come to think of it, that's quite a bit. But if he
does
fire all that (at range 0-2), uncloak afterwards and blast with with
the plasma
torps and the phasers since he'll be defenseless. Then hope you can
recloak
before his weapons cycle, which you should be able to unless he fires
towards
the end of the turn. Move a bit so he'll have a harder time lining you
up for
a good shot.
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