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|
Starfleet Command III: Romulan |
Please
be advised information presented is the the default setting of the game.
ALL NUMBERS in this guide can be modified.
Ships: Falcon
| Hawk | Raptor | Shrike
| Talon | Warbird
Systems: Antimatter Minelayer | Armor
| Cloaking Device| Computer
| Disruptors
Impulse
Engine | Myotronic Beam | Plasma
Torpedo | Shield Generator |
Tachyon Beam | Tractor |
Transporter | Thruster |
Warp Core
Talon
(Frigate FF) (Top of Page)
Falcon
(Destroyer DD) (Top of Page)
Shrike
(Light Cruiser CL) (Top of Page)
Hawk
(Heavy Cruiser CA) (Top of Page)
Raptor
(Battlecruiser BC) (Top of Page)
Warbird
(Dreadnought DN) (Top of Page)
|
Romulan
Shield Generators (Top of Page) |
Level
|
I
|
II
|
III
|
IV
|
V
|
VI
|
VII
|
VIII
|
IX
|
X
|
Strength
|
4
|
7
|
10
|
13
|
16
|
18
|
21
|
24
|
26
|
29
|
Mass
|
1000
|
1500
|
2000
|
2500
|
3000
|
3500
|
4000
|
4750
|
5500
|
6500
|
Cost
|
500
|
750
|
100
|
1250
|
1500
|
1750
|
2000
|
2250
|
2500
|
2750
|
Notes:
|
Shields protect a starship
from enemy weapons fire and other hazards by generating a field
of energy around the vessel. Each ship is allowed to mount 4 shield
generators, each covering a different ship of the ship.
You can reinforce shields
in game, by either boosting one shields at a time with power from
your other 3 shields, or by diverting more power from other systems
into the shield generator.
|
|
Romulan
Disruptors (Top of Page) |
Type
|
I
|
IF
|
II
|
IIF
|
III
|
IIIF
|
IV
|
IVF
|
Damage
|
5
|
4
|
8
|
5
|
10
|
6
|
12
|
7
|
Mass
|
50
|
100
|
150
|
200
|
250
|
300
|
350
|
400
|
Cost
|
700
|
850
|
1025
|
1175
|
1300
|
1450
|
1600
|
1850
|
Energy
|
3
|
3
|
6
|
6
|
9
|
9
|
12
|
12
|
Notes:
|
Disruptors are the
standard primary weapons on Romulan ships. It operates on a principle
of disruption between the bonds between molecules of a substance.
This technology was discovered by the romulans first, and then
shared with the Klingons. The Romulan disruptor fires as an energy
beam.
"F" denotes
Fast-Firing type disruptors. Fast-Firing types has shorter reloading
time, but do less damage. Type V and VF disruptors are not available
for ship use. They can be found on Starbases and Defense Satellites.
Romulan Disruptor do
more damage than most races primary weapons, but require more
energy and longer time to reload.
|
|
Romulan
Plasma Torpedo (Top of Page) |
|
Damage
|
Mass
|
Cost
|
Energy
|
Light
|
11
|
200
|
800
|
7
|
Medium
|
15
|
300
|
1200
|
10
|
Heavy
|
20
|
400
|
1600
|
16
|
Notes:
|
Plasma Torpedo is a
ball of loosely held raw energy hurled at the other ship. It does
massive damage on impact, but takes a very long time to prepare.
Plasma Torpedoes come
in three different levels Light (L), Medium (M), and Heavy(H).
They differ in the size of the ball of energy launched.
The nature of the weapon
operates reasonably well with the Romulan Cloaking device, enabling
Romulans to fire and sneak away to reload undisturbed.
|
|
Romulan
Myotronic Beam (Top of Page) |
Damage
|
8
|
Mass
|
200
|
Cost
|
2150
|
Energy
|
8
|
Notes:
|
This beam weapon does
respectable damage on its own, and has a interesting secondary
effect. Is disables (stun, not destroy) all enemy weapons for
a short period of time upon hull impact. The enemy is unable to
fire for that period. This only works if the enemy's shield is
down.
This operates well
with Romulan cloaking device. Stun the enemy with Myotronic, so
that enemy cannot fire when the shields go down to prepare to
cloak.
|
|
Tachyon
Pulse (Top of Page) |
Damage
|
6
|
Mass
|
250
|
Cost
|
2450
|
Energy
|
8
|
Notes:
|
This weapon
does moderate damage against a target. But its main use is to disable
it's ability to tactical warp. It prevents a ship from running away
in battle. |
|
Antimatter
Mine Layer (Top of Page) |
Damage
|
15
|
Mass
|
200
|
Cost
|
1500
|
Energy
|
1
|
Notes:
|
The system
gives the ship the ability to carry Antimatter mines. Mines are
dropped behind a ship and arm when the ship is a certain distance
away. They will detonate when any ship (even the ship that laid
them) is in proximity. Mines supplies are limited and have to be
bought at SupplyDock between missions. |
|
Romulan
Armor (Top of Page) |
Level
|
I
|
II
|
III
|
IV
|
V
|
Strength
|
8
|
16
|
24
|
32
|
40
|
Mass
|
900
|
1350
|
1800
|
2250
|
2700
|
Cost
|
500
|
750
|
1125
|
1750
|
2500
|
Notes:
|
Armor increases hull
strength of the ship. Once shields fail in combat, enemy hits
against the ship hull will be calculate against ship's armor first.
The ship sustains hull damage (not repairable in battle) or system
damage (repairable in battle) only after the armor has been depleted.
Armor, unlike shields, does not regenerate in battle.
Romulans have the weakest
armor. Their ships are build for surprise attacks, and are rather
fragile.
|
|
Romulan
Transporter (Top of Page) |
Level
|
I
|
II
|
III
|
IV
|
V
|
Rating
|
1
|
2
|
3
|
4
|
5
|
Mass
|
100
|
300
|
600
|
100
|
1500
|
Cost
|
500
|
750
|
1125
|
1500
|
2000
|
Notes:
|
The transporter is
a matter energy conversion device that can teleport objects or
persons across space. It can be used to mount Marine Raid against
enemy ships, or beam special cargo in and out your ship. The Rating
of the transporter system is the number of items/persons it can
energize at the same time.
Transporter has a small
recharging time before it can be used again. It has a very limited
range.
|
|
Romulan
Tractor Beam Emitter (Top of Page) |
Level
|
I
|
II
|
III
|
IV
|
V
|
Health
|
2
|
3
|
5
|
6
|
8
|
Mass
|
100
|
275
|
550
|
900
|
1350
|
Cost
|
500
|
750
|
1125
|
1500
|
2000
|
Notes:
|
This system generates
a focused stream of graviton energy that holds an enemy ship at
a fixed position relative to the originating ship. This system
can be used to hold a ship, or repel another tractor of equal
or less level and make the ship untractorable.
Once the beam is engaged,
the originating ship can "rotate" the tractored ship
around it. This, used in conjunction with regular turning can
be used to move a ship into weapon arc to fire. Or conversely,
move the tractored ship away from your damaged shield. "Rotation"
is a misnomer, "revolution" is a better description.
The tractored ship still has the ability to turn -- rotate about.
A tractored ship is also a lot easier to hit.
Romulan Tractor systems
are lighter in mass than average.
|
|
Romulan
Computer (Top of Page) |
Level
|
I
|
II
|
III
|
IV
|
V
|
AntiCloak
|
0%
|
0%
|
0%
|
60%
|
70%
|
Mass
|
100
|
200
|
300
|
500
|
700
|
Cost
|
550
|
830
|
1250
|
2500
|
3750
|
Notes:
|
Each level increases
maximum sensor range. If a targeted ship is within sensor range,
it will show its schematics and weapon readiness. You can only
plan marine raids on ships in sensor range. Only one computer
is allowed per ship.
Level III and Level
IV computers can also detect for cloaked ships in a limited fashion.
|
|
Romulan
Cloaking Device (Top of Page) |
Level
|
I
|
II
|
III
|
IV
|
V
|
Efficiency
|
60%
|
70%
|
80%
|
90%
|
100%
|
Mass
|
100
|
200
|
350
|
500
|
700
|
Cost
|
500
|
750
|
1130
|
2000
|
3000
|
Notes:
|
This device was originally
discovered by Romulans. It makes the ship invisible to sensors.
However, cloaked ships cannot raise shields, and cannot fire.
There is a short period of delay when a ship cannot fire, nor
can it raise shields.
Romulan Cloaking Devices
are lighter than their Klingon counterparts.
|
|
Romulan
Warp Core (Top of Page) |
Level
|
I
|
II
|
III
|
IV
|
V
|
VI
|
VII
|
VIII
|
IX
|
X
|
Power
Output
|
26
|
31
|
35
|
41
|
47
|
59
|
75
|
88
|
118
|
145
|
Mass
|
900
|
1150
|
1450
|
1925
|
2400
|
3000
|
4100
|
5000
|
6000
|
7900
|
Cost
|
3250
|
3775
|
4320
|
4995
|
5940
|
7425
|
9585
|
11880
|
14175
|
19575
|
Health
|
46
|
56
|
64
|
76
|
88
|
112
|
144
|
170
|
210
|
290
|
Notes:
|
The warp drive is used
to generate power for the ships weapon systems and shield systems.
It is also used for tactical warping.
The power output given
here assumes that it is operated by a Level 1 Engineer. More experienced
officers will be able to generate more power using the same warp
core.
|
|
Romulan
Impulse Engine (Top of Page) |
Level
|
I
|
II
|
III
|
IV
|
V
|
VI
|
VII
|
VIII
|
IX
|
X
|
Power
Output
|
305
|
366
|
440
|
529
|
613
|
732
|
835
|
984
|
1187
|
1425
|
Mass
|
500
|
550
|
625
|
825
|
950
|
1100
|
1650
|
2000
|
2475
|
3000
|
Cost
|
665
|
1000
|
1500
|
2250
|
3325
|
4750
|
6000
|
7500
|
8750
|
10500
|
Health
|
45
|
54
|
65
|
78
|
93
|
108
|
123
|
145
|
175
|
210
|
Notes:
|
The impulse engine
is used for sublight traveling. Each ship has no preset maximum
speeds, it can travel as fast as the impulse engine is able to
take it. The top speed of the ship depends on the overall actual
mass. Therefore it's different from hull-class to hull-class.
It is also different from one configuration to another.
The power output given
here assumes that it is operated by a Level 1 Engineer. More experienced
officers will be able to generate more power using the same impulse
engine. The heavier the ship, the slower the ship.
|
|
Romulan
Thruster (Top of Page) |
Level
|
I
|
II
|
III
|
IV
|
V
|
VI
|
VII
|
VIII
|
IX
|
X
|
Power
|
115
|
133
|
150
|
170
|
190
|
215
|
240
|
265
|
290
|
310
|
Mass
|
350
|
425
|
550
|
725
|
900
|
1125
|
1525
|
1900
|
2225
|
2925
|
Cost
|
250
|
350
|
450
|
550
|
650
|
750
|
850
|
950
|
1050
|
1150
|
Notes:
|
The thruster is used
to turn ships in combat. It is measured by the Maneuverability
rate in game. It is inversely related to the ship mass. The heavier
the ship, the harder it is to turn it.
The power output given
here assumes that it is operated by a Level 1 Helmsman. More experienced
officers will be able to generate more power using the same thrusters.
|
|