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The Romulan Star Empire 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 |
Talon (Frigate FF) (Top of Page)
The Talon class starship serves as the frigate of the Romulan fleet. Although small, it is well-armed and very maneuverable. |
|||||
6000
|
650
|
1650
|
2000
|
||
Falcon (Destroyer DD) (Top of Page)
The Falcon class starship uses the same basic hull design as the Talon, but has more space available for systems upgrades and weaponry. |
|||||
8000
|
1000
|
2300
|
2775
|
||
Shrike (Light Cruiser CL) (Top of Page)
The Shrike class starship fills the cruiser role of the Romulan fleet. |
|||||
11000
|
1300
|
3100
|
3925
|
||
Hawk (Heavy Cruiser CA) (Top of Page)
The Hawk class starship fills the cruiser role of the Romulan fleet. |
|||||
15000
|
1500
|
3550
|
5950
|
||
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. |