Federation Klingon
Romulan Borg
Starfleet Command III: Ship Profiles
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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
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)

The Talon class starship serves as the frigate of the Romulan fleet. Although small, it is well-armed and very maneuverable.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
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.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
8000
1000
2300
2775

 

Shrike (Light Cruiser CL) (Top of Page)

The Shrike class starship fills the cruiser role of the Romulan fleet.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
11000
1300
3100
3925

 

Hawk (Heavy Cruiser CA) (Top of Page)

The Hawk class starship fills the cruiser role of the Romulan fleet.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
15000
1500
3550
5950

 

Raptor (Battlecruiser BC) (Top of Page)

The Raptor class battlecruiser is an advanced design and is a formidable opponent. A new addition to the fleet, the Raptor implements the latest advances in Romulan starship technology.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
20500
2100
6000
8900

 

Warbird (Dreadnought DN) (Top of Page)

The Warbird, or D'deridex class as it is known to the Romulans, is the largest and most powerful starship in the fleet. It represents the height of current Romulan starship technology.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
26000
2900
6700
9750

 

 

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.