Romulan "Hit-and-Run" 60 pts ¥ÊT'deret Command ¥ Type 3 Cloak ¥ Heavy Disruptors ¥ÊVental ¥ÊAdm Mendak ¥ÊTovas ¥ÊT'rul Shields=7, Hull=7, Beam=8, Torps=6 (move=4,dmg=6) Trans Range=1, Beam Range=1, Combat=??, Cmd=?? Wide variety of orders, type-3 cloak, 20 cmd, 8 beam, can remove crits, can randomize opponant's orders. Main tactic would be to use high cmd to defer, drop cloak, fire, not defer on next cmd, and raise cloak, repeat as necessary until opponants are destroyed or have taken enough crits to soften them up for a less cowardly approach. More security could be added if available. Romulan "Hit-and-Run" 60 pts ¥ÊT'deret Command ¥ Type 3 Cloak ¥ÊT'rul ¥ÊAdm Jarok ¥ÊTaibek ¥ÊElite Security ¥ÊField Agent ¥ÊLife Support Engineer ¥ÊMedical Team ¥ÊHeavy Security ¥ÊTal Diann Engineer Shields=7, Hull=7, Beam=7, Torps=6 (move=4,dmg=6) Trans Range=1, Beam Range=1, Combat=19, Cmd=29 Wide variety of orders, type-3 cloak, strong security and also good away team. Main tactic would be to use high cmd to defer, drop cloak, fire, not defer on next cmd, and raise cloak, repeat as necessary until opponants are destroyed or have taken enough crits to soften them up for a less cowardly approach. The opponant would have to have a crew with "remove a crit" ability, so this would be an automatic winner against Klingon and Ferengi ships. Other factions would eventually lose all bridge crew and engineering due to crits. (except Federation, which may be able to hold onto some bridge crew and restore tech via Dr Crusher and Industrial Replicator) For them, it may be a draw. Romulan "Blaster" 60 pts ¥ T'deret Command ¥ÊConcentrated Disruptors ¥ÊAuxiliary Shield Bank ¥ÊAdvanced tracking ¥ÊHeavy Torpedoes ¥ÊVental ¥ÊAdm Mendak ¥ÊTovas ¥ÊT'rul Shields=9, Hull=7, Beam=9, Torps=6 (move=5,dmg=7) Trans Range=1, Beam Range=1, Combat=??, Cmd=?? Wide variety of orders, can remove crits, can randomize opponant's orders. Main tactic would be to just charge into battle and blast the tar out of them. (probably using an AC order on all phases, maintain a high speed, and just basically run circles around the enemy) More security could be added if available. Federation "Boarding" 60 pts ¥ÊUSS Enterprise ¥ÊDual Phaser Banks ¥ÊPhaser Rifles ¥ÊCdr Troi ¥ÊCpt Jellico Shields=6, Hull=6, Beam=8, Torps=5 (move=5,dmg=5) Trans Range=1, Beam Range=1, Combat Value=6, Cmd=11 ¥ÊUSS Yeager ¥ÊLt Cdr Worf ¥ÊHeavy Away Team ¥ÊElite Away Team ¥ÊRapid Response Medic ¥ÊAdvanced Transporter ¥ÊSecurity Shields=4, Hull=5, Beam=5, Torps=8 (move=5,dmg=5) Trans Range=2, Beam Range=1, Combat Value=18/21, Cmd=9, win ties, double kills Special setup is required. To begin legally, all crew except Security must be on the Enterprise. For the first turn, start at movement zero and shields zero. For your first turn, transport all away team to the Yeager, raise shields, and change speed. This allows the Yeager to start with eight torpedoes instead of four, and increases combat ratings. The Yeager becomes a strong boarding ship with 18 combat rating and a revive crew, plus a tall stack of torpedoes. The Enterprise is the blaster, with fire-fire and beam of 8, plus reveal orders. Klingon "Blaster" 60 pts ¥ÊIKS Po'kat ¥ÊSecurity ¥ÊDual Disruptors ¥ÊJa'laroq ¥ÊGen Martok ¥ÊExtra Disruptor Battery ¥ÊPulse Disruptors ¥ÊType 1 Cloak Shields=6, Hull=6, Beam=7, Torps=5 (move=6,dmg=4) Trans Range=1, Beam Range=2, Combat=7, Cmd=10 Beam range of 2, beam rating of 7, and fire-fire all combine to make this a very offensive ship. The cloak adds a bit of safety if things turn ugly, and allows for a sneak-attack if you think you can get away after shooting. (or just eliminate the opponant outright in a single attack) Pulse disruptors can also add another fire per turn if you score a crit. Also have the ability to ignore the effects of a crit you receive. (but not remove it) Ferengi "Boarding" 60 pts ¥ÊKraagar ¥ÊHigh Yield Torpedoes ¥ÊAdvanced Tracking ¥ÊBreen Disruptor ¥ÊEnergy Whips ¥ÊAcquisition Team ¥ÊAcquisition Team ¥ÊAcquisition Team ¥ÊAcquisition Team ¥ÊAcquisition Team ¥ÊZalkonian Projector ¥ÊBerik ¥ÊDaimon Birta Shields=6, Hull=6, Beam=9, Torps=5 (move=8,dmg=4) Trans Range=1, Beam Range=1, Combat=31, Cmd=12 Poor defense, but viscious offense. If they can get onboard, they simply WILL win. Most likely Birta will be activated and unavailable for transport, lowering combat rating to 28. (awwww!) Use the Zalkonian Projector to teleport the ship just into beam range. Next round, flip him back with Berik, and fire-transport. Figure on 13 pts of damage, nobody has that kind of shield, (assuming they survive the attack at all) and you can transport over. Just make sure YOUR shields are down. If they look soft enough, fire instead of transport, and just dust 'em. Ferengi "Boarding" 60 pts ¥ÊKraagar ¥ÊEnergy Whips ¥ÊAcquisition Team ¥ÊAcquisition Team ¥ÊAcquisition Team ¥ÊAcquisition Team ¥ÊBerik ¥ÊDaimon Birta ¥ÊTransport Refit ¥ÊNegotiations Agent ¥ÊAdvanced Transporter ¥ÊIshka ¥ÊExtra Disruptor Battery Shields=6, Hull=6, Beam=6, Torps=5 (move=7,dmg=3) Trans Range=2, Beam Range=2, Combat=30, Cmd=21 Poor defense, but viscious offense. If they can get onboard, they simply WILL win. Most likely Birta will be activated and unavailable for transport, Berek also may be activated. Do a fire-fire, flip Berik, and do a fire-transport. With transporter AND beam weapon range at 2, a long-distance fly-by is very possible. Ferengi "Blast" 60 pts ¥ÊKraagar ¥ÊDaimon Birta ¥ÊNegotiations Agent ¥ÊIshka ¥ÊExtra Disruptor Battery ¥ Subspace Deflector ¥ÊReinforced Hull ¥ÊTholian Shields ¥ÊPulse Phasers ¥ÊBreen Disruptor Shields=8, Hull=8, Beam=9, Torps=5 (move=7,dmg=3) Trans Range=1, Beam Range=2, Combat=1, Cmd=14 Poor defense. Can fire three times in one orders phase, getting an average of 13 hits, and average of one crit. Should be able to destroy an enemy ship in two such passes, and can do so at a comfortable range of 2.