| Hydrans |
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In the fictional Star Fleet Universe the Hydrans are an original race developed specifically for the game universe. They are enemies of the Lyran Star Empire and the Klingon Empire , both of whom have occupied Hydran territory before. Their government is known as the Hydran Kingdom. HYDRAN BIOLOGY Unusally for the Star Fleet Universe, the Hydrans are a non-humanoid intelligent race of short (roughly four foot tall) methane breathing creatures with three arms, three legs and three eyes. Their skin is like tough leather and blue-grey in colour. They are also have three genders, Male, Female, and a neutral 'Matriarchal' gender. All Hydran births produce triplets, one of each gender. HYDRAN SOCIETY Monarchy and Government The Hydran Kingdom ''is'' governed by a Monarch but Hydrans are, like many other species (such as Denobulans), not monogamous, meaning lines of succession are not very clear. At last count the Hydran Royal Family consisted of 30,000 beings, 1,200 of whom were princes (Male and Female). Any prince has the opportunity to inherit the throne. There is a nobility that is involved in internal politics and a Civil Service that actually runs the day to day affairs of government. Religion The Hydrans have a Pantheon of minor gods whose order can be affected by the political factions currently in power. There are many of these, since each household, fleet, starship and squadron has its own god or even gods. Star-Beasts and the Keepership Some of the most prominent Hydran cults worship creatures known as Star-Beasts, space faring creatures. One organisation, the Keepership, capture these beasts in Preserves- huge force field encosures. This allows Hydrans to come and worship them. The job of the Keepership is to maintain these Preserves, protect Star-Beast cults and capture Star-Beasts, also making sure they have livable conditions. Although they are not politically important, many respect their bravery in what they do. Star-Beasts and the ''Ulazhi'' Then there is the Beast-Hunter Cult (''ulazhi''). These people consider hunting Star-Beasts to be the ultimate challenge. Lately many of Hydra's richest young men and women have joined the cult. Some within the cult claim that soon there will be a legendary migration of Star-Beasts called the Odyssey. During this time, anyone who captures a Star-Beast will become a god. It is claimed the Oddyssey is near and so is unsurprising so many Hydrans have joined the cult now. Star-Beasts and the ''Muriyz'' One of the other large cults is the Sacred Beast Cult (''muriyz'') and they are most fanatical, believing no one is worthy of touching or manipulating these creature. As a result, they are frequently in conflict with the Keepership. Recently, the forces of the ''muriyz'' have been strengthening and there have been an increased number of attacks against Preserves. They have some political influence, in that they can convince many to ignore their actions by claiming there are more important matters abroad than a few loose Star-Beasts. Gender In Hydran society, the non-sentient Matriarchals look after the Hydran young. Males and Females, however, have a much more equal footing in society. It is more common for men to dominate command and technical positions while women form the labour force, pilot and ground combat corp, but females can hold command positions, even the throne. HYDRAN SHIPS Structure Hydran ships are usually long with two wing mounted warp nacelles, similar to the Klingon d7 except extending further. They usually also have a larger front where the bridge is. Perhaps the Klingons influenced Hydran ship design during their occupation? (In the board game, the ships look more like square rocket ships whereas they have a sleeker look in Starfleet Command.) Hydran ships are incredibly durable and can take large amounts of hull damage before losing internal systems. Perhaps since the ships are designed to close in for the fight, this is necessary. Weapons The Hydrans make use of two different heavy weapons and employ ships with either strong short range capabilities or for long range support. Some flagships and larger ships generally combine the two. The Hydrans are also the only race in Starfleet Command to employ fighter craft, which can increase ship firepower by 300%. Most Hydran ships support at least one squadron of fighters. In Star Fleet Battles, Hydrans are merely the first to deploy warp-capable fighter craft. Fighters can carry at least one of either heavy weapon and may also carry a 'gatling' Phaser (ph-G). Fusion Cannons The primary heavy weapon of the Hydrans is the Fusion Cannon. This is a direct fire weapon that does massive damage up close, but is nigh on useless past ranges of 80,000 km. The weapons use a focused beam of energy to penetrate shield and the hull. This uses nuclear fusion, firing excited Tritium at the target with Deuterium Nuclei . When the nucleii fuse to form helium, a tremendous amount of energy is released. These cannons consume a lot of power when being charged and they are frequently 'overloaded' to double its effectiveness. It can also be set to 'Suicide Overload' which quadruples the damage done but usually destroys the weapon. After firing, the weapon must cool and then charging can start again. Hellbores The Hellbore, in contrast is a long ranged weapon, and its strength does not dissipate as much at longer ranges, unlike the Fusion cannon. This weapon fires a magnetically charged fusion bomb that hits the enemy shields and wraps around them. Due to the nature of the fusion blast and shields, the weakest section of the shield takes the most damage. Hellbores can also interfere with Lyran ESG fields. If one crosses the field, it instantly applies damage to the field instead, and some of this damage can surge back into the Lyran vessel. Other Weapons As well as standard Phasers, the Hydrans also employ the 'gatling' phaser which is as strong as a defensive (ph-3) phaser but fires up to four times. This phaser is only usually found on Hydran vessels but can be found on some Federation ships (generally carrier escorts). It is more effective than standard phaser-3s since it requires half as much energy as 4 normal ph-3s would require, but it should be noted that one hit will take out all four. OCCUPATION AND THE 'LOST COLONY' GUILDS The Hydrans were once oppressed by the Klingons and the Lyrans and, lacking an industrial economy, found it hard to build ships with which they could respond. Therefore, they concentrated on building small, cheap support fighters. This task fell to the 'Lost Colony' Guilds (those who had escaped enslavement). These fighters were warp-powered and allowed the Hydrans to win back their homeworlds. To this day, the Hydrans are still the only race to have viable fighters. However, many races are developing them too and it is only a matter of time before the Hydran fighters are no longer alone. CHRONOLOGY The above description is based on the Hydrans from Starfleet Command 1 and Starfleet Battles. In SFC2, fighters were included for other races. However, by the time of the Four Powers War , fighter technology had been discovered by other races. This meant that by the time of the General War , most races were deploying fighters or small gunboats in support of their capital ships. REFERENCES
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