Some experimental homebrew stats for the Hydrans, and a sample ship...
Fusion Beams Multihit d6, range 9”, Killzone 3”, Cooldown
Cooldown – may not fire in two successive turns.
Hellbores Range 24”. Accurate +1, Multihit 2, Killzone 8”, Reload. Implosion
Implosion weapons ignore Klingon shield doubling, do not bypass shields on a roll of ‘6’ but do 50% extra damage to shields. Special case - if the target ship has a shield facing down, for transporter use et.c, half the HB hits are applied as 'hull' hits regardless of the target's facing.
Gatling Phasers Similar to a Phaser – 3, but may shoot four times in the same turn.
Stinger Fighters Are launched and attack as drones. Maximum range is 6”. Each Stinger is destroyed by two drone* or phaser hits in defensive fire. Each ADD factor the target has rolls one dice against each fighter – a ‘5’ or ‘6’ destroys the fighter, ‘1’ runs out of ammo. Tractor beams may engage fighters as they do drones.
Any fighter that survives attacks its target with a multihit 4d6 attack.
If their carrier does not exceed 6” move in the following turn, the surviving fighters can be recovered. After one full turn’s delay, they may be re-launched and attack again.
* Assumes one drone is shot down by the fighter’s gatling.
Hydran initiative +0
Lancer class Destroyer 150 Points (VERY provisional).
Hull 26/9 (13 Hull boxes, x 2)
Shields 18 (Slightly heavier shields than a Klingon F5, which has 16)
Turn 4 (Turn mode B, same as Kzinti DW, likewise Agile).
Craft 1 Shuttle, 4 Stinger fighters
Marines 4 (8 in FedCom, halved).
Traits Agile, Transporter 1, Tractor beam 1, Labs 3
Weapon Range Arc AD Special
Phaser –1 18 T 1 Accurate +2, Killzone 8”, Precise
Phaser – 2 12 F 2 Accurate +1, Killzone 4”, Precise
Phaser – G 6 PH 4 Accurate +1, Killzone 2”, Precise
Phaser – G 6 SH 4 Accurate +1, Killzone 2”, Precise
Fusion Beam 9 F 3 Multihit d6, Killzone 3”, Cooldown
Edited to dial back HB lethality a bit.