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Who is Rom in Star Trek Fleet Command?

Rom is an epic Engineering officer from the Ferengi roster in Star Trek Fleet Command. He is one of the most single-minded officers in the game, because every part of his kit triggers on the same action: attacking a station. Crew him for base hits and he earns his seat. Bring him anywhere else and he does nothing.

The reason to want Rom is base-attack pressure. As captain he slows how fast a station and its defense platforms can shoot back at you. As a bridge officer he adds extra weapon shots while you attack a station. Use both at once and you take less return fire while dealing more damage.

He will not suit every player. Rom is a situational pick, and whether he deserves your shards depends almost entirely on how often you attack bases. The sections below lay out what he does and when that trade is worth making.

Rom’s Star Trek background

In Star Trek canon, Rom is a Ferengi from Deep Space Nine, the younger brother of the bar owner Quark and the father of Nog. For most of the series he works at Quark’s bar in a run of thankless jobs (server, pit boss, assistant) while Quark belittles him and skims his share of the profits.

The trait that defines him is the gap between his two halves. Rom is a poor businessman but a gifted engineer, and his mechanical instincts keep saving the day. His best-known contribution is proposing the self-replicating minefield that seals the Bajoran wormhole during the Dominion War, which buys the Federation time at a desperate moment. He eventually quits the bar, joins the station’s engineering crew, and works his way up the ranks.

By the end of the show he becomes Grand Nagus of the Ferengi Alliance, picked for the job precisely because he never fit the greedy Ferengi mold. That arc is the reason his in-game class is Engineering rather than anything tied to profit, and it is the angle his officer artwork and abilities lean on.

Rom’s role in STFC

Rom is a station-attack specialist. Read his two abilities together and the picture is clear: he is built for hitting bases and station targets, not for general combat against hostiles, armadas, or other ships in open space.

As captain his job is defensive. He buys you a window by delaying the station’s return fire, which keeps your ship healthier through the opening of an attack. On the bridge his job is offensive. He raises how many shots your weapons land against a station, which lifts your total damage per round.

Because both effects are written around station attacks, neither one fires when you shoot a regular hostile or fight another player in space. That is the single most important thing to understand about him. Rom is a tool you reach for when the target is a station, and a dead seat the rest of the time. Plan his use around the specific moments when you are raiding bases.

Rom’s abilities

Captain ability: Decline Their Generosity

When Rom captains your ship and you attack a station, he delays the weapon fire of the enemy ship and its defense platforms by one round, as of the latest data. In plain terms, the station and its platforms skip a turn of shooting at you while your own weapons keep firing. Against a defended base that opening round of free damage can decide how much hull you have left by the time the platforms wake up.

Two details make this ability easy to use. First, it does not draw on synergy group bonuses, so you do not have to build a matching Ferengi crew to switch it on. Second, the delay is a flat effect rather than a percentage that climbs with each promotion. The value of ranking him up as captain comes from his higher stats and survivability, not from a longer delay, so he works as captain even at a modest rank.

Officer ability: Impress With Your Opulence

Seated on the bridge, Rom increases the number of shots your ship’s weapons fire when you attack a station. The bonus grows each time you promote him, so a maxed Rom adds noticeably more shots than a freshly recruited one, current as of the latest game data. More shots against a base means more total damage landed per round.

This is the half of his kit that rewards investment. The captain delay is the same at any rank, but the officer-ability shot bonus scales with promotion, so the shards you sink into Rom mostly pay off through this seat. It also pairs cleanly with his own captain effect: the delay keeps you alive a beat longer, and the extra shots cash that beat in for damage.

Where Rom shines

Rom is at his best in coordinated base attacks. If your alliance runs station hits during events or territory disputes, a ship crewed for station damage can use both halves of his kit in the same fight. He rewards players who treat base raiding as a regular activity rather than an occasional one.

He also gives newer players a cheap edge once they start attacking bases. Because his captain delay ignores synergy requirements, you can slot him without first assembling a perfect Ferengi crew, which lowers the barrier to getting something useful out of him early.

Where he does not help is just as clear. Hostile grinding, mining, armadas, and open-space PvP all fall outside his abilities, so none of his bonuses trigger there. If most of your play time goes to those activities, Rom will spend most of his life on the bench, and a general-purpose officer will serve you better.

How to get Rom

Rom is recruited and promoted with officer shards, the same as other Ferengi officers. Shard sources rotate over time, so check the current event lineup and faction store availability in your game rather than assuming a fixed source. Avoid spending real resources chasing him on the assumption that a particular offer will still be there.

Taking him from recruitment through his top rank costs a set number of shards at each rank. The figures below are current as of the latest game data:

Rank Shards to promote into this rank
1 100
2 100
3 200
4 300
5 800

That adds up to 1,500 shards in total to reach his highest rank. Most of his payoff sits in the later ranks, where the officer-ability shot bonus is largest, so a half-ranked Rom delivers less of his ceiling than the shard count alone suggests.

Crew synergies

Rom belongs to a Ferengi officer group alongside Arrock, Fess, Quark, and Cath. In his case the group tag matters less than usual, because his captain ability is written to skip synergy group bonuses. You will not lose much by crewing him next to officers from other factions, which frees you to pick bridge mates on merit instead of matching badges.

The pairing logic that actually helps is functional. When Rom is captain, fill the other two seats with officers whose own abilities add damage or survivability, so his delay protects a crew that hits hard during the free round. When Rom rides the bridge instead, pair his extra shots with a captain whose ability also rewards attacking stations, so both seats point at the same job and your station damage compounds.

Frequently asked questions

Is Rom any good in STFC?

He is good at one job: attacking stations. For base raids his captain delay and bridge shot bonus both pull their weight. Outside station attacks he contributes nothing, so judge him by how often you actually hit bases rather than by a general rating.

Where do you get Rom shards?

Through officer shard sources that rotate, such as in-game events and faction store offerings. These change over time, so check what is currently available in your game before you commit resources to chasing him.

What ship is Rom best on?

Any ship you take into station attacks, ideally one whose weapons gain from firing extra shots. Put him where his station-only abilities will fire, and keep him off mining and hostile-grinding ships where he does nothing.

Is Rom worth ranking up?

If you attack stations often, yes, because his officer ability adds more shots at higher ranks and that is where his value grows. If you rarely raid bases, spend those shards on officers you use every day instead.

Does Rom need a Ferengi crew to work?

No. His captain ability skips synergy group bonuses, so you can run him with officers from any faction without losing the delay effect.

Should you chase Rom?

Rom is a specialist, and that single fact is the whole decision. Players who attack stations regularly get real value from one officer who both slows a base’s return fire and adds shots to their own. Players who spend their time on hostiles, mining, or armadas will get more from a flexible officer who works in every fight. Match him to how you actually play, then decide whether his shards are worth it.