Halcyon 6: Starbase Commander/Terran ships

Ship Management
The Ships list on the left is sorted by ships with officers first, ships with no officer second. Clicking and dragging becomes useful for scrolling as the number of ships increases. The assigned officer provides additional powers for use in combat, and may provide bonuses from traits. No ship can leave the base without an assigned officer, but ships can fight without one if the officer is deployed when combat starts or if the officer died in ground combat. When you assign an officer, all officers of the corresponding type (at or above the required rank, see table below) will be sorted to the top of the officer list. The ship name is in blue. The pencil button allows you to change it. The faction, class, and type will remind you what this ship was if the new name does not include the default one. The repair button is only useful if you want to be sure that your ships are at full hull before spending dark matter on other things. Scrapping ships returns all the crew and some of the dark matter. You will get a confirmation message displaying the exact amounts. The edit buttons will allow you to pick from available powers or equipment if the ship is docked at the starbase.

Stats

 * Hull When this reaches 0, the ship goes into Critical Condition. When in Critical Condition, any damage whatsoever can destroy the ship. The chance of destruction increases with the amount of damage taken.
 * Damage This is the base that powers multiply off of. The actual damage range is visible when selecting a target during battle.
 * Aim This is the chance of hitting your target if the opponent has 0 evasion. Some powers have reduced values.
 * Evasion Each point of evasion decreases the opposing aim by 1%.
 * Speed Higher values yield more turns in a given space of time.
 * Critical This is the chance that any given attack does twice as much damage as it otherwise would have.

Strength Rating
When an enemy fleet reaches a sector with more than one Terran fleet, it will engage the fleet with the higher total strength rating first. See table above.

Threat
Threat is used by enemies to pick their targets. Ships with a higher threat are more likely to be attacked. Each ship starts battle with a certain amount of threat. That number is increased by most powers. Threat is reset at the end of the battle.

Traits
When you research upgrades at the appropriate hanger, the upgrade will appear hear for quick reference. Other upgrades may be applied during the course of the main story.

Elite Crew
When a ship wins a set number of battles, you will get a notification indicating that a new Cadet, Crewman, Petty Officer, or Ensign has joined the ship. Elite Crew provide stat boosts to that ship only. They are lost when scrapping the ship.

Resistances
Every ship has resistances or vulnerabilities to the main status effects. This displays the values as affected by traits or the assigned officer.

Ship Lines
Each new hanger unlocks the next ship in each line. Higher tier ships have increased Hull, Damage, Threat, Strength Rating and build costs, but no other change.

Rogue Line
Rogues are the defensive line of tactical ships.

Marksman Line
Marksmen are the offensive line of tactical ships.

Knight Line
Knights are the slowest ships in the Terran fleet, but they have the evasion of an Acolyte and similar damage to a Rogue. If you decide not to include a Tactical ship in your main fleet, you want one of these.

Warder Line
Warders offer decent speed and the strongest hull available. They are good for support and tank roles. Since they have better resistances to Hull Breach and Vulnerable than Knights, they are also good for officers with Death From Above, Ramming Speed, and/or Broadside Salvo.

Ship Powers
When a ship is docked at the station, you can customize its powers, either when launching a fleet or when looking at the ship management screen. When you build a hanger, you unlock the next two powers for each type. The new powers are not necessarily better. All healing powers listed have 3 uses per battle.

Miscellaneous Powers
These powers do not have any warmup, recovery, or cooldown. They also do not increase threat. Evasive Maneuvers is always available on all ships so that they can pass a turn. Pew Pew is the only other option for Federation Shuttles.

Tactical Powers

 * Harass has +5% Critical and -20% Aim.
 * Vulnerable is not removed by Teleport Explosives.
 * Triple Shot has -15% Aim.

Science Powers

 * Cauterize Hull removes Hull Breach, the Voraash's Vampire effect, and the Yabling's Parasitic Lash effect.

Engineering Powers
Engineering heals remove all debuffs. Instant Repairs is only a good choice when you already have Repair Drones selected.

Unique Status Effects

 * Sabotage 38% damage for each of 4 rounds
 * Targeting Support +25% damage
 * Munitions Backfire 45% damage for each of 3 rounds
 * Pulse Mesh 30% damage for each of 2 rounds
 * Adaptive Armor 75% healing for each of 3 rounds, +10% damage resistance
 * Protective Field +30% damage resistance
 * Torture 150% damage for each of 2 rounds
 * Void Spatter 90% damage for each of 3 rounds
 * Overwhelm Core 90% damage for each of 3 rounds
 * Brace +50% damage resistance, temporarily increases threat