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 customize button will allow you to pick from available loadouts if the ship is docked at the starbase.
Ship Tier | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|
Minimum Officer level | 1 | 4 | 7 | 10 | 13 |
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.
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, and build costs, but no other change.
Stats/Resistances | Rogue | Marksman | Knight | Warder | Acolyte | Disciple |
---|---|---|---|---|---|---|
Aim | 103 | 103 | 100 | 97 | ||
Evasion | 6 | 0 | 3 | 3 | ||
Speed | 48 | 53 | 42 | 55 | ||
Critical | 3% | 5% | 3% | 4% | ||
Sensors Offline | +5% | -5% | -15% | +25% | ||
Engines Down | -5% | +5% | -25% | +15% | ||
Crew Panic | -25% | -15% | +25% | -5% | ||
Hull Breach | -15% | -25% | +15% | +5% | ||
Ship Disable | +0% | +0% | +0% | +0% | ||
Vulnerable | +25% | +15% | -5% | -25% | ||
Weapons Disruption | +15% | +25% | +5% | -15% |
Rogue Line
Rogues are the defensive line of tactical ships.
Name | Hull | Damage | Crew | Dark Matter |
---|---|---|---|---|
Rogue | 550 | 32-50 | 50 | 500 |
Ronin | 897 | 54-92 | 125 | 1250 |
Assassin | 1470 | 105-166 | 225 | 2250 |
Ninja | 2426 | 168-267 | 375 | 3750 |
Matador | 4003 | 450-711 | 625 | 6250 |
Marksman Line
Knight Line
Warder Line
Acolyte Line
Disciple Line
Federation Shuttle
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.
Note: Threat is used by enemies to pick their targets. Ships with a higher threat are more likely to be attacked. Threat levels are cumulative during battle but are reset at the end of the 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.
Power | Target | Damage | Inflicts |
---|---|---|---|
Evasive Maneuvers | Self | 0% | Evasive Maneuvers (+10 evasion for 1 round) |
Pew Pew | Single Enemy | 100% | N/A |
Tactical Powers
Power | Tier | Target | Damage | Threat | Warmup | Recovery | Cooldown | Exploits | Inflicts |
---|---|---|---|---|---|---|---|---|---|
Harass | 1 | Single Enemy | 125% | +5 | 0 | 0 | 0 | Sensors Offline | N/A |
Bullseye | 1 | Single Enemy | 125% | +5 | 0 | 0 | 0 | Vulnerable | N/A |
Crippling Shot | 1 | Single Enemy | 100% | +5 | 0 | 0 | 2 | N/A | Engines Down (75%) |
Disabling Strike | 1 | Single Enemy | 100% | +5 | 0 | 0 | 2 | N/A | Weapons Disruption (75%) |
Teleport Explosives | 1 | Single Enemy | 25% | +5 | 0 | 0 | 0 | Vulnerable | Sabotage (95%) |
Triple Shot | 1 | All Enemies | 85% | +10 | 2 | 0 | 5 | Vulnerable | N/A |
Targeting Support | 2 | All Allies | 0% | +0 | 0 | 0 | 4 | N/A | Targeting Support |
Focused Beam | 2 | Single Enemy | 100% | +5 | 0 | 0 | 0 | Sensors Offline | Weapons Disruption (35%) |
Strafing Run | 3 | All Enemies | 75% | +10 | 2 | 0.5 | 4 | N/A | Engines Down (75%) |
Missile Swarm | 3 | All Enemies | 75% | +10 | 2 | 0.5 | 7 | N/A | Weapons Disruption (75%) |
Munitions Backfire | 4 | Single Enemy | 50% | +5 | 0 | 0 | 4 | Sensors Offline | Weapons Disruption (75%), Munitions Backfire (75%) |
Seeker Missiles | 4 | Single Enemy | 90% | +5 | 0 | 0 | 4 | N/A | Engines Down (75%), Pulse Mesh (75%) |
Pulse Mesh | 5 | All Enemies | 75% | +10 | 2 | 0 | 5 | Sensors Offline | N/A |
Countersnipe | 5 | Single Enemy | 110% | +9 | 1 | 0 | 5 | Vulnerable | Engines Down (75%) |
- Harass has +5% Critical and -20% Aim.
- Vulnerable is not removed by Teleport Explosives.
- Triple Shot has -15% Aim.
Science Powers
Power | Tier | Target | Damage | Threat | Warmup | Recovery | Cooldown | Exploits | Inflicts |
---|---|---|---|---|---|---|---|---|---|
Portal Cannon | 1 | Single Enemy | 125% | +5 | 0 | 0 | 0 | Hull Breach | N/A |
Incisor Beam | 1 | Single Enemy | 125% | +5 | 0 | 0 | 0 | Weapons Disruption | N/A |
Upload Virus | 1 | All Enemies | 40% | +10 | 2 | 0.5 | 5 | N/A | Sensors Offline (75%) |
Disruptor Beam | 1 | Single Enemy | 110% | +5 | 0 | 0 | 2 | N/A | Crew Panic (75%) |
Cauterize Hull | 1 | Single Ally | 600% | +7 | 0 | 0 | 0 | N/A | N/A |
Adaptive Armor | 1 | All Allies | 150% | +12 | 0 | 0 | 0 | N/A | Adaptive Armor |
Protective Field | 2 | All Allies | 0% | +5 | 0 | 0 | 5 | N/A | Protective Field |
Torture | 2 | Single Enemy | 50% | +5 | 0 | 0 | 4 | Weapons Disruption | Torture (75%) |
Void Spatter | 3 | Single Enemy | 50% | +5 | 0 | 0 | 4 | N/A | Crew Panic (75%), Void Spatter (75%) |
Systems Overload | 3 | Single Enemy | 100% | +5 | 0 | 0 | 2 | N/A | Sensors Offline (75%) |
Warp Storm | 4 | All Enemies | 85% | +10 | 2 | 0 | 4 | Hull Breach | N/A |
Psionic Storm | 4 | All Enemies | 75% | +10 | 2 | 0.5 | 6 | N/A | Crew Panic (75%) |
Gravity Well | 5 | Single Enemy | 150% | +5 | 1 | 0 | 5 | Hull Breach | Sensors Offline (75%) |
Overwhelm Core | 5 | Single Enemy | 90% | +7 | 1 | 0 | 6 | Weapons Disruption | Crew Panic (75%), Overwhelm Core (75%) |
- 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.
Power | Tier | Target | Damage | Threat | Warmup | Recovery | Cooldown | Exploits | Inflicts |
---|---|---|---|---|---|---|---|---|---|
Flak Barrage | 1 | Single Enemy | 125% | +9 | 0 | 0 | 0 | Engines Down | N/A |
Disintegrate Hull | 1 | Single Enemy | 125% | +9 | 0 | 0 | 0 | Crew Panic | N/A |
Deconstruct | 1 | Single Enemy | 50% | +9 | 0 | 0 | 2 | N/A | Hull Breach (75%) |
Disable Countermeasures | 1 | Single Enemy | 90% | +9 | 0 | 0 | 2 | N/A | Vulnerable (75%) |
Shock Mine | 1 | Single Enemy | 50% | +13 | 0 | 0 | 5 | Crew Panic | Ship Disabled (75%) |
Repair Drones | 1 | Single Ally | 300% | +14 | 0 | 0 | 0 | N/A | N/A |
Release Mines | 2 | All Enemies | 75% | +17 | 2 | 0 | 4 | Engines Down | N/A |
Brace | 2 | Self | 0% | +20 | 0 | 0 | 4 | N/A | Brace |
Instant Repairs | 3 | Self | 300% | +9 | 0 | 0 | 2 | N/A | N/A |
Eruption | 3 | All Enemies | 85% | +30 | 2 | 0 | 4 | Crew Panic | N/A |
Acid Bombs | 4 | All Enemies | 60% | +30 | 2 | 0.5 | 5 | N/A | Hull Breach (75%) |
Shield Disruptor | 4 | All Enemies | 50% | +25 | 2 | 0.5 | 5 | N/A | Vulnerable (75%) |
Demolish | 5 | Single Enemy | 100% | +11 | 1 | 0 | 5 | Engines Down | Hull Breach (75%) |
Engulf | 5 | Single Enemy | 125% | +11 | 1 | 0 | 5 | Crew Panic | Vulnerable (75%) |
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