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< Halcyon 6: Starbase Commander
Revision as of 18:22, 27 November 2016 by Flufftailer (talk | contribs) (added ship tiers' minimum officer level requirements)
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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