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< Halcyon 6: Starbase Commander
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Ship Management[edit]

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.

Ship Tier 1 2 3 4 5
Minimum Officer Level 1 4 7 10 13
Strenth Rating 10 17 30 49 74

Stats[edit]

  • 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[edit]

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[edit]

Threat is used by enemies to pick their targets. Each ship starts battle with a certain amount of threat, see the table. That number is increased by most powers, but the increase is erased at the end of the battle. When an enemy ship selects a single target (as opposed to when it uses an AoE attack), it picks one at random (Ship A). It then compares the threat on Ship A, multiplied by a random number between 0.75 and 1.25, to the threat on each of the other two ships. If either of the other ships has a higher threat after that test, the enemy has an 80% chance of switching its target selection to the new ship. In practice, this means that tank ships will not receive all attacks, but will absorb most of them. A ship with extremely low threat will get about 1% of single-target attacks, but will still get all of the AoE attacks. Shuttles start with 50 threat.

Tier Tactical Science Engineering
1 80 100 120
2 130 150 170
3 180 200 220
4 230 250 270
5 280 300 320

Traits[edit]

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[edit]

When a ship acquires enough XP (higher tier ships need extra), 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[edit]

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[edit]

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. The Proportional Damage listed gives an easy means of comparison. The actual ranges are given below with the hull values.

Stats/Resistances Rogue Marksman Knight Warder Acolyte Disciple Shuttle
Aim 103 103 100 100 97 97 97
Evasion 6 0 3 -3 3 9 10
Speed 48 53 42 47 55 60 55
Proportional Damage 5 6 5 4 4 3 2
Critical 2.5% 5% 2.5% 0% 4% 1% 0%
Sensors Offline +5% -5% -15% -25% +25% +15% +0%
Engines Down -5% +5% -25% -15% +15% +25% +0%
Crew Panic -25% -15% +25% +15% -5% +5% +0%
Hull Breach -15% -25% +15% +25% +5% -5% +0%
Ship Disable +0% +0% +0% +0% +0% +0% +0%
Vulnerable +25% +15% -5% +5% -25% -15% +0%
Weapons Disruption +15% +25% +5% -5% -15% -25% +0%

Rogue Line[edit]

Rogues are the defensive line of tactical ships.

Name Hull Damage Crew Dark Matter
Rogue 550 53-83 50 500
Ronin 897 90-154 125 1250
Assassin 1470 176-278 225 2250
Ninja 2426 281-445 375 3750
Matador 4003 450-711 625 6250

Marksman Line[edit]

Marksmen are the offensive line of tactical ships.

Name Hull Damage Crew Dark Matter
Marksman 450 65-95 45 550
Archer 720 112-182 120 1300
Ranger 1153 214-328 220 2300
Hunter 1902 342-525 350 4000
Commando 3138 547-840 575 6750

Knight Line[edit]

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.

Name Hull Damage Crew Dark Matter
Knight 740 51-81 60 400
Crusader 1184 88-146 150 1000
Paladin 1894 171-262 270 1800
Protector 3126 274-420 450 3000
Champion 5158 438-672 750 5000

Warder Line[edit]

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.

Name Hull Damage Crew Dark Matter
Warder 840 39-69 65 350
Guardian 1361 66-124 160 900
Gallant 2210 131-224 290 1550
Exemplar 3646 210-358 500 2600
Paragon 6017 336-572 825 4400

Acolyte Line[edit]

Acolytes are the damage-oriented science ships.

Name Hull Damage Crew Dark Matter
Acolyte 700 38-68 40 600
Magus 1120 66-124 100 1500
Conjurer 1792 128-223 180 2700
Enchanter 2957 205-356 300 4500
Thaumaturge 4879 328-570 500 7500

Disciple Line[edit]

Disciples are the support science ships.

Name Hull Damage Crew Dark Matter
Disciple 600 27-57 35 650
Sorcerer 960 45-100 90 1600
Witch 1584 87-180 160 2900
Warlock 2614 139-287 250 5000
Wizard 4312 222-460 425 6750

Federation Shuttle[edit]

Name Hull Damage Crew Dark Matter
Federation Shuttle 115 25-35 5 10

Ship Powers[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

  • Sabotage 38% damage for each of 4 rounds
  • Targeting Support +25% damage for 4 rounds
  • 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 for 3 rounds
  • 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, +100% threat for 3 rounds