Ship Management[edit | edit source]
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 | edit source]
- 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 | edit source]
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 | edit source]
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 | edit source]
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 | edit source]
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 | edit source]
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 | edit source]
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 | edit source]
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 | edit source]
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 | edit source]
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 | edit source]
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 | edit source]
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 | edit source]
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 | edit source]
Name | Hull | Damage | Crew | Dark Matter |
---|---|---|---|---|
Federation Shuttle | 115 | 25-35 | 5 | 10 |
Ship Powers[edit | edit source]
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 | edit source]
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 | edit source]
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 | edit source]
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 | edit source]
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 | edit source]
- 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