by Starfleet Universe - Your #1 source for Starfleet Command! |
the United Federation of Planets Please be advised information presented is the the default setting of the game. ALL NUMBERS in this guide can be modified. Ships: Akira
| Defiant | Excelsior
| Galaxy | Intrepid | Nebula
| Norway | Saber | Sovereign |
Saber (Frigate FF) (Top of Page)
Norway (Destroyer DD) (Top of Page)
A small but modern starship, the Norway class fills the fleet roles of destroyer and frigate. |
|||||
8500
|
1000
|
2300
|
2550
|
||
Defiant (Light Cruiser Advanced CLX) (Top of Page)
Intrepid (Light Cruiser CL) (Top of Page)
Akira (Heavy Cruiser CA) (Top of Page)
Excelsior (Heavy Cruiser CA) (Top of Page)
Nebula (Battlecruiser BC) (Top of Page)
Galaxy (Dreadnought DN) (Top of Page)
Sovereign (Dreadnought Advanced DNX) (Top of Page)
Federation Shield Generators (Top of Page) | ||||||||||
Level
|
I |
II
|
III
|
IV
|
V
|
VI
|
VII
|
VIII
|
IX
|
X
|
Strength
|
5
|
8
|
11
|
14
|
17
|
20
|
23
|
26
|
29
|
32
|
Mass
|
1000
|
1500
|
2000
|
2750
|
3500
|
4250
|
5000
|
6000
|
7000
|
8000
|
Cost
|
500
|
750
|
1125
|
1500
|
2000
|
2500
|
3250
|
4000
|
5000
|
6000
|
Notes:
|
Shields protect a starship from enemy weapons fire and other hazards by generating a field of energy around the vessel. Each ship is allowed to mount 4 shield generators, each covering a different ship of the ship. You can reinforce shields in game, by either boosting one shields at a time with power from your other 3 shields, or by diverting more power from other systems into the shield generator. Federation Shields are better than average. |
Federation Phasers (Top of Page) | ||||||||
Type
|
9S
|
9F
|
10S
|
10F
|
11S
|
11F
|
12S
|
12F
|
Damage
|
4
|
3
|
6
|
5
|
8
|
6
|
10
|
7
|
Mass
|
50
|
100
|
150
|
200
|
250
|
300
|
350
|
400
|
Cost
|
550
|
700
|
900
|
1250
|
1300
|
1600
|
1650
|
1900
|
Energy
|
2
|
2
|
4
|
4
|
8
|
8
|
10
|
10
|
Notes:
|
The Phaser (short for PHASed Energy Rectification) is the standard primary weapon for all ships in Starfleet. "S" denotes Standard Type phasers. "F" denotes Fast-Firing type phasers. Fast-Firing types has shorter reloading time, but do less damage. Phaser beam dissipates over range, therefore it does more damage at close range than at long range. Type 9 to Type 12 are the standard ship-mount phasers. There is a Type13 phaser that is unavailable for ship-use. Type 13 is used on stationary firing platform only. (i.e. Starbase, Defense Satellite.) |
Federation Pulse Phaser Cannon (Top of Page) | ||||||||
Damage
|
8
|
Mass
|
275
|
Cost
|
1250
|
Energy
|
6
|
|
Notes:
|
The weapon is a variation on the standard phaser technology, it uses an energy field to coalesce phaser energies into bolts. Due to its nature, it dissipates faster, therefor have a shorter range, but it does significant damage if hits. It has a secondary effect that there is a chance a small portion of the damage will pass through shields and directly damage the hull. |
Federation Photon Torpedo (Top of Page) | ||||||||
Damage
|
9
|
Mass
|
200
|
Cost
|
1000
|
Energy
|
8
|
|
Notes:
|
Standard weaponry on a starship. It can be used in normal or proximity mode. In proximity mode, it is detonated when it comes near the target and produce a "depth-charging" like effect. In this mode it is less likely to miss and does less damage. |
Federation Quantum Torpedo (Top of Page) | ||||||||
Damage
|
13
|
Mass
|
300
|
Cost
|
1500
|
Energy
|
10
|
|
Notes:
|
The advanced torpedo system unique to the Federation. It is a superior version of Photon. It can also be used in Proximity mode. |
Tachyon Pulse (Top of Page) | ||||||||
Damage
|
6
|
Mass
|
250
|
Cost
|
2450
|
Energy
|
8
|
|
Notes:
|
This weapon does moderate damage against a target. But its main use is to disable it's ability to tactical warp. It prevents a ship from running away in battle. |
Antimatter Mine Layer (Top of Page) | ||||||||
Damage
|
15
|
Mass
|
200
|
Cost
|
1500
|
Energy
|
1
|
|
Notes:
|
The system gives the ship the ability to carry Antimatter mines. Mines are dropped behind a ship and arm when the ship is a certain distance away. They will detonate when any ship (even the ship that laid them) is in proximity. Mines supplies are limited and have to be bought at SupplyDock between missions. |
Federation Armor (Top of Page) | |||||
Level
|
I |
II
|
III
|
IV
|
V
|
Strength
|
10
|
20
|
30
|
40
|
50
|
Mass
|
1000
|
1500
|
2000
|
2500
|
3000
|
Cost
|
500
|
750
|
1125
|
1750
|
2500
|
Notes:
|
Armor increases hull strength of the ship. Once shields fail in combat, enemy hits against the ship hull will be calculate against ship's armor first. The ship sustains hull damage (not repairable in battle) or system damage (repairable in battle) only after the armor has been depleted. Armor, unlike shields, does not regenerate in battle. |
Federation Transporter (Top of Page) | |||||
Level
|
I |
II
|
III
|
IV
|
V
|
Rating
|
1
|
2
|
3
|
4
|
5
|
Mass
|
100
|
300
|
600
|
1000
|
1500
|
Cost
|
500
|
750
|
1125
|
1500
|
2000
|
Notes:
|
The transporter is a matter energy conversion device that can teleport objects or persons across space. It can be used to mount Marine Raid against enemy ships, or beam special cargo in and out your ship. The Rating of the transporter system is the number of items/persons it can energize at the same time. Transporter has a small recharging time before it can be used again. It has a very limited range. |
Federation Tractor Beam Emitter (Top of Page) | |||||
Level
|
I |
II
|
III
|
IV
|
V
|
Health
|
2
|
4
|
6
|
8
|
10
|
Mass
|
100
|
300
|
600
|
1000
|
1500
|
Cost
|
500
|
750
|
1125
|
1500
|
2000
|
Notes:
|
This system generates a focused stream of graviton energy that holds an enemy ship at a fixed position relative to the originating ship. This system can be used to hold a ship, or repel another tractor of equal or less level and make the ship untractorable. Once the beam is engaged, the originating ship can "rotate" the tractored ship around it. This, used in conjunction with regular turning can be used to move a ship into weapon arc to fire. Or conversely, move the tractored ship away from your damaged shield. "Rotation" is a misnomer, "revolution" is a better description. The tractored ship still has the ability to turn -- rotate about. A tractored ship is also a lot easier to hit. Federation Tractor emitters are relatively harder to destroy. |
Federation Computer (Top of Page) | |||||
Level
|
I |
II
|
III
|
IV
|
V
|
AntiCloak
|
0%
|
0%
|
0%
|
60%
|
70%
|
Mass
|
100
|
200
|
300
|
500
|
700
|
Cost
|
500
|
750
|
1130
|
2000
|
3000
|
Notes:
|
Each level increases maximum sensor range. If a targeted ship is within sensor range, it will show its schematics and weapon readiness. You can only plan marine raids on ships in sensor range. Only one computer is allowed per ship. Level III and Level IV computers can also detect for cloaked ships in a limited fashion. |
Federation Warp Core (Top of Page) | ||||||||||
Level
|
I |
II
|
III
|
IV
|
V
|
VI
|
VII
|
VIII
|
IX
|
X
|
Power Output
|
25
|
30
|
35
|
43
|
51
|
63
|
75
|
88
|
103
|
145
|
Mass
|
800
|
1050
|
1300
|
1750
|
2200
|
2750
|
3750
|
4600
|
5500
|
7200
|
Cost
|
3000
|
3650
|
4325
|
5400
|
6500
|
8100
|
9725
|
11500
|
13500
|
19600
|
Health
|
44
|
54
|
64
|
80
|
96
|
120
|
144
|
170
|
200
|
290
|
Notes:
|
The warp drive is used to generate power for the ships weapon systems and shield systems. It is also used for tactical warping. The power output given here assumes that it is operated by a Level 1 Engineer. More experienced officers will be able to generate more power using the same warp core. |
Federation Impulse Engine (Top of Page) | ||||||||||
Level
|
I |
II
|
III
|
IV
|
V
|
VI
|
VII
|
VIII
|
IX
|
X
|
Power Output
|
283
|
340
|
409
|
491
|
585
|
680
|
774
|
913
|
1102
|
1322
|
Mass
|
400
|
525
|
650
|
875
|
1100
|
1375
|
1875
|
2300
|
2750
|
3600
|
Cost
|
600
|
900
|
1350
|
2000
|
3000
|
4250
|
5500
|
6750
|
8000
|
9500
|
Health
|
45
|
54
|
65
|
78
|
93
|
108
|
123
|
145
|
175
|
210
|
Notes:
|
The impulse engine is used for sublight traveling. Each ship has no preset maximum speeds, it can travel as fast as the impulse engine is able to take it. The top speed of the ship depends on the overall actual mass. Therefore it's different from hull-class to hull-class. It is also different from one configuration to another. The power output given here assumes that it is operated by a Level 1 Engineer. More experienced officers will be able to generate more power using the same impulse engine. The heavier the ship, the slower the ship. |
Federation Thruster (Top of Page) | ||||||||||
Level
|
I |
II
|
III
|
IV
|
V
|
VI
|
VII
|
VIII
|
IX
|
X
|
Power
|
110
|
127
|
144
|
165
|
185
|
205
|
230
|
255
|
285
|
310
|
Mass
|
375
|
475
|
600
|
800
|
100
|
1250
|
1700
|
2100
|
2475
|
3250
|
Cost
|
250
|
350
|
450
|
550
|
650
|
750
|
850
|
950
|
1050
|
1150
|
Notes:
|
The thruster is used to turn ships in combat. It is measured by the Maneuverability rate in game. It is inversely related to the ship mass. The heavier the ship, the harder it is to turn it. The power output given here assumes that it is operated by a Level 1 Helmsman. More experienced officers will be able to generate more power using the same thrusters. |