Federation Klingon
Romulan Borg
Starfleet Command III: Ship Profiles
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
Systems: Antimatter Minelayer | Armor | Computer | Impulse Engine | Phasers | Photon Torpedo | Pulse Phaser | Quantum Torpedo | Shield Generator | Tachyon Beam | Tractor | Transporter | Thruster | Warp Core

Saber (Frigate FF) (Top of Page)

The saber class fills the fleet roles of scout and frigate. Although the Saber is the smallest starship currently deployed by Starfleet, it is a modern design and features the same late-era technology that the rest of the fleet is based on.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
6000
650
1800
1850

 

Norway (Destroyer DD) (Top of Page)

A small but modern starship, the Norway class fills the fleet roles of destroyer and frigate.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
8500
1000
2300
2550

 

Defiant (Light Cruiser Advanced CLX) (Top of Page)

Part of Starfleet's Advanced-technology starship program, the Defiant class began development in 2366. The design goal was to create a small but heavily-armed and highly powered ship to defend the Federation against the Borg. The prototype played a pivotal role in the Dominion War and was later involved in the battle surrounding the Borg attempt to alter Earth's timeline.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
10000
1150
3400
4750

 

Intrepid (Light Cruiser CL) (Top of Page)

First Introduced in 2370, the Intrepid class features some interesting innovations. Among there are the configurable warp nacelles. Originally designed to counteract the subspace damage found to be occurring through the use of older warp drive technology, the new nacelle system also allowed the Intrepid to reach sustainable speed of nearly Warp 10. The third ship of the class id the famous NCC74656 USS Voyager, commanded by Captain Kathryn Janeway and believed lost in the Delta Quadrant in 2371. Very fast and maneuverable while at the same time heavily armed, the Intrepid is the light cruiser of the fleet.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
12000
1300
3100
4500

 

Akira (Heavy Cruiser CA) (Top of Page)

Starfleet began production of the Akira class in 2370. Designed purely as a combat vessel, the Akira supplements the Sovereign and Defiant classes by filling the cruiser and assault roles.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
20000
1600
3700
6250

 

Excelsior (Heavy Cruiser CA) (Top of Page)

Originally designed and built in the 23rd century, the Excelsior class has been refitted and upgraded to make it a capable ship still today. Excelsior class starships have seen heavy use over the decades including in the was with the Dominion. The Excelsior class is nearing the end of its service life and will soon be replaced by the Akira class.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
18000
1500
5000
5400

 

Nebula (Battlecruiser BC) (Top of Page)

Slightly smaller than the Galaxy class and originally intended to server as a science & exploration vessel, the Nebula class starship has since been refitted to serve in a fleet combat role.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
22000
1800
5700
7800

 

Galaxy (Dreadnought DN) (Top of Page)

Once the flagship class of Starfleet, the Galaxy class starship is an enormous vessel originally designed for deep space exploration and fist contact roles. While the Galaxy vessels continue to function in that role, they have also been adapted for fleet combat operations and serve as the dreadnoughts of the fleet. USS1701D USS Enterprise was of the Galaxy class.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
28000
2200
6500
8500

 

Sovereign (Dreadnought Advanced DNX) (Top of Page)

Designed as part of Starfleet's advanced technology starship program and fist launched in 2373, the Sovereign class is the most impressive vessel in Starfleet. The current version of Starfleet's flagship, NCC1701E USS Enterprise, is of the Sovereign class.

 
Shields
Primary Weapons
Heavy Weapon
Hull
Bridge
Engine
32000
2900
6700
9500

 

 

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.