Starfleet Command III Unofficial Strategy Guide and FAQ by Kasey Chang released September 20, 2003 0 Introduction 1 Game Information: What is SFC3? 2 Power and Maneuvering 3 Ship Systems 4 Weapons 5 Introduction to SFC tactics 6 Combat Checklists and some more tips 7 Some Maneuvers you should know 8 Offense 9 Defense 10 Tactics and Counter-Tactics 11 Ship Designs 12 Introduction to Single-Player Campaign 13 Some Tips for Your Campaign 14 Klingon Campaign Walkthru 15 Romulan Campaign Walkthru 16 Federation Campaign Walkthru 17 Borg Campaign Walkthru 18 SFC3 ships 19 SFC equipment (shields, weapons, etc.) 20 Misc. Information Introduction This section is mainly about the FAQ itself and some legalese. You can read the most often asked FAQs at the end of this section, or skip right to [1] for the "stuff". If you like the FAQ, send me $1.00. :-) See 0.3 0.1 A WORD FROM THE AUTHOR This is a FAQ, NOT a manual. You won't learn how to play the game with this document, and I'm NOT about to add it to ease the life of software pirates, no matter how old the game is. This guide is about SFC3. I also have written guide for SFC and SFC2:EAW. Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among others. If you don't care about all these verbiage (it's mainly for people who want to redistribute the guide) you can jump right to the end of this section and read some of the FAQs. If you like the FAQ, send me $1.00. :-) See 0.3 0.2 TERMS OF DISTRIBUTION This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2003, all rights reserved excepted as noted above in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1) This notice and author's name must accompany all copies of this document: " Starfleet Command III Unofficial Strategy Guide and FAQ" is copyrighted (c) 2003 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer." 2) This document must NOT be modified in any form or manner without prior permission of the author with the following exception: if you wish to convert this document to a different file format or archive format, with no change to the content, then no permission is needed. 2a) In case you can't read, that means TXT only. No banners, no HTML borders, no cutting up into multiple pages to get you more banner hits, and esp. no adding your site name to the site list. 3) No charge other than "reasonable" compensation should charged for its distribution. (Free is preferred) Sale of this information is expressly prohibited. If you see any one selling this guide, drop me a line. 4) If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism. 5) The author hereby grants all games-related web sites the right to archive and link to this document to share among the game fandom, provided that all above restrictions are followed. Sidenote: The above conditions are known as a statutory contract. If you meet them, then you are entitled to the rights I give you in 5), i.e. archive and display this document on your website. If you don't follow them, you did not meet the statutory contract conditions, thus you have no right to display this document. If you still do so, then you are infringing upon my copyright. This section was added for any websites who don't seem to understand this. 0.3 VOLUNTARY COMPENSATION Gamers who read this guide are under NO obligation to send me ANY compensation. However, a VOLUNTARY contribution of one (1) US Dollar would be very appreciated. If you choose to do so, please make your US$1.00 check or $1.00 worth of stamps to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. 0.4 DISTRIBUTION This USG should be available at Gamefaqs (http://www.gamefaqs.com) and other major PC game websites (such as gamesdomain.com, gamespot.com, etc.). I only release it to Gamefaqs, so they would always have the latest. If you get it from anywhere else, beware that it may NOT be the latest and greatest version. To webmasters who wish to archive this FAQ on their website, please read the terms of distribution in section 0.2. It is quite clear. 0.5 OTHER NOTES There is no warranty for this unofficial strategy guide. After all, it depends on YOU the player. All I can do is offer some advice. Some bits of information here are condensed, summarized and adapted from the SFB Tactics Manual (original edition). PLEASE let me know if there's a confusing or missing remark... If you find a question about this game that is not covered in the USG, e-mail it to me at the address specified later. I'll try to answer it and include it in the next update. The address below is spelled out phonetically so spammers can't use spambots on it: Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT Yankee-Alpha-Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike To decipher this, simply read the first letter off each word except for the numbers and the punctuation. This is "military phonetics" or "aeronautical phonetics" in case you're wondering. This document was produced on Microsoft Word 97, with some note taking on a Handspring Visor with the Targus Stowaway foldable keyboard. Some editing was done with Editpad (editpadclassic.com). 0.6 THE AUTHOR I am just a game player who decided to write my own FAQs when the ones I find don't cover what I want to see. Lots of people like what I did, so I kept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander, Wing Commander 2, Wing Commander 3, Wing Commander 4, Privateer, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Mechwarrior 4, Mechwarrior 4: Black Knight, Mechwarrior 4: Mercenaries, Need for Speed: Porsche Unleashed, The Sting!, Terranova, Fallout Tactics, Battlecruiser Millennium, and a few more. Most of them should be on http://www.gamefaqs.com, the biggest FAQ site around. To contact me, see 0.5 above. 0.7 DISCLAIMER/ COPYRIGHT INFORMATION Starfleet Command III is a trademark of Activision. See http://www.activision.com Starfleet Command III was created by Taldren. See http://www.taldren.com Starfleet Command III was inspired by Star Trek, which is a trademark by Paramount Pictures. See http://gaming.startrek.com for all you want to know about Star Trek computer and console games. Some of the information here has been published on Taldren's public forum 0.8 REVISION HISTORY 15-SEP-2003 Initial Release 20-SEP-2003 Second release, finished Borg campaign, updated misc verbiage, charts realigned. 0.9 THE MOST FREQUENTLY ASKED QUESTIONS Q: Can you send me SFC3 (or portions thereof)? A: No. Q: Can you send me the CD key? A: No. Q: Can you send me the manual (or portions thereof)? A: No. It's on the CD! Q: Can you tell me how to play the game? A: Read the manual. Q: What are the keyboard shortcuts? A: Read the manual or look in the game options Q: What's the latest version of SFC3? A: Beta patch V1.01 Build 500 (about 12 megs or so) Q: Which race should I start first? A: As the game suggests, play the Klingons. Q: How many difficulty levels are there? A: The AI level can be set to 3 levels, captain, commodore, or admiral. Q: What is the maximum number of ships I can own? A: One. You may command more during a mission but own only one. Q: What do the medals screen really mean? A: They show what special missions you've "won", in addition to your rank (which depends on your prestige). Q: What are some of the terms used in SFC/SFB mean? A: See the "glossary" at 1.9 Q: Where are the cheat codes? A: There aren't any. This is a STRATEGY and TACTICAL COMBAT game. Q: How do I get better crew? A: You "buy" them at the recruiting office. Though in my experience you can train them up faster than the good ones are offered. Q: But I don't see any good crews available! A: So take your "green" crew on a few missions. By the end of campaign they should be near "legendary". Q: How do I play online? A: Sign up for Gamespy, which allows you to join the existing Dynaverse 3 servers. Q: What is this "Borg campaign" I heard about? A: It's only included in the boxes sold by Best Buy. Q: How about the "Nemesis campaign"? A: You can download that from most SFC websites. 1 Game Information: What is SFC3? SFC3, or Starfleet Command III, is a starship combat simulation set in the Star Trek: The Next Generation / Deep Space Nine / Voyager universe. It is an officially licensed Star Trek product. It is the third in the series of Starfleet Command products. Set after Voyager's return from the Delta Quadrant, it chronicles the attempt by the Klingons and the Federation to build Unity One, the most advanced Starbase in Alpha and Beta Quadrants, while the Romulans are watching warily... The previous two Starfleet Command were set in the original Star Trek series universe (or as it's sometimes called, the Movie Series universe), and was published by Interplay. 1.1 BEFORE SFC, THERE WAS SFB Star Fleet Battles was a board game that was inspired by Star Trek. Amarillo Design Bureau (ADB) based Star Fleet Battles (SFB) on the Franz Joseph "Star Fleet Technical Manual" (to Trekkers, the TOS Tech Manual) where ships such as destroyers and dreadnoughts were proposed as part of Federation Star Fleet. SFB was VERY careful not to ever mention Star Trek or use ANY of the Star Trek-only elements in its materials, as Paramount never licensed SFB. The original SFB was published in a small "booklet" format sealed in ziplock bags. It was first published in 1979 though it was designed as far back as 1975. It only had the Feds, Klingons, and Romulans. Some races were added later in expansion packs. Then came the "Commander's Edition" in 1990. Commander's Edition had Federation, Klingon, Tholians, Romulans, Orions, Gorns, and Kzintis (from the animated Star Trek episode, "The Slaver Weapon", which used the Kzintis from Larry Niven's stories). You can find more about the Kzintis by reading the "Man-Kzin Wars" collection in your local library or bookstore. The final (often called "Doomsday") "Captain's edition" rules was in 1994. All the rules are now revised properly and swore never to be changed except for VERY good reasons. Other races such as Lyrans and Hydrans were added, and later the ISC. There are also a lot of minor races like Lyran Democratic Republic (LDR), the WYN, and so on in later expansion modules. Other expansion modules added carrier operations, PF operations, very large ships (like battleships and battlecruisers, as well as heavy dreadnoughts and light dreadnoughts), new terrain types (radiation zone, heat zone, etc.), more monsters, more auxiliary units, more conjectural units, more races, and much more. In time, the SFB universe diverged significantly from the Star Trek universe. In SFB, the empires continue to fight minor wars on and off until the General War, where everybody started fighting. The Organians are missing, off dealing with some other threats. The General war lasted 18 years. Organians later came back with the ISC and tried to let ISC enforce peace on everybody, and initially the ISC were successful, until a new invader came, the Andromedans. To learn more about the General War and the SFB universe in general, please read the "General War Timeline" on the SFB website at http://www.starfleetgames.com/sfb/sfin/general_war.htm. (In case you wonder what about the Andromedans, here's a short explanation, in SFB, the Andromedans launched an all-out invasion of the galaxy right after the ISC Pacification War. They have an advantage in that they were able to move VERY quickly from sector to sector. They almost reduced some of the empires to only a few systems. The galaxy united and in a series of battles, threw back the Andromedans after discovering how the Andromedans were able to fly so fast from sector to sector. The pre-surveyed Andromedan satellite bases serve as special nav beacons. The galactic powers hunted down the satellite bases, and eventually, launched an all- out assault on the Andromedan base in the Lesser-Magellanic Clouds (nebula), destroying it. The galaxy was forever changed, as the Romulan Empire became a Republic. ) There was even a company or two that creates "unofficial expansion" for SFB that adds new races in a different galaxy with completely different combat rules. ADB themselves also published several "alternate universe" products, including "Omega Sector" (space beyond ISC) and "Stellar Shadows". They also published some "minor races" (Lyran Democratic Republic, the WYN cluster, the Jindarians, etc.) and the "simulator races" (what each "empire" use as imaginary enemies in their training academies). Each have at least one or two unique features, and most have a full complement of ships, from PF's up to at least dreadnoughts. SFB also has a strategic component called "Federation and Empire", which is a board game that simulates the General War complete with strategic movement, supplies, shipbuilding, fleet battle, bases, and more. You can even generate battles to be fought with SFB. It has its own set of expansion modules which adds rules to deal with marine action, carrier battles, detailed combat resolution with new special devices, more races, alternate battles and campaigns, and so on. SFB inspired a pen-and-paper role-playing game called "Prime Directive", where you command "prime teams", basically special agents that can handle ANYTHING for your empire. The game features a "tiered" resolution system where it is possible to completely BOTCH an operation. Otherwise it's a pretty standard RPG in a sci-fi setting. Later, Paramount granted ADB a conditional license that basically says, "as long as you continue what you do now you are okay with us." ADB has NO permission to use ANYTHING beyond what they do now... To quote from ADB website, "We have Vulcans, but no one named 'Spock'." Recently, a new edition of Prime Directive using the popular GURPS RPG system (from Steve Jackson Games) was released. Also, ADB split from their original publisher, Task Force Games. 1.2 THEN COMES INTERPLAY When Interplay obtained the license to make computer games based on the "original Star Trek" license, one of the ideas thrown around was to computerize Star Fleet Battles, and make it into an official Star Trek product. Alan Emrich (noted strategy game designer, contributor to Sid Meier's Civilization) claim to be the first to submit the idea to Interplay. Quicksilver Software then produced the product. The result is "Starfleet Command" (SFC). It featured a full "career" mode where the player creates a captain for one of the major races, get a starship, go on missions, win prestige pts, then spend the points on better crew, bigger ships, and so on. You can also join one of several "elite" organizations within each "empire". As a Fed, you can join "Starfleet Special Task Force". As a Romulan, you can join the "Tal'Shiar" or the "Tal'Priex", and so on. Membership in the elite organizations allows you access to even more lucrative missions. The Lyrans, Kzinti, and ISC never made it into SFC1 though. The term 'Kzinti' was copyrighted (by Larry Niven's books) and Interplay couldn't get a release without paying another license fee. Tholians didn't make it in due to the complexity of their "web" rules. Orion ships are in SFC, but you can't command one. They are only there for you to fight against. They simply ran out of room for ISC. Keep in mind that SFC is a real-time game, while SFB is a turn- based pen-and-paper board game. The differences are significant. While SFC is based on SFB, it is NOT a direct translation. 1.3 THEN WE MOVED ON TO SFC2... Taldren, with quite a bit of help from former Quicksilver employees, went on to create Starfleet Command Volume II: Empires at War, with many different improvements. SFC2 features several new races: Mirak, ISC, and Lyrans. It also features expanded ship list for all of the races, plus a whole slew of neutral ships, planets, and so on. Mirak were the SFB Kzintis. Fighters and Fast Patrol ships (gunboats), and carriers/tenders that carry them have been added as well. However, the individual crew for each station (captain, science officer, tactical officer, etc.) have been eliminated in favor of a vastly expanded "campaign engine" dubbed "Dynaverse II". The different races have campaigns set in the SFB "ISC Pacification" period. Basically, the ISC jumped in near the end of the General and shot at everybody, and was universally hated as meddlers. They prompted the end of the General War. Essentially the galactic powers, through separate efforts, pushed back the ISC on all fronts, and you will discover the fate of the Organians, and that threat they were talking about... You can also play as the ISC and fight against everybody. If you don't like the scripted campaigns, you can play a "pure conquest" game by doing some unsupported modifications in your game install directory. Look for two .BAT files in the game directory and read the file before running it. It is NOT supported, so don't blame anyone if that didn't work! A stand-alone expansion pack: SFC2: Orion Pirates was later released featuring advanced weapons and X-ships, Orion campaigns, and final bug fixes. You can now finally play as one of the pirates by joining one of the cartels. However, the individual race campaigns have been eliminated. You can still play as one of the galactic races, but you can only play "conquest". OP does NOT require SFC2 to play and can be installed side-by-side with SFC2. It has its own set of patches. A full online multiplayer has been added. You can setup your own dynaverse 2 server and let other players login and play for a particular faction, with the server tracking the ebb and flow of each empire, or you can just join an existing server and serve an empire of your own choosing. Interplay does not have the license to make Star Trek: The Next Generation games. By this time, Viacom (parent company of Paramount Pictures, owner of Star Trek franchise) decided to let a single company handle the game business, and Activision won the bid. So Activision will publish Starfleet Command III. 1.4 SO WHAT IS SFC3? SFC3 has two parts: a campaign engine and a starship battle simulator. In that way, it is similar to XCOM, with the separation of GeoScape (world view of the globe) and BattleScape (tactical isometric view) or even Fallout Tactics. In the starship battle simulator, all of the systems on a starship are at your command, from the sensors to the engine room (power distribution), from the weapons to the transporters (to beam out marines), from tractor beams to shuttles, and more. The battle is on a 2D plane though the ships and other units are fully 3D. The starship combat simulator was significantly streamlined when compared to SFC2. Energy allocation has been mostly eliminated. Shields have been reduced from six to four. Weapons can no longer be overloaded, though more "trick" weapons have been added. Seeking weapons and fighters have been eliminated, as well as transporter bombs. Surrounding the battle simulator is the campaign engine, which works for single-player campaign or multiplayer online. Some missions are "special" missions and pre-scripted. Others are randomly generated. As you win missions, you earn prestige points. You can then used those points to buy supplies, repair and refit your ship (with more powerful equipment and weapons), upgrade to a new ship, hire better officers, and so on. Depending on how well you perform the missions, your empire can win or lose control of a particular sector. You can now REALLY upgrade your ship, by adding or removing specific components. Want better shields? Add a stronger one (up to certain limits). Want more firepower? Install a better weapon. And so on. Each choice you make has an effect on combat. The more mass you add to your ship, the slow you move and turn. The more weapons you add to your ship, the less power you have form them and powering the shields. Each of the three races (Klingons, Romulans, and Federation) has its custom campaign with some randomly generated missions and some pre-scripted missions. In Multiplayer mode, SFC can be played in skirmish mode (fight a single battle online) or Dynaverse 3 campaign on supported servers. 1.5 WHAT IS SFC3'S STARSHIP COMBAT LIKE? SFC3 combat is VERY different from other types of combat, like land combat and naval combat. Land combat speed is quite slow with long range weapons. Same with naval combat. In land or naval combat, weapons are very powerful and protection is nearly nil. If you're hit, you're toast. It's almost the exact opposite in starship combat. A typical weapon in SFC3 has effective range of 30 (300,000 kilometers) though usually they are fired a lot closer, while a ship can travel 200,000 kms or more during that weapon recharge period (speed 20). Shields protect all ships. It will take several salvoes to defeat the shields on a ship and actually damage the ship (though there are some shield penetrating weapons). Firing arcs and maneuvers are very important. Think of starship combat as aerial dogfights between helicopters and you wouldn't be far off... Except these helicopters have energy shields... 1.6 WHO MAKES SFC3? HOW ABOUT EXPANSION PACKS? SEQUELS? Taldren created SFC3. Activision published SFC3. The SFC3 sold in Best Buy has a special Borg campaign. You can download the Nemesis mini campaign from various SFC3 websites. 1.7 ORGANIZATION OF THIS GUIDE This guide will organized in roughly THREE parts. Part 1 is a discussion of the battle simulator in SFC3, and the various "general" tactics that would applies to several races, not just a specific race or weapon. Things like fleet tactics, shuttle tactics and so on would be here, as will maneuvers, HET usage, and so on. Part 2 is a discussion of the campaign engine, how to play single- player and multi-player campaign, and so on. The specific mission walkthrus for the campaign missions would be here as well. Part 3 is a race specific discussion on the ships, tactics, and so on, for each race, a list of their ships, which ships are good, custom configurations, and so on. There will also be a bit of comparison among the ship classes and so on. 1.8 HOW TO USE THIS GUIDE This guide was not designed to be general reference, but it sort of ended up that way. You will eventually want to read over EVERY section in this guide, as we discuss tactics, systems, ships, races, special equipment, weapons, and so on. This guide covers EVERYTHING. Read the sections that apply to you first. For example, if you are playing the Feds, read the Fed tactics, Fed ships, read the section on photons, then read about the general tactics, the discussion about your enemies. Eventually you'll read the whole thing. I don't cover stuff that's already in the manual. If you can't figure out which buttons are which, you need the manual, not this guide. 1.9 SOME SFC/SFB TERMINOLOGIES Alpha strike -- fire EVERY weapon that is currently in arc at the designated target. Also see "peak output". Put maximum amount of firepower on the target. (NOTE: this does NOT always mean put the enemy directly in front of you. Also see "firing arcs"). Anchor -- a tactic where you use the tractor beam to hold the enemy still, so you can shoot at the enemy with ZERO angular velocity, improving chance-to-hit tremendously. Battle pass -- move past the target off to its side, allowing your rear/side weapons to shoot at the enemy's rear/side shields. Also see "overrun". Usually used by Klingons due to their "wing" phaser arcs, but can be used by any one with more side/rear phasers. Battle run -- approach the target, shoot, then turn away to expose rear/side weapons. Also see "overrun" and "battle pass". Crunch Power -- see "peak output" below Erratic Maneuvers (EM) -- sometimes referred as "evasive maneuvers", sudden but small random movements, makes your ship harder to hit but move a bit slower and makes your weapons less accurate as well. Firing arcs -- where the weapon can shoot. Most weapons have limited firing arcs. Thus, it is up to you, the captain, to position your ship properly so you can shoot the weapons at the enemy properly (at his weakened or downed shield, preferably). Hit-and-Run Raid (H&R) -- raid on specific enemy systems conducted by your marines/boarding parties. If they succeed, the system they attack is destroyed. You'll need to drop a facing shield to do it though, and enemy must have a facing shield down as well... Internals -- short for "internal damage", amount of damage that penetrated the shields. Example: "That salvo did 25 internals." Klingon Saber Dance -- a tactic favored by Klingons. Basically, it maneuvers staying just out of overload range to "wear down" the opponent, who lacks the speed to get into overload range. Statistically the disruptors have a better to-hit percentage than other weapons at range 12-15. The superior maneuverability of the Klingon ships and extended firing arcs facilitates that. Mizia Concept -- introduced by Walter Mizia, it is an SFB concept that a multiple smaller volleys is preferred to a single large volley of damage. Statistically in SFB, a single large volley tends to kill power but leave weapons, while multiple smaller volleys kill weapons but leave power. SFC has inherited same damage allocation routine and thus the same analysis applies. Thus, the "multiple small volleys of attack" is also known as "Mizia Attack". Overrun -- pass right OVER the enemy ship, thus giving you the opportunity to do point-blank shots, rear weapon shots, mines, H&R raids, and so on. Also see "battle pass" and "battle turn". Peak output -- better known as "crunch power", the theoretical maximum damage that can be done in one alpha strike from a ship in a single salvo. A Federation ship, for example, would have higher peak output due to Fed photon torpedoes doing more damage then the Klingon photon torpedoes. Usually used like "a Federation ship has higher crunch power than a Klingon ship." Power Curve -- a measure of how much power a ship has vs. how much power it needs to arm all weapons at regular power levels AND pay housekeeping costs. This is a lot less important than in previous SFC games except when the warp engines take damage and reduces power output. Shock -- when internal damage is received, one or more systems may be 'shocked' into being temporarily disabled. A "shocked" system will come back online after a period of time without being repaired, but in the meanwhile you have to do without the system. Those systems show yellow. You can force them back online by repairing them but that will use up one of your damage control teams. Tractor beam -- a force beam that can push or pull other objects as needed. You can use it to 1) keep other objects away from you, or 2) hold the other object there (so it can't get away). Underrun -- overrun done by a cloaked unit. Also see "overrun". 1.10 RANGE TERMS Point-blank -- range zero or one, hit probability is 100%... You can't miss. Knife-fighting range -- range two or so, very slow maneuvering battles Medium range -- range 3 to roughly range 15-20, reduced probability of hit Long range -- starts from end of medium to about range 30, or the maximum range of the weapon(s). Extreme range -- starts from edge of sensor range to end of long range. 2 Power and Maneuvering Before we explain the tactics, weapons, etc., we need to explain HOW the ships actually produce the energy and move around, and where all the energy would go. Then, with the proper amount of maneuver, you can apply all that weapon to the hostile targets... 2.1 POWER SOURCES In SFC3, there is only one power source: warp engines. To get more power, you mount a bigger engine (subject to a ship's internal limit). Power is used to charge shields, primary weapons, and heavy weapons. If you don't have enough power, your weapons will charge slower (or not at all!), your shields may be less than optimal strength, and so on. While shields cannot be overcharged, the excess energy can be used to reinforce specific shields. If you order reinforcing specific shield with no excess energy allocated, the extra power will be drawn from the other 3 shields, weakening them. The weapons CAN be overcharged, and can do up to 50% more damage depending on how much additional power did you allocate. 2.2 SHIELDS In SFC3, there are only 4 shields covering the 4 compass directions. Shield damage during battle is repaired automatically, but that takes time. Shield can be reinforced, but this draws power from the OTHER shields, depending on how much surplus power you have allocated to the shields. The more surplus you allocate, the less taken from the other shields. Due to the amount of maneuvering in SFC3, reinforcing a specific shield is generally NOT needed (or a good idea) unless you have superior turn rate that can keep that specific shield to the enemy, or plan to use the anchor. Still, when the shields are low, reinforce the facing shield. There's a bit of a "lead time", so plan ahead a bit. A downed shield cannot be reinforced, but usually your engineers can bring a downed shield back up in a few seconds. It'll be extremely weak though. 2.3 PRIMARY WEAPONS Each race has its own primary weapons. They may look different and shoot different, but they have the same effect... They take a little power, do medium amount of damage, and can fire again after just a little delay. Federation uses phasers, while Klingons and Romulans use disruptors. Different names, same ideas. There are usually 4 levels of the same weapons. The F version fires faster, but does less damage. Each higher level has longer range and do more damage, of course. 2.4 HEAVY WEAPONS Each race has its own set of heavy weapons. They take longer to charge, but do more damage than primary weapons. Each also has some "special weapons". For example, Klingon Polaron torpedoes go through shields to strike at the hull, while Romulan myotronic beam stuns enemy weapons. Feds have Quantum torpedoes and pulse phasers... 2.5 LEARN YOUR POWER CURVE There are many demands for power, but the source is limited. The proper management of your available power is the key to success in SFC3. Know when to adjust power usage. It is possible to create ships that needs so much power that you can only arm half of the weapons at a time. If you manage to charge all the weapons, you can do a lot of damage if they hit, but it'll take a VERY long time to them to charge. You can also alter the ship's power curve by NOT arming all of its weapons. There's no requirement that you must use all four disruptors on the cruiser... Repair power when you can. One way to cripple the enemy is to strike at the enemy's warp core. While this will not cause a core breach, it will cripple his ability to put up his shields, much less to shoot at you. 2.6 ABOUT MANUEVERING Without maneuver, you cannot point your weapons at the enemy, or turn your stronger shield against the enemy. So maneuvering is quite important. 2.7 IMPULSE ENGINE A ship has mass, and power must be applied to move it. The "movement cost" is a ratio of how much power does a ship need to move at a certain speed. In SFC3, you can choose how big of impulse engine to fit in. This, divided by the mass of the ship, gives you the impulse speed. 2.8 THRUSTERS A ship needs thrusters to turn. The bigger the thruster, and the less mass a ship has, the faster the ship turns. However, a ship's "engine" size is limited and it must fit warp engines, impulse engines, and thrusters all together. 2.9 TACTICAL WARP A ship can go into tactical warp after a few seconds of preparation. This basically sends you flying away at high speed, but with no shields, no weapons, and no sensors until you come out of warp. This essentially allows you to disengage at any time by setting a course for map's edge and warp away. It can also be used tactically by finely timing your firing and warp engines going online to avoid enemy fire. 2.10 HIGH ENERGY TURN By using the warp field, a ship can make "instant" turns at impulse speeds, even reverse course 180 degrees. However, this strains the warp engines, and repeated use can damage the ship. You can see the percentage of success on the maneuver panel. If you fail the maneuver, your ship will stop dead in space for a while, while suffer random damages. This is known as "HET breakdown". Best used tactically where you turn around and stay on enemy's tail, or turn to bring additional weapons to bear, and so on. 3 Ship Systems These systems are a part of the ship that can be used in various ways that does not directly affect combat, but are important in other ways. 3.1 SHIELDS Shields protect your ship from being actually hit. There are four of them, covering the four compass directions around the ship. You can raise shields in two stages... on, or off. You turn on shields by going to yellow or red alert. You turn it off by going to green alert. You can reinforce one of the shields with any excess energy you got. Each pt you use in reinforcement on a specific shield will cancel one pt of damage applied to that shield. (Exception: you cannot reinforce a down shield) If you reinforce with no excess energy, some energy (roughly 25%) will be taken from the other 3 shields to reinforce the fourth. You cannot read the EXACT strength of any particular shield. You can read the "original" strength from the ship descriptions. A facing shield will be automatically dropped for special transporter activity such as Hit-and-Run raids, beam-in/out, and so on. 3.2 TRANSPORTERS Transporters send things out or bring things in. Transporters have short range (5.99) so you need to be very close. Transporters can bring up certain items from planets and ships, or even empty space. It can also send certain items to planets and ships. In a lot of the special scenarios, this is the only way you can solve the problem: get to the place, beam up things, beam down things, and get away. You can install a larger transporter if you wish. In general, unless you are in a battlecruiser or higher you don't need those 5 or 6-pad transporters. Transporters can be used to conduct hit-and-run raids, that attacks a specific system on the enemy ship. Transporters can be used to capture enemy ships or bases or planets. In SFC3 the number of marines is limited (even on a BC or DN). 3.3 TRACTORS Short for tractor beams, these are the force beam emitters that can exert both push and pull forces. Tractor beam has a very short range, at 2.49. Tractor beam can be set to either pull or repel. Tractor beams can be charged to 5 different force levels, depending on your tractor beam level. If you have Tractor-V, then you can use all 5 levels. If you have tractor-III, then you can use up to level 3. And so on. The higher the level of the tractor set, the longer it takes to "charge", but the more likely it'll hold an enemy ship for a longer period (until he charges his own tractor to repel, see below). The higher the level of the tractor set, the more energy it draws from the rest of the ship, including shields and weapons. If you try to charge a level 3 or level 4 tractor, don't be surprised to see your shields dim by 1/3 or so. The higher you set your tractor beam, the more power it consumes. This may cause your shields to weaken and your weapons take longer to charge. Tractors can keep stuff close to you (like enemy ships) in "pull" mode. Tractors can also keep other ships from tractoring you when set to "repel" mode. While in repel mode, the tractor will repel all attempts to tractor up to the force strength it is set to. For example, if you have your tractor set to repel at strength 3, enemy tractors set to strength 2 will not be able to tractor you, but enemy tractors set to strength 4 can. Of course, that means if you have a wimpy tractor, the enemy will hold you forever. One of the most satisfying ways to kill another ship is to tractor it and force it into an asteroid or planet. However, DO NOT do this to human-commanded ships while online. It is VERY rude and is considered VERY BAD MANNERS. Same goes for tractoring the human-commanded ship and pushing him off the map. You can only tractor ONE object at a time. 3.4 SHUTTLES Shuttle panel controls the shuttle bay. A ship can have several shuttles in a shuttle bay, all regular admin shuttles. You can launch only one shuttle at a time. It takes several seconds for the shuttle bay to be ready to launch again. The regular shuttle will shoot its tiny weapon like a fighter while trying to follow you around. 3.5 SENSORS Sensors have two modes: detailed scan (scan button in upper-left corner), and anti-cloak scan (under science, if you can do it). Detailed scan temporarily expands your sensor range. If you have a target specified, the detailed scan will reveal additional info when you're within range 20 (or so). Anti-cloak scan is for detecting cloaked ships. It's almost like a tachyon "sonar". Just turn it on and see who can you find... You can only do anti-cloak scan if your computer has that capability. (Computer-IV and -V only). 4 Weapons While these are the usual ways you do damage from a starship, they are NOT the only way. (Don't forget hit-and-run raid, and so on.) There are primary weapons, and heavy weapons. We'll discuss each in turn. For weapon stats, see the end of this document. 4.1 PHASERS (PRIMARY) Fed phaser, the directed energy weapon, is quite popular. There are four types of phasers, class IX, X, XI, and XII. Each has a "fast" version (IX-F, X-F, etc.) that recharges faster but does less damage. The different classes of phasers differ in range and damage. The fast version recharges in half the time, but does about 30% less damage per shot. There is a fifth type of phaser, type XIII, but that's for bases only. Phaser beams dissipate over distance. The closer you shoot, the more damage you do. 4.2 KLINGON DISRUPTORS (PRIMARY) Klingon disruptors operate on a similar principle to phasers, except they shoot green "bolts" instead. There are four types of disruptors, class I, II, III, and IV. Each has a "fast" version that recharges faster but does less damage. The different classes of disruptors differ in range and damage. There is a fifth type of disruptor, but that's for bases only. Disruptor bolts dissipate over distance. The closer you shoot, the more damage you do. 4.3 ROMULAN DISRUPTORS (PRIMARY) Romulan disruptors are just like Klingon disruptors, except they shoot green "beams". There are four types of disruptors, class I, II, III, and IV. Each has a "fast" version that recharges faster but does less damage. The different classes of disruptors differ in range and damage. There is a fifth type of disruptor, but that's for bases only. Disruptor beams dissipate over distance. The closer you shoot, the more damage you do. 4.4 BORG CUTTING BEAM (PRIMARY) The Borg uses cutting beam for their combat units. They come in 3 sizes: L, M, and H. In combat, it's a gray/green beam. Cutting beams dissipate over distance. The closer you shoot, the more damage you do. 4.5 FEDERATION PHOTON TORPEDO (HEAVY) The Feds invented photon torpedoes, and it does some serious damage... if it hits. On the other hand, your chance to hit is not bad out to range 8. It takes a long time to arm (2.0 time units). Photon torpedoes can be set to proximity mode, which improves chance-to-hit at long range. Photon torpedoes do the same damage no matter the range. Photon torpedo looks like a red "spark" when fired. 4.6 FEDERATION QUANTUM TORPEDO (HEAVY) The Feds came up with quantum torpedo, which takes a little more power to arm, same amount of time, but does 50% more damage. Quantum torpedoes can be set to proximity mode, which improves chance-to-hit at long range. Quantum torpedo, like photon torpedo, does the same damage no matter the range. When fired, Quantum torpedo look like a white "spark". 4.7 KLINGON PHOTON TORPEDO (HEAVY) Klingon photon torpedoes fire twice as fast as the Federation version, but is 30% weaker. Klingon photon torpedoes do the same damage no matter the range, if it hits. Photon torpedo looks like a red "spark" when fired. 4.8 BORG GRAVIMETRIC TORPEDO (HEAVY) Gravimetric torpedo is somewhat superior than the Federation photon torpedo in terms of arming time, power use, and damage caused. Other than that, it's not that special. Gravimetric torpedo looks like a green "spark" when fired. 4.9 ROMULAN PLASMA TORPEDO LIGHT (HEAVY) This "light" version of the Romulan heavy weapon does decent damage, but it dissipates over distance. It also takes a VERY long time to arm (three times as long as the Klingon photons) Plasma torpedo looks like a green "blob" with dark green trails. 4.10 ROMULAN PLASMA TORPEDO MEDIUM (HEAVY) The medium version of Romulan heavy weapon does decent damage, almost comparable to quantum torpedoes in terms of damage and power, but long arming time is a problem. Plasma torpedo looks like a green "blob" with dark green trails. 4.11 ROMULAN PLASMA TORPEDO HEAVY (HEAVY) The heavy plasma torpedo does nice damage, more than any other single weapon in SFC3. The problem again, is long arming time. It can do EXTREME amount of damage at short range, so beware. Plasma torpedo looks like a green "blob" with dark green trails. 4.12 FEDERAITON PULSE PHASERS (SPECIAL) Federation Pulse Phasers, most recognizable weapon of the USS Defiant, is a short-range high-power weapon that operates best in range under 6. It also has a 10% chance of piercing the shields and strike directly at the hull beneath. All ships can mount pulse phasers, though it's best used on a manueverable ship. 4.13 KLINGON ION CANNON (SPECIAL) Klingon Ion Cannon has a long arming time (for a Klingon weapon), but it does decent damage, almost to quantum torpedo level. 4.14 KLINGON POLARON TORPEDO (SPECIAL) Polaron torpedo pass through shields and strikes directly at the hull. It should be used under range 12, preferably under range 8. 4.15 ROMULAN MYOTRONIC BEAM (SPECIAL) The Myotronic beam "stuns" the target's weapons, rendering them unusable for a while. Arming period is okay, and the "damage" it does is below average. Also, the beam must hit the hull for the stun to work. So shoot the disruptors first, THEN the myotronic beam. 4.16 TACHYON PULSE - EVERYBODY (SPECIAL) By emitting a tachyon pulse, one can temporarily paralyze the target's warp engines. It is a point-blank weapon, with best to- hit chances below range 8. 4.17 BORG SHIELD INVERSION BEAM (SPECIAL) Shield inversion beam has constant 90% chance-to-hit at any range (?) but the damage it cause will vary. It's only used to drain shields (all four at a time). Definitely use it in conjunction with your cutting beams. 4.18 MINES -- EVERYBODY (SPECIAL) Mines are stationary explosive weapons you plant via the rear hatch. Most empires can also mount "antimatter mine launcher", but that takes up a heavy-weapon slot. Still, if you have one that is not in use, like a rear-facing slot... After deployment, the mine will activate when you get at least 1 unit distance away. Mines just "stay" there for 5 minutes after being laid and blow up near anything that comes by (shuttles or ships...) The AI uses mines pretty effectively, but you seem to need to "take the lead". Sometimes they use it, at other times they don't. Drop mine just before overrun is a good idea. Use mines to encourage the enemy to turn a certain way that is more advantageous to you. The enemy's instinct to avoid the T- bomb may cause them to reveal a down shield to your weapons. 4.19 NOTES ABOUT ARCS SFC3 has quite a few side and rear firing weapon arcs. In general, 50-75% of a ship's firing arc points to the front, or mostly to the front. On cruisers and larger, you may have a heavy weapon mount and two primary weapon mounts pointed to the rear. On BC or larger ships, 2 primary weapon mounts will point toward the sides (3 and 9 o'clock position). In general, I prefer to get the enemies either in front or behind. I don't use the side-arcs because the angular velocity would be too great to get a decent shot. 5 Introduction to SFC tactics Every action you do in SFC has a "price". It can be energy, availability, and so on. The decision you need to make is how to get the most benefit out of that price you pay. The old adage "apply your strengths to his weaknesses" is the heart of SFC tactics. Or as American Civil War General Nathaniel Bedford Forest was reputed to have said, "Get there fastest with the mostest." (Which is a misquote, by the way.) To do that, you need to know energy management, maneuver, and timing. We will also discuss the difference between passive vs. aggressive play styles, and how to counter each type in general terms. 5.1 THE PRICE VS. THE PAYBACK Everything you do in SFC3 has a price. If you fire a weapon, you can't use it until the weapon has been charged again. If you don't fire, you won't do any damage. If you use a shuttle, it's taken out of your inventory and thus is not available any more (though the shuttle may survive). If you don't use it, you don't get its benefits. To succeed, you must make the MOST of the price you pay by knowing what are the prices vs. the benefits, and use proper timing and circumstances to get maximum effectiveness out of them. The new players seem to fall into 2 camps... Either they are TOO aggressive (they pay the price at the wrong time and thus get little or no payback), or waited TOO LONG for that "perfect shot" (waiting for that big payback) and was pecked to death in the meanwhile. Or to use another metaphor... The "too aggressive" players are like school kids fighting... they just get as close as they can and keep flailing, without regards to circumstances. The "one hit" type thinks like old Japanese samurais, where one sword stroke determines the victor. They think that if they get off that "perfect strike" they'll win the game. NOT! The proper balance lies between those two extremes. We'll discuss the two types of players later and how to take advantage of their tendencies. 5.2 ENERGY MANAGEMENT Proper energy management happens during the ship design stage. Basically, energy management is having enough energy WHEN you need it so you don't have to wait to do something else. Having some reserve power will help as you can overcharge the weapons and/or be able to reinforce a shield without weakening the other three shields. You have to make decisions on these and more during battle in split seconds. Make the right ones and you'll likely succeed. Make the wrong ones and you will likely fail. 5.3 MANEUVER Two things affect maneuver: your turn rate, and your weapon arcs. Your ship's size, speed, and design affect your turn rate. The larger the ship is, the slower it turns, so a frigate would outturn a dreadnought any day. Finally, the faster you go, the slower you turn (and bigger your turn radius). Yet when you go very slow, you also turn very slow. You can also change the turn- rate by installing a larger thruster unit. Each ship has a "corner speed", where it turns the fastest. Find it, and exploit it. Your weapon arcs are very important when fighting, as you want to put most of your firepower on the enemy while avoiding his firepower. Most ships have most of their firepower concentrated on their forward centerline (i.e. when it is facing you directly). If you are off to one side (the 3 o'clock or 9 o'clock positions) of the enemy the firepower facing you is vastly reduced, as most heavy weapons are front arc only. Maneuvering in battle basically means you are trying to point most of your weapons at his weakest shield while keeping YOUR weakest shield away from most of his weapons. This can get tricky when there are multiple enemies involved. 5.4 WEAPON ARCS (Summarized, adapted, and enhanced from article by Felix Hack, originally appeared in SFB Tactics Manual) Maneuver and firing arcs are closely related. Maneuver is used to get the weapons into range with the enemy in the arc. The arc then dictates what maneuvers are needed and can be expected. Most ships can be divided into two categories: forward-centerline firepower, and FA arc firepower. The ships with forward-centerline firepower must point the ship directly at the enemy ship to bring maximum amount of firepower to bear. I'll abbreviate these as FC ships. The FA firepower ships can deliver all the firepower roughly through the entire FA arc. These are FA ships. The FC ships need to face the enemy to get maximum firepower to bear, so the best way to fight such ships is to go to the sides or even to the rear. If you do that you instantly halved their firepower. On the other hand, the FC ships can choose to fire half of their weapons, then turn to fire the other half. The FA ships can use the "oblique pass" (see 8.1.2), which gives them more options to maneuver. If you can choose between FA and FC arcs (some ships have 4 forward arcs, 2 FA and 2 FC), choose FA, as it makes your maneuvering simpler. In SFC3, most ships are FC, with a few Romulan ships being FA. With introduction of more side and rear arcs for SFC3, there is a bit more to consider. The side arcs generally can only mount primary weapons, which are just enough to harass the enemy, not enough of them to do serious damage. You may want to keep fast-firing short-range weapons there to get in a few hits when you can. The rear arcs generally have only one heavy weapon mount and two primary weapon mounts. Put in short-range fast-firing weapons to exploit rear/side shields. Remember that an HET can be used as a surprise to suddenly bypass any maneuver and firing arc restrictions. 5.5 TIMING Timing is basically tactical sense on knowing WHEN to do something, not too early and not too late. For example, if you make a turn too late, you may not hit the enemy's downed shield with your phasers, or worse, exposed your own downed shield to his weapons. If you shoot too late you did not catch the enemy at his down shield. If you shoot too early you don't catch the down shield either. In general, you want your weapons pointed at the enemy when the weapon is ready to fire, with no idle moments. Of course, this is not always possible. You may be waiting for a down shield to come around so you can do more damage. Just beware of all these considerations. This mainly comes from situation awareness and preparation. It requires a bit of tactical finesse and experience, so keep playing and keep learning. 5.6 PASSIVE VS. AGGRESIVE PLAY STYLE To paint broad strokes, there are two types of play styles: aggressive, and passive. Aggressive players come after you, while passive players wait for you to go after them and will try to keep their distance. A player can be both depending on their "phase". The new players seem to fall into 2 camps... Either they are TOO aggressive (they pay the price at the wrong time for little or no payback), or waited TOO LONG for that "perfect shot" (waiting for that big payback). The proper balance lies between those two extremes. Most players are aggressive when they have their weapons charged and "passive" when their weapons are charging. Direct-weapon users tend to be aggressive, esp. those with close- range weapons. They have to be aggressive as they need to get close to you. Those with heavy weapons in FA arc need to be aggressive, as they need to point the weapons at you to do damage. This is esp. true for those forward-centerline firepower ships. Ships with low crunch power tend to be passive, esp. fighting high crunch power ships. To fight aggressive style players, you need to take out their FRONT shields. This will force them to expose their down shields in order to hit you. To fight passive style players, you need to take out their REAR shield. This will force them to turn their shield 3 or 5 (rear side) shields toward you, thus allowing you to get closer. 5.7 "USE YOUR TRACTORS, DAMMIT!" In SFB lore, this slogan was on a plague right above the door to the starship combat simulator in the Federation Starfleet Academy. What it REALLY means is you should use ALL your ship's systems. A captain who is aware of ALL his ship's capabilities and can use them at the right time has advantage over the captain who is not. For example, how many people use the probe at all? Yet using it can mean the difference between knowing what you are fighting ahead of time vs. when you get close enough to do H&R raids. Knowing what the enemy ship carries makes a BIG difference. You don't want to be surprised when he fires that myotronic beam just as you're about to deliver your alpha strike. Tractors can be used to hold the ship AWAY from point-blank range. Many weapons do the most damage at range 0, and a tractor will ensure they stay at range 2.5. Turn away and drop the tractor and you can get away. Tractors are also the foundation of the "anchor" maneuver. Transporters can be used to beam up or down items, or transport marines for raids or captures. Learn and use ALL of your ship's systems is one facet of a successful captain. 5.8 SITUATIONAL AWARENESS Situational awareness basically means being aware of everything around you. Someone with good situational awareness doesn't need to take attention off the primary task to double-check. While situational awareness is not as crucial in starship combat (i.e. SFC) as in more fast-paced games like space fighter combat or aerial combat, it is still important. For example, it wouldn't do for you to line up a perfect pass at the enemy's down shield if your facing weapons haven't recharged yet, or trying to get away from an enemy ship only to smack right into a planet. The control panel indicators are there to help you. All the indicators have a meaning, and it's up to you to learn them all. The two ship displays have relative facing indicators, but that only works on the ship being targeted. If you are fighting multiple ships you may end up dodging one ship and exposing your down shield to another. Or worse... fly right into a planet or asteroid. But that's why there's a tactical map. Having good situational awareness also helps in the other three aspects of tactics: timing, maneuver, and energy management. You would know when to time your burst of speed (based on your ship's acceleration) to maneuver so your weapons are pointing at the enemy's down shield with enough power to shoot. 5.9 MIZIA CONCEPT Mizia Concept was very simple: instead of firing a single massive volley of all weapons, beat down that shield, then fire several smaller volleys. Why is this better? Because multiple smaller hits damage more weapons, whereas single overwhelming volley damages power and hull. What's better... There really is no "defense" against this attack other than maneuver to bring another shield into play. It is a bit difficult to execute, but quite useful. Trivia: Mizia Concept was named after Walter Mizia, veteran SFB player, who observed this trend in the damage allocation rules and came up with a way to exploit them. 6 Combat Checklists and some more tips 6.1 BATTLE START CHECKLIST Here's a list of items you should immediately perform upon starting a mission * Red Alert (which arms and selects all weapons) * Check number of friendlies, note classes and numbers * Set tactical zoom level to lowest/widest (so you can see more of the space) Clearly, there are exceptions to every rule. In some missions, where speed is more critical, you may want to just go yellow alert. If you don't see enemies, and you are expecting some, consider doing tactical warp in order to scan the rest of the sector. 6.2 ENEMY DETECTED CHECKLIST Here is a list of items you should immediately perform upon detecting enemies on sensors * Determine enemy numbers and type (use a probe if necessary) * Determine which enemies your friendlies (if any) appear to be engaging * Determine which enemy ship to engage first, or to disengage * Determine whether to capture or destroy the target if engaging * Determine initial tactic: overrun, oblique pass, etc? * Determine shield reinforcement if needed (usually front hemisphere shields) * Determine battle speed (slow, fast, etc?) * Determine hit-and-run targets if needed * Charge tractor beam(s) for anchor if needed 6.3 CAPTURE CHECKLIST Here is a list of items you should check before attempting to capture an enemy unit * Check all available marines on YOUR ship (AI friendly ships very rarely assist in captures. They often RUIN your captures by blowing up that ship with your marines onboard) * Count total number of transporters available on YOUR ship * Check enemy marines on target in the "capture" panel. * Calculate approximate marines usage. Marine usage is dependent on the number of transporters you have available and how fast can you send over reinforcements. The rule of thumb is Usage = 1.5 * (enemy_marines ) * (enemy_marines / your_transporters ) For example, if the enemy has 10 marines, you have only 5 transporters available, expect to use about 30 marines to capture the enemy ship. (1.5 * 10 * 10 / 5) = 30 However, if the enemy has 10 marines, and you have 10 transporters available, then you can expect to use only 15 marines to capture the enemy ship. (1.5 * 10 * 1 = 15) * If you have enough marines to do it, then continue. Otherwise, destroy the enemy ship and don't bother. * Confirm all your ships set to "very aggressive" and "capture". * Make your pass, use just enough weapons to beat down a shield, and beam on your marines. Fire weapons in single shots. As the other ships see the down shield they should beam their marines also. Then repeat sending in marines if necessary. 6.4 CALCULATING YOUR ODDS You can read enemy ship classes at distance of over 100 kk. You should be able to figure out how much are you outmatched, if you are at all. Here's a rule of thumb to use Use 10 for BB, 7 for DN, 5 for BC, 4 for CA, 3 for CL, 2 for DD, and 1 for FF. Total up the "force number" for both sides and compare the number. That should give you a quick idea on how the two forces match up. If the ratio is within 10% of 1 to 1, you should be able to win if you don't make any mistakes, and not lose any ships. However, it's a very even fight and there wouldn't be much 'profit' in it. If the ratio favors the enemy a bit, see if you can even up the odds a little by using tricks like scatter-pack and anchor to quickly kill one ship. Otherwise, stay back and kill the smaller ship(s) that gets close first. You can think about disengaging later. If the ratio favors the enemy a lot, run away and pick something easier. If the ratio favors your side, blast them. If the ratio REALLY favors your side, try going for captures to enhance your prestige. 6.5 LEARN THOSE KEYBOARD SHORTCUTS! Almost EVERY command in SFC3 has a keyboard shortcut. You should learn them by heart, or at least copy the quick reference card. They allow you to give orders much faster than going through the mouse-clicks alone. If there isn't one, assign one. 6.6 PLAY AT A SLOWER GAME SPEED IF YOU WANT If you play alone, you can go as low as game speed 6. However, such a game would be really slow. Default speed of 9 is actually quite fast. You may want to consider 6 first, then increase speed when you understand the battle a bit more, then speed up or slow down as needed. 6.7 A NOTE ON TERRAIN There aren't that many terrains in SFC, just empty space, asteroids, planets, dust field, pulsar, black hole, and nebula (and some planets). Asteroids are navigational hazards. If you have a heavy ship and have plenty of tractor power, consider pushing enemy ships into asteroids. And don't fly into your yourself. If you are maneuvering in an asteroid field, set tactical map to closest zoom and keep the viewpoint foward or overhead. Dust field forces you to slow down and apply reinforcement to front shields, reducing available power. Pulsar and black hole only rarely appear in a scenario, and never in the regular ones. Nebula means you can't use tractors, transporters, or shuttles, but otherwise, no change. Minefield can be considered "artificial terrain", but that's a separate topic altogether. 6.8 A QUOTE TO DWELL ON "The only valid test is combat; the only valid result is victory" -- Adm. Steven V. Cole, designer of Star Fleet Battles In other words, no matter how fancy of a tactic we can explain to you, it is up to you to put it into action. You can dream up fancy tactics on paper, but until you test them in combat, you would never know if they work or not. Trivia: this quote was originally attributed to Ardak Kumerian, a Klingon Admiral, who's S.V. Cole's alter ego in SFB. 7 Some Maneuvers you should know You need to know some of the common maneuvers that are performed... 7.1 SIMPLE MANEUVERS These maneuvers don't require any special devices or any specific setup, and does not involve HETs. 7.1.1 Overrun Overrun is simple: point the nose at the enemy, shoot at point- blank, and fly right over the other ship. Overrun is best done by ships with maximum point-blank firepower, esp. those with forward centerline firepower. To exploit the downed shield, overrun should be followed up by several attacks, such as hit-and-run raids, drop mine, scatter- pack, fighters, drones, or better... another ship. You can combine overrun with anchor (see below) for a really devastating blow. The overrun is very simple but it usually results in your front- shield being blown, and that can be bad. In a cloak-able ship, you can approach until enemy is range, fire weapons, then cloak as you fly over him. This is called an "under- run". The overrun doesn't work against people who know how to maneuver and avoid the charge. Those who use "saber dance" maneuvers can avoid the charge easily. The "charge" also usually causes severe damage on the front shield, leaving you vulnerable to later attacks. Higher speed and maneuverability can counter overrun. Then it turns into a battle pass or pursuit. 7.1.2 Oblique pass Oblique pass is nearly as simple as overrun. Instead of point directly at the enemy, you point slightly off to one side. When you reach weapons range, decide if you want to fire and turn away, or turn in for overrun. Ships with FA firepower are best candidates to use oblique pass. They can deliver the same firepower throughout their FA arc. This is sometimes called a "battle pass", and it can be quickly converted to overrun or battle run, or even pursuit. The oblique pass can quickly turn into an overrun if both sides turn into each other. If one side turns in and the other side turns out, it becomes a tail-chase situation. The chasee can drop T-bombs, etc. to attack, but can only use rear-mounted weapons. The chaser has front weapons. If the Klingon turns in, this maneuver is called "the Klingon Hook" as the superior maneuverability of Klingon ships makes this easier. If both sides turn out, it's time to disengage. Oblique pass may not be good if your ship has firing arcs that emphasize firepower to the sides. Oblique pass can halve your firepower, though you can always maneuver after you fire half of your weapons. Beware of the HET following a battle pass or battle run. 7.1.3 Battle run You approach the enemy pointing just off to one side of him. After you fire at the range of your choice, you turn away to expose your rear weapons at the same shields you had hit before. If you have significant number of side or rear firing weapons, you are a good candidate for battle run. 7.1.4 The Feint A feint is basically a maneuver to get your opponent out of balance. In SFC, it's a maneuver of deception to get your enemy to commit to countering one of your moves when you really intend something else. For example, the HET reversal below [8.4.2] is a feint. He countered your battle run with pursuit, so you suddenly turn it into an overrun instead. There are many ways to do "feints". For enemies who seem to have an answer for everything, a feint can do wonders. 7.1.5 The Saber dance The Klingons invented the "saber dance" maneuver. Basically, you duel the enemy from long range. Many Klingon ships have side- firing weapon arcs, and your superior manueverability can be used to bring those to bear, wearing down the opponent. Klingon weapons are fast-firing and can get off several salvoes while yours are still recharging, giving them an advantage. Saber dance requires patience and very good weapon arcs. One mistake and the enemy may get close enough to do you real damage. 7.1.6 The Starcastle This tactic can be effective against races that have low "peak output" and prefer to nibble you at medium range, like Klingons. This is a counter against the "saber dance" maneuver. Basically, it means go at speed 4, erratic maneuver (EM), max shield reinforcements on facing shield, and wait for the enemy. It's doubtful attack at range 15 will do any damage. The enemy must close in to do any damage. You can then switch to an overrun or oblique pass. This turns a maneuver battle into a knife-fight. 7.1.7 The Anchor In SFC3, the anchor took on a whole new meaning. In SFC3, angular velocity affects accuracy a lot. On the other hand, if you grab a target with the tractor, it's angular velocity is ZERO! THEN you shoot with great accuracy. 7.1.8 The retrograde In SFC3, you can move in reverse, though the speed is limited to quarter-impulse. Still, every last bit you can use is more time to pound the enemy in front of you. You can even drop mines in reverse and hope the enemy runs into it. 7.2 HIGH-ENERGY TURN, WHY AND WHEN High-energy turn gives you a sudden change in direction (payoff) in exchange for some disadvantages (power expenditure) and risk (possibility of breakdown). HET uses a significant amount of power (5 movement pts) so you have to be sure you don't need it for anything else. Ships that cannot make an HET safely ever (i.e. breakdown chance of less than 100%) should probably NOT make one, ever. A breakdown will almost kill that ship for sure. There are basically three reasons to use an HET: sudden problem, defensive turn, surprise attack 7.2.1 Sudden problem An HET can be used to get away from a sudden problem to buy some time to deal with it. Turn away and you may get some time to deal with them. 7.2.2 Defensive HET A defensive HET is using an HET to bring a fresh shield into play, so enemy won't be able to pound a weakened or down shield. HET takes time to charge, so you have to plan this ahead of time. If you suddenly decide you need one, it would have been too late. 7.2.3 Surprise attack By using HET, you can bring weapons to bear that the enemy would not expect. One such example is HET reversal [8.4.2]. 7.3 EMERGENCY DECELERATION EmerDecel is most often used to slow the ship immediately. This also reinforces the front shields slightly. EmerDecel does NOT conserve power. EmerDecel DOES slow you down, which may prevent you from revealing one of your down shields to sides or rear. EmerDecel can be used when the enemy is closing faster than expected. EmerDecel can save you from collisions, planets, asteroids, etc. The price of EmerDecel is speed 0, which gives the enemy the initiative. He can take the time to recharge weapons, even disengage. He can go to your rear shields and pound it. You can't do anything about it. Consider how WILL you get back to battle speed BEFORE you use EmerDecel. 7.4 ADVANCED MANEUVERS The advanced maneuvers involve using HETs in combination of simple maneuvers. 7.4.1 The Flanking Snap Turn This is a continuation of the oblique pass if both sides simply keep going. Basically you pass down the side of the enemy so your 3 o'clock is at his 9 o'clock, or vice versa. THEN you use an HET so you can bring your weapons to bear on his side/rear shields, which are probably weaker than his front shields. To counter the flanking snap turn, keep your distance in the oblique pass. Then you can use an HET reversal after you've damaged his front shields. 7.4.2 The HET Reversal At the oblique approach, you turn out, the enemy turns in, and he's now chasing you, hoping to hit your weaker rear shields. You then suddenly use an HET to bring your front-weapons to bear and turn it into an overrun. To counter this, you just have to be careful. 7.5 SPECIAL MANEUVERS Special maneuvers use specific devices (such as tractors), weapons, and so on to exploit a specific characteristic. 7.5.1 Anchor The "anchor" maneuver is very simple: slap a tractor beam on the enemy ship, THEN shoot. Why do it this way? A ship being tractored has zero angular velocity, tremendously improving your chance-to-hit. At point- blank range, they can't rotate a new shield into play quickly, being slowed down from their original speed. Most of the weapons also do the most damage in point-blank range. An anchor can be enhanced by NOT firing all your weapons in a single salvo. Instead, fire in several small salvoes to gain maximum damage from the Mizia attack [see 6.9]. An anchor combined with HET can be devastating. You shoot, you score, and you turn away in an instant without giving enemy much chance to shoot back. This requires very good timing though. Anchor can be defeated by NEVER coming into tractor range. You can keep the enemy away by using some mines to "encourage" him to go somewhere else. You may even want to use an HET to turn away ASAP. Another way to defeat the anchor is to pre-charge the tractor beam to REPEL. Choose the strength you want to repel, up to 6. You can then repel all tractors charged up to that strength. 7.5.2 Tactical warp You can engage warp to gain some distance from the enemy ships. It takes many seconds for your warp engines to charge up, so you need to be prepared for it. One possibility is charge warp to time it to go into effect right after you fire off your alpha strike. This can be VERY tough to time, but extremely effective. 7.5.3 Jousting Combine tactical warps with alpha strikes, and you get jousting. While you can joust at impulse speeds, the lousy turn rate of most ships means it turns into a circle fight. Instead, fire, warp off, turn around, then repeat. 7.6 "GIMMICK" CONFIGS AND TACTICS There are some tactics that are interesting but relies on specific exploits instead of general combat. They are listed here for tactical studies... 7.6.1 Speedboat A speedboat config has a huge impulse engine and can achieve speed of 45+. Some "speedboats" can go speed 60+. Do slashing attacks. Charge through the enemy formation, shoot, and blow straight through. Slow down and turn around, then repeat. You primarily need shields in front and back. You can outrun those you can't outfight, usually. 7.6.2 Chaser The chaser config relies on a huge thruster, so you can turn on a dime and stay on the enemy's tail no matter what he dishes out to the rear. In case of HET, just go faster and overrun him while he turns. You need maneuver rating of 1.25 or higher. 7.6.3 Phaser boats It is possible to create ships with only primary weapons and no heavy weapons. It would be surprisingly useful since the primary weapons recharge faster and seem to have a better chance of hitting their target. By not weighing down your ship with the heavy weapons you can mount more primary weapons. 8 Offense There are a lot of ways to do damage to the enemy 8.1 PRIMARY WEAPONS All ships have a full load of primary weapons, be it phasers, disruptor bolts, disruptor beams, or cutting beams. They all do similar amount of damage, come in similar sizes, and consume similar amount of power. The trick is mounting them in the weapon mounts that have more chances of hitting the enemy. 8.2 HEAVY WEAPONS Heavy weapons have a better punch, but takes longer to charge. Usually, those are various type of torpedoes. Minelayer also goes here. It may work against AI, but not against human players. 8.3 SPECIAL WEAPONS The special weapons are discussed in each race's section. 8.4 HIT-AND RUN RAIDS Hit-and-run raids can kill specific ship systems on an enemy ship, subject to transporter and boarding party availability. 8.5 MINES Mines, when placed properly, can cause significant damage to enemy ships, shuttles, etc. 8.6 TRACTOR/TERRAIN One of the most satisfying ways to kill enemy ship is by pushing the enemy ship into an asteroid or a planet. This can be hard to arrange though, and is considered "bad manners" if done in a Dynaverse battle against human opponent. Terrain such as dust fields can cause damage to shields, and if shields are down, cause damage to the ship directly. Therefore, when fighting in a dust field, you may want to target the front- shield of the enemy ship(s). 8.7 SHUTTLES Shuttles have a light primary weapon which can be used to defend you, defend others ships, or to attack other ships (from long range or close assault). 9 Defense How to prevent your ship from being damaged while dealing damage to the enemy ships is very important. After all, this quote said it best. "You don't serve your country by dying for your country. You serve your country by making the OTHER poor bastard die for HIS country." --- General George S. Patton, US Army 9.1 "SPEED IS LIFE" Speed, when your ship is heading in the proper direction, gives you more time to deal with the incoming threats. You can run to keep enemy out of optimal weapons range. NONE of this can happen if you do NOT have speed! Speed in the wrong direction can be converted to speed in the right direction by turning (or even HET). 9.2 REINFORCE FACING SHIELD(S) You can use any excess energy for shield reinforcements. This would prevent "premature" wear on your shields when the enemy is just firing some long-range shots. Only shields that are still "up" can be reinforced. So if a shield has been busted, there's no point in reinforcing it. That energy goes back into "excess" pool in the energy allocation panel. 9.3 TURN A NEW SHIELD AROUND If the enemy beats down one of your shields, maneuver and present a different shield. Use HET if you have to! 9.4 AVOID THE ENEMY'S WEAPON ARCS If you know the enemy's weapon arcs you know which sides of the enemy ship to avoid. 9.5 WATCH THE ENEMY SHIP DISPLAY That tells you a LOT about weapons under repair, being recharged, and so on. Best time to attack is when the enemy cannot fire back! You need to be close, or use a probe. 10 Tactics and Counter-Tactics Here, we discuss some common questions on how to use and to counter cloaking device. 10.1 GENERAL TACTICS 10.1.1 Target specific areas Target a specific area of enemy ship and blast it is more effective than going for the hull. If they have cloak, hit the cloak (use H&R raids also on the same targets). Hit the warp core to reduce their power. Hitting warp core is easier than killing individual weapons. They can still charge weapons with reduced power, but they will do a LOT less damage. Hit the impulse engines to slow them down and restrict their maneuverability. 10.1.2 Use those special weapons! Each race has some special "trick" weapons, esp. the Romulans. The Romulan myotronic beam can "stun" enemy weapons for a short while. This is great for right after an alpha strike so the enemy cannot fire back. However, if the enemy has already fired, then there's no point in shooting the beam. 10.2 CLOAK TACTICS If you have a cloaking device, how would you use it to your advantage? How will you evade to recharge? 10.2.1 Underrun One of the simplest way is approach the enemy, shoot when out of tractor range, and start cloak. Enemy may be able to shoot, but he'll do so against big penalties. And he'll fly right over you as you "submerged" into the invisibility of the cloak. He will be screaming in frustration and terror. 10.2.2 Hit and Fade Instead of an overrun, use fade-out on battle run or oblique pass. This way you avoid getting into point-blank range, where some of the enemy weapons can still do significant damage. 10.2.3 Mine field Drop mines, and circle around them, keeping it between you and the enemy. Make an impromptu minefield to discourage the enemy from coming too close. 10.3 ANTI-CLOAK TACTICS There are several ways to defeat the cloak... The idea is to convince the enemy commander that the cloak's disadvantages outweighs the advantages it provides, so he won't use it. 10.3.1 Flash bulb One way to find a cloaked ship is via the "flash bulb" effect. Basically, you drop a mine near the cloaked ship, right on top of it if possible. It probably won't go off, but that's all right. THEN you somehow detonate the mine, using a drone, a shuttle, or even yourself. That explosion will cause the cloak to temporarily lose its effects, allow other ships to lock-on. At that moment, do your alpha strike. Ka-boom! 10.3.2 Visual tracking Cloaked ships do NOT disappear completely. They are still visible albeit only when back-lit against a nebula or such. Keep it within a firing arc and be ready to hit them when it decloaks... remember, NO SHIELD during decloak! 10.3.3 Launch shuttles Shuttles can help you hit a cloaked ship decloaking near you even when your weapons are not in arc. 10.3.4 H&R the Cloak Hit the cloak when you can to prevent him from cloaking again. 10.4 FLEET TACTICS 10.4.1 Concentrate fire! Concentrate your fire on ONE target. This may be obvious, but not a lot of people seem to follow it. They let their ships run wily- nily and blame the AI when their ships got whacked. You also need to be aware of your other ships' positions so you can hit the same shield. 10.4.2 Remember capture! With multiple ships under your command, captures should be attempted whenever feasible. It yields bonus prestige (esp. larger ships). Just make sure you HAVE enough marines, and you don't accidentally blow up the ship first (or have someone else blow it up from under you). Beware that when in "capture" mode, your ships will NOT use any "heavy weapons". Therefore, it is best to DISABLE ALL enemy ships first, THEN worry about capturing them. If you try to capture during the middle of a heavy battle, the other enemy ships will pound you. 11 Ship Designs 11.1 SOME TIPS TO CONFIGURE YOUR SHIPS Determine which type of player are you. Are you a speedboater? Chaser? Or other? Then configure your ship to fit your playing style. Put the heaviest/best primary weapons in the best slots. Usually, that would be the 360 degree slots. Then put the next set of primary weapons in front, then if there are room left, one set in the rear. Heavy weapons don't have 360 slots, so you'll just have to go for front or rear. Mount the heaviest weapon possible, downgrade only if you run into energy or weight problems. Then decide how much energy you need, and feed in the warp core, then fit in impulse and thruster to fit your play style. Add the rest of the stuff for the ship as needed. In general, beam weapons are preferable over torpedo weapons. 12 Introduction to Single-Player Campaign 12.1 SIGNING ON When you start a new campaign, you choose a race and enter your name. Then you are at that race's capital. You get a new frigate and 200 prestige, enough for the initial outfit. Some empires are smaller than others. So your "interior" can be just a few moves away from the frontier. You will soon get an order to go to a particular hex. 12.2 LOOK AROUND AND MOVE AROUND THE MAP You see your race's menu. Not all races have all choices, so if you don't see the choice I talked about, just ignore it. [Medals] is where you can admire your own rank insignias, as well as any special medals or ribbons you collected. [Officer] is where you can view the crew of your ships, and replace any department heads by trading with some prestige points. [Supply dock] is where you buy the optional accessories ("Commander's Options" in SFB), for things like shuttles, marine boarding parties, and mines. [Shipyard] is where you trade-in your ship. Depending on where you are, different ships may be come available. [Refit] is where you can install different/better components for your ship. [Missions] will bring up a list of missions. Choose one to get started. [Map] shows status of the galaxy, and allow you to transfer to a different sector (where you'll find more challenging stuff!) To move into a new sector, click on the new hex. You'll move into that sector in a moment. 12.3 GET A NEW MISSION Click on [Missions] to see your new mission. If there aren't any, the [Missions] button will not be lighted. When you have finished the battle, you will exit back to the "map" screen (if you survived). If you have a mission in the hex, you can't exit unless you are willing to forfeit the mission. You will be penalized in either prestige points or loss of your ship. 12.4 BUYING NEW SHIP When you have saved up enough points, it's time to buy a new ship. Buy a new ship at the shipyard screen of a type you want. Your ship's existing trade-in value is also noted, and whether you need to put additional prestige is also noted. If you can't afford the ship, it'll be gray-ed out with the "deficit" listed as well. You can own only a single ship, so keep that in mind as you pick and choose. Save some for the refit. 12.5 REPAIRS AFTER A BATTLE Remember to repair damage (if any) and buy new supplies in [supply dock] after each mission. You don't need the maximum on each one, but having them can be useful in certain situations. Also update the crew if necessary. If you got additional prestige, it's a good time to fit better components into your ship. If you got a good crew, trade them for merely competent crew can provide additional prestige for your ship. 13 More Tips for Your Campaign 13.1 START SMALL AND EASY Do NOT overextend. You may be tempted to switch to a bigger ride ASAP, which would be a DD. Think about it before you go, as large ship means tougher enemies as well. See On the other hand, some of the frigates are deathtraps. They severely lack weapons and shields. In that case, switching to a good DD may be good early on. 13.2 STAY INTERIOR Stay in the interior of your empire until you have 1-2 decent large ships. The interior are usually only menaced by light enemy raiding units or pirates. You shouldn't see heavier enemy units, and having 2 CL's or CA's should be quite sufficient to defeat most threats. Only venture out to the borders when you are ready in big ships. 13.3 STAY ALIVE Stay alive by checking your enemies and determine quickly "do you have ANY chance of destroying the enemy." If you are a frigate up against a battlecruiser, it's time to run. See 7.4 for a quick way to calculate your odds of success. 13.4 STAY POSITIVE Positive in terms of prestige pts, that is. You need to always keep a reserve of 50+ pts around. If you fail a mission, you may need that reserve just to repair and buy reloads. Some missions also have a penalty if you do really badly. 13.5 EARN THE EXTRA PTS Every ship you capture is worth extra pts. If you have a clear superiority and a lot of transporters, captures can yield extra pts. Some scenario have items you can recover for extra pts. Convoy escort missions yields bonus prestige if you save all the freighters and esp. if you capture the enemy raiders. Starbase defense missions yields bonus prestige, esp. if you capture the enemy ship(s). 14 Klingon Campaign Walkthru The Klingon campaign consists of 15 missions. You should update the ship in between. You need a fully-decked-out Negh'Var for the final mission. 14.1 BROTHERHOOD After some heart-to-heart talk with your brother Kureth (who's in a Negh'Var!), you'll get a distress call from a nearby planet. Set a course, then go into warp to get there. Let Kureth's larger ship take the lead. He'll beat down the shields and such. You just pick on the weakened ships. With that big ship around the other ships should go down in no time. You get 2200 prestige for this, plus any captures and so on. . Soon you'll get a message to go to 2,14. Refit your ship while you're at it. Use up those prestige points for something. Then go to 2,14 to get your next mission. 14.2 AVAST YE SCURVY TARGS After arriving, a Klingon freighter says he's under attack by a pirate. Go to red alert and warp there. Attack the pirate, and do it quickly. After a while, the freighter says he's actually a pirate too, and then he fires on you! Destroy / capture both of them and you win! You get 2200 prestige for this mission, plus any captures and so on. Refit however you like. Soon you get a message to go to 8,14... 14.3 A BASE TOO FAR You are here to after a pirate base and the freighter. Go after the freighter first. Charge in there, and beat down one of his shields, then beam over marines. Should be easy. Stay back from the base and go after the shuttles. After all the shuttles are gone, go after the base. Capture base and freighter, and you win! You get about 2600 prestige for this mission. I don't *think* you get extra for the required captures. Refit (you will need a better ship) then you'll get a message to go to 10,15. 14.4 SEARCH AND RESCUE You are here to find out what happened to the missing ship. Just follow the arrow and you'll see the BoP, dead in space. When you get close enough, it wakes up and shoots at you! As you're in a nebula, you have no tractors, no shuttles, and no transporters. You have no choice but to destroy the other ship. You get about 2600 prestige for this mission. Refit (be prepared) and be ready for next mission. 14.5 WINDS OF CHANGE Escort the freighters through this section of space. Follow the freighters through the asteroid field, match speed and heading. A Rakellian attacker (frigate-sized) will appear and start on the freighters, though with your abilities you should destroy it easy enough. As you go through the asteroid belt, a Rakellian light cruiser and another attacker shows up. Blow them out of space while the freighters get away. When freighters arrive and you capture/destroy the other ships, you win! You get about 2600 prestige for this mission. Report to 17,16 (the triangle). 14.6 ANVIL OF PEACE Objective: Deliver the ambassador to the new Unity One base and follow orders You'll get to meet Picard and Enterprise-E. He leaves Captain Sherman in charge as he leaves for another assignment. Get to the base and beam the ambassador off. The base requests you to check out a strange contact in the asteroid field. Activate your anti-cloak scan and head into the asteroid field slowly. When you get close to the edge, you'll spot the Romulan ship. Talk to him and he'll leave, or you can shoot at him to convince him to leave faster. After the Romulan ships leave, 3 Rakelli ships (one cruiser and two attackers) will arrive and attack Unity One. Join Captain Sherman in his Intrepid-class starship and destroy/capture the attackers. A Ferengi Marauder arrives, and wants the wreckage. In exchange, he'll give you the location of the Rakelli base. Accept the terms, and you win! You get 2200 prestige for this relatively easy mission. Refit and get your next assignment... Go to 9,17. 14.7 TURNING THE TABLES Locate Rakelli base, then destroy the base You have two ways to destroy the base, a subtle way and the direct way. The subtle way is for those who prefer not to fight as much as you can. Capture one of the smaller ships, and use it to send a fake distress call to lure away the defenders. In the meanwhile, cloak and move to the base... then BLAST IT! The direct way is capture or destroy every single ship that you come across, then with the help of any captured ships, destroy the base. You get 3050 prestige for this tougher mission. Refit and get your next assignment... 14.8 FISH Destroy the Rakellian shipyard The shipyard has some defending ships (2 cruisers and 2 attackers), as well as 2 defense platforms. Fight the ships away from the defense platforms. Take them out, then take out the defense platforms. Then destroy the shipyards, and you win! You get 2950 prestige for this straightforward but tough mission. Refit and get your next assignment. 14.9 OBEDIENCE Objective: chase a Rakellian convoy, capture if possible When you get there, the place is a nebula, with asteroid field. Capture is impossible. Indeed, you may have problem even KILLING the four freighters. Immediately warp in and get as close to the freighters as you can. Go after the FIRST freighter, blast it ENOUGH to get it to slow down. Then blast the next one, and so on until all four are slowed down. Then work on each in turn. Go after impulse engines, use H&R raid to do the same. Slow them ALL down so you can blast them at your leisure. Ignore threats. The Rakellians have no fleet on the other side of asteroid field. It's merely a delaying tactic so they can get away. When you destroyed 2 freighters, Jureth shows up and order you to leave. When you ask why, he gets angry. So put your ship on a parallel course and continue blasting, as you head toward the map's edge... You're leaving, merely doing a little gunnery practice...That's why you need to slow down the other freighters. When you exit the map (doesn't matter how many more freighters you blasted), you win! You get 1700 prestige for this assignment (more if you managed to destroy the rest of the freighters). 14.10 DUTY Objective: follow whatever Jureth says, if you think it's good for you... When you get there, Jureth told you that the Feds are behind the Rakellian attacks. You question his proof, and he orders you to capture this Federation freighter and see for yourself. When you demand more proof, he gets mad. Set course and follow the arrow. You'll get a message that the freighter has left the sector. Do NOT panic. Soon after that you'll get a SOS from another Klingon ship(s) that is under attack by Romulans. Warp there and help out. Best way to kill a Rommie is hit him RIGHT AFTER he decloaks, which is when he has NO shields and no weapons. After defeating the Romulans, you win! You get about 2100 prestige here. Head to 12,17 after you get the message. Refit your ship. You really need a BC or higher from here on. Also, get the largest computer you can get. You need the anti-cloak scans. 14.11 TWO COME BARKING Jureth is mad at you for not following his orders. He'll go do the stuff while you sit still and guard this quiet sector and check the outposts. Head to the outpost, and the team reports strange findings. Get as much info as possible, then beam the team over. As soon as you do, two K'Vorts approach... Apparently they want your head since Kureth told him that you betrayed your family and the empire! Destroy them, and when prompted for choices, pick the first one or the third one (it doesn't REALLY matter, I guess). You get 5000 prestige for this. Refit or trade up to Negh'Var. You'll need it. Move to 7,16 for your new orders. 14.12 FATHER'S DAY You tried to meet your father at 7.16 and tell him about Kureth's treacheries. When you get there, 3 ships attack you first. Should be K'vorts and BoPs. Destroy all of them. Your father shows up after the ships are gone, and he believes you. However, he needs more proof. You get 5950 prestige for this, definitely enough for a Negh'Var now, and outfit it well. You need to go to 10,15, on the way to Unity Station. 14.13 FRIEND OR FOE You are in a nebula, and as you approach, you find another Klingon ship approaching, weapons hot. Do NOT shoot at it! He's a friendly (or at least neutral). He had a big fight onboard the ship and somehow he won and the original captain lost. Right after the conversation finish, FOUR K'vorts and BoPs attack. Destroy them. During the fight, this ship should join you to attack the other ships. Destroy all enemy ships and you win! You get 6000 prestige for this mission. Continue to Unity One station in 17,16. 14.14 RECALL You are at Unity One station when you noticed one of the freighters was actually captured by Jureth's forces before... How did it get here? Get close to it and scan it... No lifeform onboard! Kill it! It's a bomb! Immediately warp in and destroy the other 3 suicide freighters around the base. Use tractor beam to drag the freighter away if you need to. Another freighter will fire a special torpedo at the base, which went right THROUGH the shields, causing massive damage. Destroy that last freighter, and you win! You get 3600 prestige for this, enough for final refitting of the ship if you haven't done so. Then head for 8,8, where Jureth is making his last stand... 14.15 TO HUNT ONE'S BLOOD You arrive at 8,8, an old abandoned base. Jureth is probably hiding there. Approach the base slowly. You don't want to fight both Jureth's Negh'Var and the base together. Once Jureth started to head toward you, back up a bit. Stay away from the base. Keep hammering Jureth. Once his hull drops below 1/4th, he self- destructs, and you win! Then your father shows up and laments his other son... And makes you head of House Mi'Quoh. You get 7650 prestige, and this is the end of the Klingon campaign! 15 Romulan Campaign Walkthru The Romulan campaign has 17 missions, and some of the are quite interesting. 15.1 LOOK UNDER EVERY ROCK Report to 17,17 for your first assignment. When you get there, Admiral Arai of the Tal'Shiar asks you to recon the 3 asteroids in the area, do NOT be detected. She suspects one of them is a listening post. Cloak and fly to each one separately, STAY AWAY from the Klingon ship. Your science officer should scan each one. Fly slowly so you got just close enough to get your scan. NOTE: It's NOT necessary to press the SCAN button. SPOILER: It's the one on the opposite corner of the map. Once you got each one scanned, make it out and you win! You get a measly 200 prestige for this job. (You may get more if you were NOT detected) 15.2 SOUNDS OF VICTORY You now must destroy the listening post and its defender (from the previous mission). In general, the listening post itself is easy... cloak, recharge. Shoot when ready, cloak again. It's the competition that is hard. Try to arrange for a good alpha strike. Decloak, and shoot! When both are gone, you win! You get 1750 prestige for this job. 15.3 PROFIT MOTIVE You are to deliver the vaccine to this plague-stricken world by escorting the freighter. When you show up at the planet, two Ferengi Marauders are there. They are in process of negotiating with the planet for the antidote... Until you showed up. Apparently, they are the ones who sold tainted grain to the planet in the first place! Such lowlives! Engage the Marauders, pound on one at a time. Destroy one, and the other one should flee. Destroy it or chase it away. The freighter should reach the planet, and you win! You get merely 1200 prestige for this mission. Outfit your ship. 15.4 DARK WATER You're at this sector escorting this convoy of freighters. Suddenly the shipyard reports that they're under attack by pirates! Warp on ahead and help out. When the convoy asks what should they do, order them to continue on course. There's one more Romulan ship (a frigate) at the shipyard, but he's undergoing repairs, and he won't be able to join you until several minutes later. Expect to see one pirate destroyer and one pirate cruiser. Kill the pirates, and you're done! You get 2200 prestige for this. 15.5 TIP TOE AMONG GIANTS You need to get within range 20 of Unity One station to get a scan. Cloak all the time and sneak in slowly. There are eight to nine ships running around. They have patrol patterns, so you should be able to sneak in there. On the other hand, 2-4 of them sit still. There should be 2 Norways, 1 Excelsior and 1 Saber, plus a K'Vort running around. I found it easiest to get through on the "east" side of the station (south being where you started). As long as you stay at least range 15 away, any speed, no one will detect you. When Unity One broadcasts that they're testing anti-cloak scan, do NOT panic. It will fail. Keep going. Avoid the ships, get your scan, then leave. Stay at least range 20 from ships, and go speed 1 or 2 when they're close, full speed when they're far away. After you scan, turn around and leave. You get 1500 prestige after you leave the map. 15.6 THE ULTIMATE DUTY Admiral Arai has offered you membership in the Tal'Shiar... accept it. Now here's your first job... retake the ship commandeered by the rebels in the system. When you get there, that ship's captain begs you to let him go. You can't do that, so blast him. Try to go after his cloaking device or warp engines to finish him off faster. When that's done, Admiral Arai shows up, and tells you about the Romulan part in that attack on Unity One... Refit and try to fit in a level 3 tractor now. You may not get a chance later. 15.7 QUIETLY I STEP You think "Tip Toe Among Giants" is tough? This one is WORSE if you do it wrong. There are TEN ships between you and the planet on the opposite corner. You need to make it through. The tough way is have patience. Move at speed 2 or so, come to full stop if enemy ship come near you. Eventually you'll make it through. A much simpler way is get a big impulse upgrade. You need speed 35 or so. Then when you hear the problem, hit cloak, then turn for the right hand corner, and charge! MAX SPEED along the map's edge! You need to get to the corner before the Feds got to your corner. Then just fly to the other planet at whatever speed you deem prudent. You get a lousy 500 prestige for this difficult mission. NOTE: Your ops offer mumbles something about ascertain the enemy's intentions. If you stayed in the middle of the Fed fleet you may get a bonus. 15.8 SNEAKERS This is one of the toughest missions in the game, as there's so many things to do. You've made your way to Federation world at 19,14, and you need to steal the holo-cloak. First, plant the explosive on the designated asteroid (the one arrow is pointing to, shows as "friendly"), then head toward the base, cloak on, stay near map's edge. When you're far enough away, your officer will say something about "charges are degrading"... Answer to detonate the asteroid. Do so, and the 2 Fed ships will warp out to investigate. Continue toward the base at half-impulse. Continue slowly, and you'll get a message about dropping sensor jammers. Do so. Answer yes to do so. Do NOT approach within range 15 of the base until you do so! Now approach the base and you'll get the info from the agent onboard the base. Decloak and beam him onboard, then recloak. Head for the asteroid field you started in. A shuttle will be inside. Get in there, decloak, and blast it. And you win! You get 3750 prestige for this messy mission. Refit and get at LEAST a level 3 tractor. You WILL need it. On the other hand, sometimes this can cause a problem. You have a very tight schedule to get to that next hex for the mission. You may not make it to the starbase and back in the time alloted. Sometimes you get "stuck" when a Federation ship choose to challenge you in a fight. As there's a challenge, you can't get out of the sector, but the auto-move try to move you any way... So either the auto-move works and you are able to escape that challenge, or it doesn't and you can't continue the campaign. 15.9 KLINGON MARU You got a distress call about a Klingon ship getting sucked into the blackhole. When mission starts, hit warp and turn toward the ship. You need to get there ASAP. When you get close, slap a tractor on him and pull him away. You need try this a couple times to make sure you drop out of warp far enough so the tractor has a chance to charge up, yet close enough that you don't waste any time. The only thing that worked for me is hit the "rotate left" tractor ASAP. Then just keep flying at full impulse and you should be safe. NOTE: If you fail and survive, 2 BoP's decloak and blame you for destroying that ship that went in. Then you have to fight them. If you escape, you are blamed for the destruction of that ship and you fail the campaign. Two BoP's (K'Vorts?) decloak and demand that you release the BoP. Doesn't matter what you say, you'll have to fight them. The BoP you saved will run off to one side and hide. Destroy the two attackers and you win! You get 2000 prestige for this mission. 15.10 GRAY AREA You are ordered to scan the asteroids in a nebula. Scan each one by moving within range 5 of each. You science officer will tell you it's done or not. Some of them will explode. It's supposed to. When you got most of scanning done (after 3 of them explode), a Fed freighter will appear. Hail it and talk to it for more information. Three pirate ships will enter the nebula. Fight them or leave, doesn't matter. You get bonus prestige for kills though. You get about 3500 prestige (with additional bonus for kills). 15.11 HERDING CATS The Remans are rebelling! You are ordered to round up the escaping freighters. A big transporter will help, as you want to blast the impulse engines down ASAP and using H&R raids will help. Basically, there are SIX escaping freighters. You need to hunt down at least FOUR of them. They go out in groups of two. Target the impulse engines and blast each one until it no longer moves (or moves so slow you can come back later). Drop off shuttles and keep them on harassment runs. Use marines for H&R or capture raids. When you destroy 4, and the rest warp out, you win! You get 5000 prestige for this mission. 15.12 THE BARROWS To finish off the escaping rebels, you need to chase down the rest of the freighters. "The Barrows" is an area full of dust clouds and BLACK HOLES. However, if you don't run into the black holes they don't pose a problem. Just hit the impulse engines and watch the black holes suck the freighters in... Wipe out all the freighters (2?) and you win! You get 4000 prestige. 15.13 SHINEY NEW TOY You get to test the new holo-cloak... Activate it, and now you look like a Fed Akira! Just follow Admiral Arai's instructions. When ready, destroy the Klingon freighter to conclude the test. You get 1000 prestige. 15.14 YOU CAN'T MAKE ME EAT GAGH! You are to destroy the Federation convoy, and make it look as if the Klingons did it. Oh, and don't let any of them escape. The 4 freighters are simple enough. However, their escort is CA or BC (Excelsior or Nebula). Still, those ships are not that hard to kill as you should be in a Warbird by now. HINT: Don't fire until you're about to kiss the escort's behind. THEN blast the escort so it's nearly dead in the water by giving it a surprise attack on the impulse engines and/or the warp core. Then keep going until its impulse goes into the red. Add H&R raids and mines and such. Blast each freighter in the impulse engine to make sure they don't get away. Use H&R to help soften up the enemy. Use mines to do additional damage. THEN it's a matter of mopping up. Kill them all and you win! You get 5000 prestige for this. Repair and resupply. You'll need some help next. 15.15 IN SHEEP'S CLOTHING Now it's time to play the Klingons. Disguise as a Nebula-class ship and destroy the Klingon base. Get close to the base, then fire EVERYTHING. Another Romulan ship will join you pretending to be a Saber class frigate. Destroy the base. There are 3 other Klingon ships around. Destroy them as well. You get 6000 prestige. 15.16 TROJAN HORSE Now you need to blast the Federation Outpost... Same idea. Get close to the base at full speed, then blast it before its shields come up. You need to reduce its power as those heavy phasers dish out a LOT of damage. Two Fed starships, a Saber and a larger ship (BC or DN class) will show up. Destroy the ships first, probably the Saber first. Then the base. NOTE: If you destroy the base first, Saber will escape, and you fail the mission. You get 5500 prestige for this. 15.17 TO SALT THE GROUND Now it's your turn to really be nasty... escort the freighters with hypermass detonators to destroy Unity One starbase. Destroy the smaller ships first, and stay near the other Romulan ships for mutual support. There should be Admiral Arai's Warbird pretending to be a Galaxy-class vessel, along with some Hawks pretending to be Norway-class DD's and such. You should see a couple B'Rels and K'Vorts, with one Negh'Var, one Norway, a Nebula, and a Galaxy defending the place. Don't bother warping to them. They will warp to the convoy. Let them come, try to get ahead a little so you can hit them JUST as they emerge from warp with no shields on. You pretty much don't have to do much with the freighters. Just keep the larger ships busy and at least two of the freighters should get to the base and drop off their "black holes". Then just mop up the rest of defending ships without killing yourself. Fun thing to do: kill the impulse engines and let the black holes draw the enemy ships in. Destroy every hostile, and you're done! You get 7500 prestige, and complete the Romulan campaign. 16 Federation Campaign Walkthru The Federation campaign features a LOT of different ships, and a LOT of weapon choices... You start in a Norway (DD) so at least you get a better ship to start instead of wimpy frigates the other navies start you with. 16.1 ONE BIG HAPPY FLEET You are ordered to identify all ships in the sector. An Intrepid-class ship shows up, weapons hot. His hull is at about 60%. He doesn't believe who you are since he was just attacked by another Federation ship. He then starts shooting you. You have to whack him a couple times, until his hull is down to 30% or so, before he'll listen to reason. When you do so, the mission ends, and you get 3500 prestige. Upgrade, upgrade, upgrade! You should be able to deck out that Norway now. 16.2 RENDEZVOUS AT KHITOMER You are to investigate with USS Fuller the distress calls from 3 freighters in the area. You first discover a Klingon BoP. It's adrift in space. Use "scan" to increase the sensor range if you need to. Continue forward, and you found the USS Minsk, dead in space. Then you find USS Fuller, also adrift in space. All three ships have been ambushed, from both sides, most didn't even have a chance to launch escape pods. You got to the planet, and you found the 3 freighters. They claim that a bunch of Klingon ships swept in and destroyed the other ships, and they barely escaped. However, something not quite right... Why aren't THEY destroyed as well? Then they want to form up on you... Maintain speed and keep them beyond range 20. Then after a while, they open fire on you, with green disruptor beams! Destroy them. It's easiest to tractor one and feed it your full alpha strike, then drop the tractor and get away, then come back and try again. Go after warp core to cut their power. Launch shuttles to surround them (though you need to stay close or they'll pick off the shuttles one by one). When you destroy them all, you'll see their mass doesn't equal their signature. Some sort of holo-cloak? You get 3850 prestige. You should be able to afford an Intrepid or Defiant now, even with a few upgrades. 16.3 WARM RECEPTION You are to escort the ambassador's freighter to the Klingon base. There should be two other Federation ships as well, a Saber and an Intrepid (or similar) escorting the freighter. While on the way, a Klingon ship (B'Rel?) decloaks and starts attacking the freighter. Destroy him. Two other Klingon ships decloak and attack (K'tinga and K'Vort?). Destroy them as well. When the last enemy croaks, and the freighter reaches the base, you win! NOTE: If you are impatient for the freighter to "plod" along at speed 10, feel free to push it along with your tractor beam. He won't repel you. You get 4950 prestige. The CL you got should be pretty well decked out, so it may be time to trade it up for a CA like Akira or Excelsior. 16.4 THE STAKEOUT The Feds are aware of Romulan disguises... You will help catch them in the act. You start behind the outpost, powered down. Stay still until the fake Klingon ships decloak and start attacking the convoy. THEN go to red alert and swoop into attack. There's 1 Excelsior-class cruiser with the convoy. You should be in a Nebula-class by now. Keep the fake Klingons busy. Should be 1 fake Vor'cha and 2 or 3 fake Fek'lars. More Feds will warp in and trap the enemy ships. You'll see Norway, Defiant, Galaxy, and Saber... Attack the ships still concentrating on the convoy. Destroy all fake Klingon ships and get 4500 prestige. 16.5 TERRAN: INCOGNITO Starfleet has secured a copy of the holo-cloak. You will use it to locate the Tal'Shiar information needed to prove their guilt. You must infiltrate Romulan territory. Basically, stay at green alert and fly past all the outposts, bases, and defense platforms so you can scan them all as the mission needs. Get within range 10 then hit SCAN. Turn off scan when done. Fly to the next one. Then pick a direction with minimal weapon coverage, get within range 6, and beam down the infiltration team. Stay within range. When ready, beam them back up, then get the heck out of there, as they triggered an alarm! Pick an empty direction and hit warp! You get 3750 prestige. 16.6 COUNTER STRIKE Romulans know the gig is up, and they are no longer disguised in their attacks on Starfleet. Four Romulan ships are attacking a convoy. The Romulan force is composed of 2 Warbirds and 2 Hawks. Just survive and get in a salvo when you can. Use hit and run. Fire, warp away, turn around, repeat. You'll get more help in a minute or so. At least two more ships will be warping in. Then with help destroy all attackers. I suggest a Nebula with a LOT of maneuverability, as the Warbirds can be EXTREMELY dangerous with heavy torpedoes. One good salvo and you lose the shields and half of your hull, even with level 5 armor. Use maneuverability to stay behind the Warbird, drop mines periodically to discourage pursuers. Destroy all Romulan ships and you win! You get 4125 prestige for this. 16.7 FORCED ENTRY We are taking down the Romulan outpost and its defenders. Get in there and start blasting. Enterprise-E is already on the scene. Stay near it for protection. You should also have 2 Norways escorting you. Go after cloak and warp engines on Romulan ships. You should see only lighter ships at first. Go after those. Tell your ships to concentrate on a single target. Plenty of other Fed ships will be around blasting. Destroy the defenders first, then go after the base (capture it if you can), and you win! You get 2000 for this easy mission. 16.8 OPERATION ROUNDUP You are responding to a distress call. Apparently more Romulan disguised ships are attacking a convoy. A Klingon (real) ship, a Negh'Var, will also assist. Help the Klingon ship destroy or chase away the Romulan ships and you win! There should be four to five Romulan ships, disguised as K'vorts and K'tingas. Two of them will probably escape unless you've been bashing impulse engines. You get 2000 prestige for this. 16.9 ELUSIVE QUARRY Take out the Tal'Shiar forward command base. This one is EXTREMELY difficult, as you'll be fighting a base, 4 defense platforms, and 3 Romulan ships at the beginning. However, you get 2 Norways as wingmen, and a bunch of other ships like Saber, Defiant, Excelsior, etc. will join the attack. As you commence your attack, you'll get a message from Picard ordering you to disengage. It's a Romulan trick. Don't believe it. Arai will decloak in her Warbird... She was pretending to be the Enterprise! You'll need to take care of her now or later... If you damage Arai's Warbird to 50% hull she'll leave. Do it quickly or there wouldn't be a fleet left for your side. Capture the defense platforms to help you fight the base. You can severely damage one platform and beam enough marines to capture another during one pass. Then make another pass to do the other two. Once you have the platforms they will help you wipe out the base and nearby enemies. They wouldn't last long, but they will be VERY helpful. Those heavy disruptors pack serious punch! What I did was go after the platforms. Destroy one, capture the other. Go around the base, destroy one, capture the other. The platforms will then shoot at the base and/or the ships around. Then go after the base. While you do the base the platforms and other ships should damage Arai's Warbird enough to force her to retreat. Once you wipe out all the defenders and the base, you win! You get about 4000 prestige for this. NOTE: This is a VERY tough mission. By the end you probably have only ONE friendly ship left if you can't capture the platforms fast enough. Expect to retry this 2-6 times. Even though the post-briefing says you can't resupply, ignore it. There's a Fed Starbase just 3 hexes northwest of you. Resupply quickly then wait for the auto-warp. 16.10 A LIGHTLY SCORCHED EMPIRE Infiltrate the shipyard (2 stardocks and the base) so you can figure out which ships have the holo-cloak, and destroy all hostiles. Destroy all the defending ships first. NOTE: If you go around defending ships and take out the shipyard, the Romulan ships will self-destruct, and that causes blackholes to form, which will destroy nearby ships, and that is BAD. With that many ships to help, destroying the ships should be simple. When the defending ships are destroyed, the rest of the ships will wait while you beam the infiltration team into the base. Get to the "shipyard", blow down a shield on the base, and beam in the away team, and after a few seconds they report success. Beam them back. Once that's done, the other ships will help you destroy the shipyard. When it goes, you win! You get 4400 prestige. 16.11 THE LUDDITE SYNDROME You need to destroy the factory that's producing the holo-cloak. However, bases, defense platforms, and no less than 6 Romulan ships defend the planet. You get a choice... Go after the defense platforms, the ships, or the base? I recommend the defense platforms first. Blast one and capture the other, so they'll help you defend. Repeat for the other side of the planet and you got it covered. Those platforms don't last very long but they'll help you hunt down the other ships. Lure enemy ships into range of your platforms if they survived. The 2 Warbirds can be a problem. Shove them into the planet to kill them quickly. You'll need level 4 tractors. The smaller ships are easy to kill. Then take out the base, it's not that hard to kill. When ready, get in range of the planet, and feel free to blast the planet while you're at it. When you get close enough, your XO will beam down and place the demolition charges. Then you win! You get 4500 prestige. 16.12 POINT OF NO RETURN The big finale and the big enchilada... This mission is huge and difficult. Fortunately you get a lot of help, about 5 to 6 other Fed and Klingon ships will be in the area, including Enterprise-E and a Negh'var, among other ships. There's about a dozen Romulan ships defending TWO separate bases and 4 defense platforms around the planet. Most of them are small, but there are several Warbirds. Go after the defense platforms first, and use them to help you defeat the ships if possible. Do NOT beam down the away team until you've taken out ALL hostiles and have completely restored shields and made emergency repairs. You will need the repairs for the second fight. Capture one or both of the Warbirds during the fight if possible. You can use their firepower in the upcoming fight. When you've eliminated ALL opposition, it's time to beam down the away team to capture Admiral Arai, which also destroys the Tal'Shiar base on the ground. Tal'Shiar reinforcements come in... They are comprised of two (three?) Warbirds and some destroyers. Destroy them with whatever you have remaining, and you win! NOTE: You must destroy the reinforcements. Escape is NOT an option. You get 7500 prestige, finish the Fed campaign, and watch the end cinematic. 17 Borg Campaign Walkthru The Borg campaign is a bit of fun as Borg ships are VERY VERY different from the other ships. A Borg ship will regenerate its hull over time. So a Borg ship is almost impossible to destroy outright, unless completely overwhelmed. To compensate, Borg ship has no shields and awful firing arcs. They have NO concentration of firepower. Instead, the weapons are spread all over the ship. At least they get one or two 360 degrees mounts. You start in a Diamond-class ship (CL). You should immediately strip the weapons off your ship and start over. Put 2 CBH-F in the 360 mounts, and put 2 shield inversion beams 1 fore and 1 aft. Forget all the other weapons. You should have JUST enough prestige to do the exchange. 17.1 A DAY IN THE LIFE... Destroy the two shield generators so specie 4521 can be assimilated. Start heading toward the first generator. It has 2 defending ships. Destroy or capture the ships first. Defeat both ships, then blast the asteroid, and it goes poof. If this first fight last a while, the 2 ships protecting the other asteroid may come over and join the fight. Defeat them as well or capture them. Destroy the second asteroid. You get a message about some freighters (2) leaving the planet, and a few defending ships (2). Blast each freighter until it can't escape in time or capture each. Destroy all defending ships, then the freighters, and you're done! You can now upgrade to a nice ship with plenty of prestige. Sphere would be good. 17.2 OLD FRIENDS You need to assimilate this Federation outpost and destroy all defenders. You'll see 2 Sabers and 1 Norway defend the outpost. Your own ship should be able to defeat all the ships without help from the rest of the Borg task force (2 Diamond Primes and 1 Cube). Though feel free to let them help. Capture the Fed ships if you wish. Beat down one of the shields on the starbase and beam in enough drones to take it over, then get out of range and wait. When the outpost is captured, you win! NOTE: If you destroy the outpost, you lose. By this time you should be able to afford a sphere prime or a cube, and you'll need it. You should have an INSANE amount of prestige, like 160K+ 17.3 CAVALRY You need to scan Klingon space for traces of the renegade Borg. You arrive with a small task force again. As you scan the local area, Klingon fleet arrives to attack you. You should see Negh'Var, Vor'cha, K'Vort, and B'Rel. Feel free to capture or destroy them. When 3 out of 4 Klingon ships were captured or destroyed, the Borg leader will say Federation forces approaching, and you must evacuate the sector. Turn toward the map's edge, fire off your last few shots, and engage warp. Order all ships you captured to do the same. When you all escaped the sector, you win! By this time you should be able to afford a cube, and you'll need it. Refit it and have plenty of prestige left. 17.4 STATUS QUO You end up in sector 215, where you detect more traces of the renegade Borg... NOTE: the script for this mission seems to be broken. I'll just tell you what worked. As you arrive and scan, the renegade Borg contacts you, and tells you to surrender! They have jammed your comm, preventing you to contact the Collective. Your group leader said you must beam onboard a counter-jammer onto each enemy ship. You'll fight 2 Diamonds (or Diamond primes?), and one Sphere (or Sphere Prime?). I suggest you take the Diamonds out of commission first, and stay on one at all times. You can't switch back and forth and let them regenerate. You may never get into range to beam the stuff onboard, so you probably should not bother. After a while, you get a message that Federation and Klingon ships have entered the sector and is attacking you. It should be a couple Sabers and K'Tingas, and maybe an Intrepid. Destroy the Sabers, then the K'tingas and Intrepid, while taking out the Diamonds when you can. You have enough weapons on a cube to fire in ALL directions. Repair only what you absolutely need (like more impulse speed). You have a LOT of reserve power so don't worry about warp core hits. When the Diamonds are gone, and all the ships are gone, the scenario suddenly flashed "mission complete" even though the sphere is still there. You get 4000 prestige. Thus ended the Borg campaign. The renegade were re-assimilated. 18 SFC3 ships 18.1 KLINGON Klingon ships have plenty of shields but seems to have less engine power than the Romulans. Mount the maximum shields possible. 18.1.1 B'Rel / FF B'Rel, i.e. Bird of Prey, is a small Romulan-influenced design. It has been around for almost 100 years. It is small, but still works well. It currently serves as a "frigate" in the Klingon Deep Space Fleet. S = 6000 PW / HW = 650 Hull / Bridge = 1650 Engines = 1800 18.1.2 K'Vort / DD K'Vort looks just like a B'Rel, but it's actually 30% larger. It serves as destroyer in the Klingon fleet. S = 8500 PW / HW = 1000 Hull / Bridge = 2300 Engines = 2425 18.1.3 K'Tinga / CL K'Tinga is the venerable D-7 design that has been around for over 100 years. It currently serves as a light cruiser. S = 13000 PW / HW = 1300 Hull / Bridge = 3100 Engines = 3500 18.1.4 Fek'lhr / CA Fek'lhr, named after the beast guarding the Klingon heaven known as Sto'vokor, is the new Klingon cruiser. It shares the same general shape as K'Tinga, but it's a bit larger, and has a MUCH larger engine capacity. S = 19000 PW / HW = 1550 Hull / Bridge = 3550 Engines = 5200 18.1.5 Vor'cha / BC Vor'cha, the attack cruiser, is a powerful battlecruiser, with significant more room for armor and shields. S = 26000 PW / HW = 2100 Hull / Bridge = 6000 Engine = 7550 18.1.6 Negh'Var / DN Negh'Var, the largest Klingon ship, is considered a dreadnought. Size-wise it's not that big. S = 32000 PW / HW = 2900 Hull / Bridge = 6700 Engine = 9000 18.2 ROMULAN Romulan weapons are slower charging, esp. torpedoes. In general, they also have more engine capacity but less shields than Klingon ships. To exploit this, mount larger thrusters and impulse engines and exploit your advantages. 18.2.1 Talon / FF Talon is the Romulan frigate. It has slightly more engine capacity than the Klingon B'Rel, but otherwise identical. S = 6000 PW / HW = 650 Hull / Bridge = 1650 Engine = 2000 18.2.2 Falcon / DD Falcon, the Romulan the destroyer, has slightly more engine capacity than the Klingon K'Vort, but slightly less shields. Falcon looks almost exactly like Talon, just like the Klingon B'Rel's resemblance to the K'Vort. S = 8000 PW / HW = 1000 Hull / Bridge = 2300 Engine = 2775 18.2.3 Shrike / CL Romulan Shrike, again, has more engine but less shields than the Klingon equivalent. It is still a powerful ship. S = 11000 PW / HW = 1300 Hull / Bridge = 3100 Engine = 3925 18.2.4 Hawk / CA Hawk follows the normal pattern... More engines, less shields. S = 15000 PW / HW = 1500 Hull / Bridge = 3550 Engines = 5950 18.2.5 Raptor / BC Raptor as a BC again follows the pattern... less shields, more engines. BC is a big jump from CA though. S = 20500 PW / HW = 2100 Hull / Bridge = 6000 Engines = 8900 18.2.6 Warbird / DN Warbird, the Romulan archetype, is one of the largest ships in space. TWICE as long as Federation Galaxy-class, it mounts nearly the same firepower... Or maybe not. A good hit from a Warbird with its torpedoes can easily destroy a fully-charged level 10 shield if you let it into point-blank range. Against a damaged shield... See your hull go down 50% in a single salvo. S = 26000 PW / HW = 2900 Hull / Bridge = 6700 Engines = 9750 Warbird has decent turn modes but no rear weapons when commanded by AI. If you can use your maneuverability to stay on its tail, you should be good except for HETs. 18.3 FEDERATION 18.3.1 Saber / FF This "frigate" is quite light... but decent. S = 6000 PW / HW = 650 Hull / Bridge = 1800 Engines = 1850 Cueball2000uk has a trick loadout... front and left has level 2 shields (the others have NONE!), 3 phaser-9-S, 1 quantum torpedo. This specialized design only has front and left shields, but much stronger than anticipated. If you can keep the shields toward the enemy the quantum torpedo will be quite a surprise. A phaser boat config would have 2 ph-10-Fs and 1 ph-11-S, with no heavy weapons. You'll need a level 2 warp core, fit in whatever else you want. This phaser boat reloads very quickly and is EXTREMELY fast. 18.3.2 Norway / DD Norway is a decent destroyer. S = 8500 PW / HW = 1000 Hull / Bridge = 2300 Engines = 2550 Norway is not a very expandable ship, but it doesn't need to be. The normal config would fit in 3 phaser-10-F and 2 photon torpedoes. Alternate config would be 2 pulse-phasers with a ph-11-S. 18.3.3 Defiant / CLX Defiant is actually very hard to classify. Size-wise, it's SMALLER than a destroyer, but it packs a serious punch with its pulse phasers. S = 10000 PW / HW = 1150 Hull / Bridge = 3400 Engines = 4750 The limited weapons load is a problem. There's no way to get it to be exactly like the TV... Since this Defiant has no rear- facing torpedo tube. You can fit in 2 pulse phasers and 2 quantum torpedo tubes. You get LOTS of reserve power if you want to upgrade your warp and keep thrusters and impulse at level 5 (which makes it fly at speed of 43+!) Alternate config is 4 photons and 3 ph-9-F, with level 7 thrusters. You need to downgrade impulse to level 3, but that is still speed of 32+ and literally turns on a dime. 18.3.4 Intrepid / CL Intrepid mounts slightly more shields and weapons than Defiant, but is a much larger package overall. S = 12000 PW / HW = 1300 Hull / Bridge = 3100 Engines = 4500 Most people add 2 quantum torpedoes then whatever phasers and such they can fit in. You can go level 5 engines all across. You can even sacrifice a bit of speed for level 7 thrusters, but that may be going overboard. If you prefer a phaser boat, fit in level 4 shields, phaser 10-F in all phaser mounts, level 8 thrusters and level 5 impulse. Alternative phaser boat config is 4 pulse phasers (ka-pow!) and whatever else that'll fit. Try to keep level 8 thrusters and level 5 impulse if possible. 18.3.5 Akira / CA Akira is a newer dependable cruiser that gets the job done. Its larger engines allow it better speed and maneuverability. S = 20000 PW / HW = 1600 Hull / Bridge = 3700 Engines = 6250 18.3.6 Excelsior / CA Excelsior is a workhorse vessel that has seen service for many decades. Upgrades and several ways kept them on the front-lines. While not as powerful as Akiras, the still mount respectable weapons and has more interior room for equipment and armor. S = 18000 PW / HW = 1500 Hull / Bridge = 5000 Engines = 5400 18.3.7 Nebula / BC Nebula-class BC is basically a slightly scaled-down version of Galaxy-class starship. S = 22000 PW / HW = 1800 Hull / Bridge = 5700 Engines = 7800 18.3.8 Galaxy / DN As a DN, Galaxy is a bit undergunned and underengined, at least when compared to Klingon and Romulan DNs. One more reason the Sovereign was created... S = 28000 PW / HW = 2200 Hull / Bridge = 6500 Engines = 8500 Stick with Nebula-class as it's a better package overall. 18.3.9 Sovereign / DNX Sovereign, along with Klingon Negh'var, has the most shields of any ship in SFC3. It also has weird weapons arcs, as it has potentially EIGHT weapons pointing to the REAR (more than the front). However, it has horrible turn rate. S = 32000 PW / HW = 2900 Hull / Bridge = 6700 Engines = 9500 You can pretty much mix just about anything here, though some suggestions are pulse phasers, ph-11s and 12s, and lots of quantum torpedoes. If you cram you can fit up to 6 quantum torpedoes onto this hull, but you don't have THAT much room. Some suggest you max the impulse engines and create a "speedboat dreadnought", and get the others to chase you while you exploit your rear arcs to pound them. The main problem here is power. Your engines are tight enough that you can't really fit in a class X warp core and still fit in decent thrusters and impulse engines. You have to stay with class IX warp core, and that means you're limited to 113 power. If you add too many phasers or such you'll be underpowered. One config I found quite good is ph-12-f in the 360 mount, 2 ph- 11-f in the rear-facing mounts, 2 ph-pulse in the front mounts, and 3 quantum torpedoes (all forward). Class X shields all around. This config has enough forward firepower to pound most ships and bases, while easily discourages rear pursuit with help of mines and rear phasers. If you need more maneuverability, use less shields and less armor to save mass. 18.4 BORG Borg ships in general have horrible turn rates and such and the default configs have weapons that are all over the place but none that can deal a killing blow. By the time you destroy one ship you'd have lost half of your warp power. Instead, strip the existing weapons and put heaviest beams in the 360 mounts, along with some weapons for front and back. The resulting config can be quite useful. 18.4.1 Pyramid / FF S = N/A PW / HW = 750 Hull / Bridge = 2300 Engines = 2300 18.4.2 Pyramid Prime / DD S = N/A PW / HW = 1150 Hull / Bridge = 3100 Engines = 3200 18.4.3 Diamond / CL S = N/A PW / HW = 1450 Hull / Bridge = 3700 Engines = 4800 You need only 2 heavy-fast beams in the 360 mounts, and 2 shield inversion beams, 1 fore and 1 aft. You can get this config without spending any extra prestige from your initial CL. 18.4.4 Diamond Prime / CA S = N/A PW / HW = 1700 Hull / Bridge = 5500 Engines = 6600 18.4.5 Sphere / BC S = N/A PW / HW = 2350 Hull / Bridge = 6500 Engines = 8600 18.4.6 Sphere Prime / DN S = N/A PW / HW = 3200 Hull / Bridge = 7300 Engines = 10000 18.4.7 Cube / BB S = N/A PW / HW = 6500 Hull / Bridge = 7300 Engines = 13000 The Borg gets an extra large engine... the SB class (beyond class X!) just for the cube, and boy, it's a monster, generating 212 units of power! Your ship can probably only use about 130 or so. PW/HW means CBH-F all around, and shield inversion beams all around. You can also replace one of the SIB's with tachyon beam to prevent ships from leaving. Just maximize everything. This thing won't maneuver well, so don't bother changing the engines much. If you are willing to lose some of the firepower (i.e. strip off the side weapons), you may be able to get by with class-X warp core, which means you have a LOT more room for thrusters and impulse engines and such. Think about it. 19 SFC equipment (shields, weapons, etc.) The following charts DO linely correctly (albeit not aligned exactly). To view them, you'll need to use a monospace font like COURIER. 19.1 KLINGONS 19.1.1 Klingon Shield Generators Level I II III IV V VI VII VIII IX X Strength 4 7 10 13 16 18 21 23 26 29 Mass 1000 1500 2000 2750 3500 4250 5000 6000 7000 8000 Cost 500 750 1125 1500 2000 2500 3250 4000 5000 6000 19.1.2 Klingon Disruptors Type I IF II IIF III IIIF IV IVF Damage 4 3 6 5 8 6 10 7 Mass 50 100 150 200 250 300 350 400 Cost 650 825 925 1300 1350 1600 1650 1900 Energy 2 2 4 4 8 8 10 10 19.1.3 Klingon Photon Torpedo Damage 6 Mass 200 Cost 900 Energy 6 Note: Klingon photons charge in half the time as the Fed photons. 19.1.4 Klingon Polaron Torpedo Damage 12 Mass 300 Cost 2200 Energy 9 Notes: The polaron torpedo can punch through the shields and hit the hull directly. 19.1.5 Tachyon Pulse Damage 6 Mass 250 Cost 2450 Energy 8 Notes: This weapon disables its target's ability to go to warp, both tactical warp and to escape off the map. That it does a bit of damage is a bonus. 19.1.6 Klingon Ion Cannon Damage 9 Mass 250 Cost 1350 Energy 8 Notes: The extremely narrow firing arc makes this weapon a close-range punch only. 19.1.7 Antimatter Mine Layer Damage 15 Mass 200 Cost 1500 Energy 1 Notes: This essentially replace the wimpy mines with a more powerful mine, but requires power to arm. 19.1.8 Klingon Armor Level I II III IV V Strength 9 18 27 36 45 Mass 800 1200 1600 2000 2400 Cost 500 750 1125 1750 2500 NOTE: Damage must penetrate both shields and armor to damage either the hull or the systems. NOTE: Klingon armor is slightly more efficient tonnage-wise than Fed armor, but its maximum is less than Fed armor. Just typical for Klingons. 19.1.9 Klingon Transporter Level I II III IV V Rating 1 3 4 6 7 Mass 100 325 650 1100 1650 Cost 500 750 1125 1500 2000 NOTE: Klingon transporter has more pads than Feds or Klingons (matching the Borg). Definite use those marines during battles. Capturing ships are easier with Klingons! 19.1.10 Klingon Tractor Beam Emitter Level I II III IV V Health 2 3 5 6 8 Mass 100 300 600 1000 1500 Cost 500 750 1125 1500 2000 19.1.11 Klingon Computer Level I II III IV V AntiCloak 0% 0% 0% 60% 70% Mass 100 200 300 500 700 Cost 500 750 1130 2000 3000 NOTE: The higher the level, the longer the sensor range. 19.1.12 Klingon Cloaking Device Level I II III IV V Efficiency 60% 70% 80% 90% 100% Mass 125 250 375 550 750 Cost 550 825 1250 1950 2750 NOTE: No shields during cloak! 19.1.13 Klingon Warp Core Level I II III IV V VI VII VIII IX X Power 21 25 29 35 43 51 63 73 90 125 Mass 725 950 1200 1575 2000 2500 3400 4200 4950 6500 Cost 2500 2975 3800 4900 6000 7300 8825 10350 12100 17600 Health 36 44 52 64 80 96 120 140 180 250 NOTE: Klingon Warp Cores are somewhat smaller than others. Power output above assumes a level 1 engineer. Higher level engineers can get more power out of the same warp core. 19.1.14 Klingon Impulse Engine Level I II III IV V VI VII VIII IX X Power 356 392 464 571 749 849 936 1115 1249 1561 Mass 500 625 750 1000 1250 1500 1750 2200 2500 3250 Cost 665 1000 1500 2200 3300 4700 6000 7500 8750 10500 Health 40 44 52 64 84 95 105 125 140 175 Notes: Klingon Impulse engines are pretty efficient (power vs. mass), but not enough "health" to take damages. This assumes level 1 engineer. Higher level engineers can get more power out of same engine. 19.1.15 Klingon Thruster Level I II III IV V VI VII VIII IX X Power 130 150 170 195 240 265 275 305 335 375 Mass 350 425 550 725 900 1125 1525 1900 2225 2925 Cost 250 350 450 550 650 750 850 950 1050 1150 NOTE: Klingons have some of the best thrusters available. Use them. This assumes level 1 helmsman. Higher level helmsman can get more power out of same thruster. 19.2 ROMULANS 19.2.1 Romulan Shield Generators Level I II III IV V VI VII VIII IX X Strength 4 7 10 13 16 18 21 24 26 29 Mass 1000 1500 2000 2500 3000 3500 4000 4750 5500 6500 Cost 500 750 100 1250 1500 1750 2000 2250 2500 2750 19.2.2 Romulan Disruptors Romulan disruptors are 20% slower to rearm than phasers or Klingon disruptors. Type I IF II IIF III IIIF IV IVF Damage 5 4 8 5 10 6 12 7 Mass 50 100 150 200 250 300 350 400 Cost 700 850 1025 1175 1300 1450 1600 1850 Energy 3 3 6 6 9 9 12 12 NOTE: Romulan Disruptor do more damage than most races primary weapons 19.2.3 Romulan Plasma Torpedo Damage Mass Cost Energy Light 11 200 800 7 Medium 15 300 1200 10 Heavy 20 400 1600 16 19.2.4 Romulan Myotronic Beam Damage 8 Mass 200 Cost 2150 Energy 8 Notes: This beam weapon disables (stun, not destroy) all enemy weapons for a short period of time upon hull impact. It only works when it strikes the hull. Else, it does regular damage to shields. 19.2.5 Tachyon Pulse Damage 6 Mass 250 Cost 2450 Energy 8 19.2.6 Antimatter Mine Layer Damage 15 Mass 200 Cost 1500 Energy 1 19.2.7 Romulan Armor Level I II III IV V Strength 8 16 24 32 40 Mass 900 1350 1800 2250 2700 Cost 500 750 1125 1750 2500 NOTE: Romulans have the weakest armor. Their ships are build for surprise attacks, and are rather fragile. 19.2.8 Romulan Transporter Level I II III IV V Rating 1 2 3 4 5 Mass 100 300 600 100 1500 Cost 500 750 1125 1500 2000 19.2.9 Romulan Tractor Beam Emitter Level I II III IV V Health 2 3 5 6 8 Mass 100 275 550 900 1350 Cost 500 750 1125 1500 2000 NOTE: Romulan Tractor systems are lighter in mass than average. 19.2.10 Romulan Computer Level I II III IV V AntiCloak 0% 0% 0% 60% 70% Mass 100 200 300 500 700 Cost 550 830 1250 2500 3750 19.2.11 Romulan Cloaking Device Level I II III IV V Efficiency 60% 70% 80% 90% 100% Mass 100 200 350 500 700 Cost 500 750 1130 2000 3000 NOTE: Romulan Cloaking Devices are lighter than their Klingon counterparts. 19.2.12 Romulan Warp Core Level I II III IV V VI VII VIII IX X Power 26 31 35 41 47 59 75 88 118 145 Mass 900 1150 1450 1925 2400 3000 4100 5000 6000 7900 Cost 3250 3775 4320 4995 5940 7425 9585 11880 14175 19575 Health 46 56 64 76 88 112 144 170 210 290 19.2.13 Romulan Impulse Engine Level I II III IV V VI VII VIII IX X Power 305 366 440 529 613 732 835 984 1187 1425 Mass 500 550 625 825 950 1100 1650 2000 2475 3000 Cost 665 1000 1500 2250 3325 4750 6000 7500 8750 10500 Health 45 54 65 78 93 108 123 145 175 210 19.2.14 Romulan Thruster Level I II III IV V VI VII VIII IX X Power 115 133 150 170 190 215 240 265 290 310 Mass 350 425 550 725 900 1125 1525 1900 2225 2925 Cost 250 350 450 550 650 750 850 950 1050 1150 19.3 FEDERATION 19.3.1 Federation Shield Generators 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 NOTE: Federation Shields are better than average. 19.3.2 Federation Phasers 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 19.3.3 Federation Pulse Phaser Cannon Damage 8 Mass 275 Cost 1250 Energy 6 NOTE: Pulse phaser has a secondary effect that there is a chance a small portion of the damage will pass through shields and directly damage the hull. 19.3.4 Federation Photon Torpedo Damage 9 Mass 200 Cost 1000 Energy 8 Fed Photon can be used in proximity mode, which makes it twice as likely to hit at long range, but does half the damage. 19.3.5 Federation Quantum Torpedo Damage 13 Mass 300 Cost 1500 Energy 10 The advanced torpedo system unique to the Federation. It is a superior version of Photon. It can also be used in Proximity mode. 19.3.6 Tachyon Pulse Damage 6 Mass 250 Cost 2450 Energy 8 19.3.7 Antimatter Mine Layer Damage 15 Mass 200 Cost 1500 Energy 1 19.3.8 Federation Armor Level I II III IV V Strength 10 20 30 40 50 Mass 1000 1500 2000 2500 3000 Cost 500 750 1125 1750 2500 19.3.9 Federation Transporter Level I II III IV V Rating 1 2 3 4 5 Mass 100 300 600 1000 1500 Cost 500 750 1125 1500 2000 19.3.10 Federation Tractor Beam Emitter Level I II III IV V Health 2 4 6 8 10 Mass 100 300 600 1000 1500 Cost 500 750 1125 1500 2000 NOTE: Federation Tractor emitters are relatively harder to destroy. 19.3.11 Federation Computer Level I II III IV V AntiCloak 0% 0% 0% 60% 70% Mass 100 200 300 500 700 Cost 500 750 1130 2000 3000 Level III and Level IV computers can also detect for cloaked ships 19.3.12 Federation Warp Core Level I II III IV V VI VII VIII IX X Power 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 19.3.13 Federation Impulse Engine 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 19.3.14 Federation Thrusters 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 20 Misc. Information 20.1 PRIMARY WEAPONS CHART To view these charts, turn off word wrap. These charts are EXTREMELY wide, 400+ compared to normal margin of 76. (These charts are from the Taldren's discussion forum. To visit, go to Taldren.com, click on Forum, then SFC Forums) Phaser IXS Power Draw 2. Arming time 1 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 4 4 4 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1 Phaser IXF Power Draw 2. Arming time 0.5 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 3 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 1 1 1 1 1 Phaser XS Power Draw 4. Arming time 1 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 6 6 6 6 6 6 6 6 5 5 5 5 4 4 4 4 4 3 3 3 3 2 2 2 2 2 Phaser XF Power Draw 4. Arming time 0.5 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 5 5 5 5 5 5 5 5 4 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 Phaser XIS Power Draw 8. Arming time 1 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 8 8 8 8 8 8 8 8 7 7 7 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 Phaser XIF Power Draw 8. Arming time 0.5 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 6 6 6 6 6 6 6 6 5 5 5 5 5 4 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 Phaser XIIS Power Draw 10. Arming time 1 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 10 10 10 10 10 10 10 9 9 9 9 8 8 8 7 7 7 7 6 6 6 5 5 5 4 4 4 4 3 3 3 2 2 2 2 1 Phaser XIIF Power Draw 10. Arming time 0.5 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 7 7 7 7 7 7 7 7 6 6 6 6 6 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1 Phaser XIIIS Power Draw 12. Arming time 1 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 12 12 12 12 12 12 12 12 11 11 11 11 11 10 10 10 10 10 9 9 9 9 9 8 8 8 8 8 7 7 7 7 7 7 6 6 6 6 6 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 Phaser XIIIF Power Draw 12. Arming time 0.5 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 11 11 11 11 11 11 11 11 10 10 10 10 10 10 9 9 9 9 9 8 8 8 8 8 8 7 7 7 7 7 6 6 6 6 6 6 5 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 3 2 2 2 2 2 1 1 1 Klingon Disruptor 1S Power Draw 2. Arming time 1 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 4 4 4 4 4 4 4 4 4 4 4 4 4 3 3 3 3 3 2 2 2 Klingon Disruptor 1F Power Draw 2. Arming time 0.5 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 3 3 3 3 3 3 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 Klingon Disruptor 2S Power Draw 4. Arming time 1 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 6 6 6 6 6 6 6 6 5 5 5 5 5 4 4 4 4 3 3 3 3 3 2 2 2 2 Klingon Disruptor 2F Power Draw 4. Arming time 0.5 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 5 5 5 5 5 5 5 5 4 4 4 4 4 4 3 3 3 3 3 3 2 2 2 2 2 2 Klingon Disruptor 3S Power Draw 8. Arming time 1 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 8 8 8 8 8 8 8 7 7 7 7 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 Klingon Disruptor 3F Power Draw 8. Arming time 0.5 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 6 6 6 6 6 6 6 6 5 5 5 5 5 4 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 Klingon Disruptor 4S Power Draw 10. Arming time 1 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 10 10 10 10 10 10 10 9 9 9 9 8 8 8 7 7 7 7 6 6 6 5 5 5 5 4 4 4 3 3 3 3 2 2 2 2 Klingon Disruptor 4F Power Draw 10. Arming time 0.5 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 7 7 7 7 7 7 7 7 6 6 6 6 6 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1 Klingon Disruptor 5S Power Draw 12. Arming time 1 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 12 12 12 12 12 12 12 12 11 11 11 11 11 10 10 10 10 10 9 9 9 9 9 8 8 8 8 8 7 7 7 7 7 7 6 6 6 6 6 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 Klingon Disruptor 5F Power Draw 12. Arming time 0.5 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 11 11 11 11 11 11 11 11 10 10 10 10 10 10 9 9 9 9 9 8 8 8 8 8 8 7 7 7 7 7 6 6 6 6 6 6 5 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 3 2 2 2 2 2 1 1 1 Romulan Disruptor 1S Power Draw 3. Arming time 1.3 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 5 5 5 5 5 5 5 5 5 5 5 5 5 4 4 4 4 3 3 3 3 Romulan Disruptor 1F Power Draw 3. Arming time 0.7 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 4 4 4 4 4 4 4 4 4 4 4 4 4 3 3 3 3 3 2 2 2 Romulan Disruptor 2S Power Draw 6. Arming time 1.3 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 8 8 8 8 8 8 8 7 7 7 7 6 6 6 5 5 5 5 4 4 4 4 3 3 3 2 Romulan Disruptor 2F Power Draw 6. Arming time 0.7 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 6 6 6 6 6 6 6 6 5 5 5 5 5 4 4 4 4 3 3 3 3 3 2 2 2 2 Romulan Disruptor 3S Power Draw 9. Arming time 1.3 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 10 10 10 10 10 10 10 9 9 9 8 8 8 7 7 7 6 6 6 6 5 5 5 4 4 4 3 3 3 2 2 Romulan Disruptor 3F Power Draw 9. Arming time 0.7 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 7 7 7 7 7 7 7 7 6 6 6 6 5 5 5 5 5 4 4 4 4 3 3 3 3 3 2 2 2 2 1 Romulan Disruptor 4S Power Draw 12. Arming time 1.3 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 12 12 12 12 12 12 12 11 11 11 10 10 10 9 9 9 8 8 8 7 7 7 6 6 6 5 5 5 4 4 4 3 3 2 2 2 Romulan Disruptor 4F Power Draw 12. Arming time 0.7 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 9 9 9 9 9 9 9 8 8 8 8 7 7 7 7 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 Romulan Disruptor 5S Power Draw 15. Arming time 1.3 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 14 14 14 14 14 14 14 14 13 13 13 13 12 12 12 12 11 11 11 11 11 10 10 10 10 9 9 9 9 9 8 8 8 8 7 7 7 7 6 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 3 2 2 2 2 1 Romulan Disruptor 5F Power Draw 15. Arming time 0.7 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 14 14 14 14 14 14 14 14 13 13 13 13 12 12 12 12 11 11 11 11 11 10 10 10 10 9 9 9 9 9 8 8 8 8 7 7 7 7 6 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 3 2 2 2 2 1 Cutting Beam Light S Power Draw 3. Arming time 1.2 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 6 6 6 6 6 6 6 5 5 5 5 4 4 4 3 3 3 2 2 2 2 Cutting Beam Light F Power Draw 3. Arming time 0.6 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 5 5 5 5 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 Cutting Beam Medium S Power Draw 6. Arming time 1.2 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 8 8 8 8 8 8 8 8 7 7 7 6 6 6 5 5 5 4 4 4 3 3 3 2 2 2 1 1 1 1 1 Cutting Beam Medium F Power Draw 6. Arming time 0.6 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 6 6 6 6 6 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1 1 1 Cutting Beam Heavy S Power Draw 6. Arming time 1.2 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 12 12 12 12 12 12 12 11 11 10 10 9 9 9 8 8 7 7 6 6 6 5 5 4 4 3 3 2 2 2 1 1 1 1 1 1 1 1 1 1 1 Cutting Beam Heavy F Power Draw 6. Arming time 0.6 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 10 10 10 10 10 10 10 9 9 9 8 8 7 7 7 6 6 6 5 5 5 4 4 4 3 3 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 Cutting Beam Base S Power Draw 16. Arming time 1.2 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 14 14 14 14 14 14 14 14 13 13 13 13 12 12 12 12 11 11 11 11 11 10 10 10 10 9 9 9 9 9 8 8 8 8 7 7 7 7 6 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 3 2 2 2 2 1 Cutting Beam Base F Power Draw 16. Arming time 0.6 Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage 12 12 12 12 12 12 12 12 11 11 11 11 11 10 10 10 10 10 9 9 9 9 9 8 8 8 8 8 7 7 7 7 7 7 6 6 6 6 6 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 20.2 HEAVY AND SPECIAL WEAPONS CHART Federation Photon Torpedeo Power Draw 8. Arming time 2. Damage 9. Range: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 To Hit: 95 95 95 95 95 95 93 90 88 85 83 80 78 75 73 70 68 65 63 60 58 55 53 50 48 45 43 40 38 35 33 30 28 25 23 20 Klingon Photon Torpedeo Power Draw 6. Arming time 1. Damage 6. Range: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 To Hit: 95 95 95 95 95 95 93 90 88 85 83 80 78 75 73 70 68 65 63 60 58 55 53 50 48 45 43 40 38 35 33 30 28 25 23 20 Quantum Torpedeo Power Draw 10. Arming time 2. Damage 13. Range: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 To Hit: 95 95 95 95 95 95 93 91 89 88 86 84 82 80 78 76 74 73 71 69 67 65 63 61 59 58 56 54 52 50 48 46 44 43 41 39 37 35 33 31 29 28 26 24 22 20 Gravimeteric Torpedo Power Draw 8. Arming time 1.5. Damage 10. Range: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 To Hit: 95 95 95 95 95 95 93 91 89 88 86 84 82 80 78 76 74 73 71 69 67 65 63 61 59 58 56 54 52 50 48 46 44 43 41 39 37 35 33 31 29 28 26 24 22 20 Plasma Torpedeo Light Power Draw 7. Arming time 3. Range: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 To Hit: 95 95 95 95 95 95 92 89 86 83 80 77 74 71 68 65 62 59 56 53 50 47 44 41 38 35 32 29 26 23 20 Damage: 11 11 11 11 11 11 11 10 10 10 9 9 9 8 8 8 7 7 7 6 6 6 5 5 5 4 4 4 3 3 3 Plasma Torpedeo Medium Power Draw 10. Arming time 3. Range: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 To Hit: 95 95 95 95 95 95 93 90 88 85 83 80 78 75 73 70 68 65 63 60 58 55 53 50 48 45 43 40 38 35 33 30 28 25 23 20 Damage: 15 15 15 15 15 15 15 14 14 14 13 13 12 12 12 11 11 11 10 10 9 9 9 8 8 8 7 7 6 6 6 5 5 5 4 4 Plasma Torpedeo Heavy Power Draw 16. Arming time 3. Range: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 To Hit: 95 95 95 95 95 95 93 91 89 86 84 82 80 78 76 74 71 69 67 65 63 61 59 56 54 52 50 48 46 44 42 39 37 35 33 31 29 27 24 22 20 Damage: 20 20 20 20 20 20 20 19 19 18 18 17 17 17 16 16 15 15 14 14 14 13 13 12 12 11 11 11 10 10 9 9 8 8 8 7 7 6 6 5 5 Pulse Phasers Power Draw 6. Arming time 1. Has a 10% chance to pierce shields. Range: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 To Hit: 95 95 95 95 95 95 91 88 84 80 76 73 69 65 61 58 54 50 46 43 39 35 31 28 24 20 Damage: 8 8 8 8 8 8 8 7 7 7 7 6 6 6 5 5 5 4 4 4 4 3 3 3 2 2 Ion Cannon Power Draw 8. Arming time 2. Range: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 To Hit: 95 95 95 95 95 95 92 89 86 83 80 74 68 62 56 50 44 38 32 26 20 Damage: 14 14 14 14 14 14 14 13 13 12 12 11 10 9 8 7 6 5 4 3 2 Myotonric Beam Power Draw 8. Arming time 1.75. Stuns weapons if strikes hull Range: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 To Hit: 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage: 8 8 8 8 8 8 8 8 7 7 7 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 Polaron Torpedo Power Draw 9. Arming time 1.7. Damage 12. Range: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 To Hit: 95 95 95 95 95 95 93 91 89 86 84 82 80 78 76 74 71 69 67 65 63 61 59 56 54 52 50 48 46 44 42 39 37 35 33 31 29 27 24 22 20 Shield Inversion Beam Power Draw 10. Arming time 1.5. Damage 12. Affects all shields. Range: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 To Hit: 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 Damage: 12 12 12 12 12 12 12 11 11 11 10 10 9 9 9 8 8 7 7 7 6 6 6 5 5 4 4 4 3 3 2 Tachyon Pulse Power Draw 8. Arming time 0.75. Damage 6. Disables warp drive. Range: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 To Hit: 95 95 95 95 95 95 92 88 85 81 78 75 71 68 64 61 58 54 51 47 44 41 37 34 30 27 24 20 17 13 10 -- the end --