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