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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
| Sovereign
Systems: Antimatter Minelayer | Armor
| Computer | Impulse Engine
| Phasers | Photon Torpedo
| Pulse Phaser | Quantum Torpedo
| Shield Generator | Tachyon
Beam | Tractor | Transporter
| Thruster | Warp Core
Saber
(Frigate FF) (Top of Page)
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.
|
|