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[edit] Special
[edit] Weapons
- The chance of hitting an enemy ship with Phasors is increased by +40
- Enemy Streak Missiles and Tachyon Guns can't ignore an evasive bonus of Fed owned ships.
- All Large Weapons get a 10 point accuracy bonus (combine with below)
- Photon Torpedo Tube gets a 50 point accuracy bonus (before range and evasion modifiers). Additionally Photon Torpedoes that would have been shot down by Point Defense have a 60% chance of not being shot down.
- Pulsed Phasor Cannon gets 30 point accuracy bonus
- Gatling Phasor gets 40 point accuracy bonus
- Solar Federation owned ships are not affected by the weapon energy drain of the Meson Gun or the personnel killing effects of the Disrupter small weapons.
[edit] Scotty Bonus
Federation ships with at least one High Guard are able to take advantage of the "Scotty Bonus" while in combat.
- Each tick in combat provides a chance of
- 1% that all system damage will be repaired.
- 3% that 10% hull damage will be repaired.
- 5% that 20 points of shields will be restored
- 2% that all weapons damage will be repaired.
- This only works if the ship has less than 90% system damage.
[edit] Boarding
- Fed ships are highly resistant to Boarding actions. They cannot be boarded unless they have 50% hull damage, 50% shield generator damage or 50% system damage (even if a boarding laser is used). Fed High Guard have a huge advantage in defending boarding actions.
- Federation boarding parties are able to board enemy ships without hull or system damage and without a Boarding Laser.
[edit] Starting Ships
[edit] Resources on Starting Ships
Articles in category "The Solar Federation - Ship"
There are 25 articles in this category.