We’re excited to announce the arrival of Fleet versions of many of the ships released with Delta Rising. This blog will outline which ships are being released, their stats and the Fleet Shipyard level required to purchase them.
Available Fleet Ships
Below is a list of the Fleet Tier 6 Ships available to each faction with the release of Season 10:
Starfleet
Fleet Experimental Science Vessel [T6] – Dauntless Class
Fleet Long Range Science Vessel [T6]– Pathfinder Class
Fleet Guardian Cruiser [T6]
Fleet Intel Cruiser [T6] – Eclipse Class
Fleet Intel Escort [T6] – Phantom Class
Fleet Intel Science Vessel [T6] – Scryer Class
Klingon Defense Force
Fleet MatHa Raptor [T6]
Fleet Qib Intel Battlecruiser [T6]
Romulan Republic
Fleet Aelahl Battlecruiser Warbird [T6]
Fleet Faeht Intel Warbird [T6]
Tier 6 Fleet Starship Stats
Below are the stats for these impressive top of the line starships:
Starfleet Starship Stats
Fleet Experimental Science Vessel [T6] – Dauntless Class
Requires Shipyard Tier 3
Required Rank: Vice Admiral
Hull Strength: 34,155 at 50 and 39,600 at 60
Shield Modifier: 1.43
Crew: 150
Weapons: 3 Fore, 3 Aft
Device Slots: 3
Bridge Officer Stations: 1 Lieutenant Tactical, Lieutenant Commander Tactical, 1 Lieutenant Engineering, 1 Lieutenant Intel/Science, 1 Commander Science
Console Modifications: 4 Tactical, 2 Engineering, 5 Science
Base Turn Rate: 14 degrees per second
Impulse Modifier: 0.15
+10 to Weapon and Auxiliary Power
Sensor Analysis
Subsystem Targeting
Secondary Deflector Slot
Hyper-Advanced Quantum Slipstream Drive
Starship Ability Package (Science Vessel)
Enhanced Particle Generators (+Exotic Damage)
Advanced Shield Systems (+Shield HP)
Enhanced Restorative Circuitry (+Healing)
Reactive Shield Technology (+Shield Regen/Hardness)
Fleet Long Range Science Vessel [T6]– Pathfinder Class
Requires Shipyard Tier 5
Minimum Rank: Vice Admiral
Hull Strength: 34,155 at 50 and 39,600 at 60
Shield Modifier: 1.43
Crew: 200
Weapons: 3 Fore, 3 Aft
Device Slots: 3
Bridge Officer Stations: 1 Lieutenant Tactical, Lieutenant Intel/Engineering, 1 Commander Science, 1 Lieutenant Commander Science, 1 Lieutenant Universal
Console Upgrades: 3 Tactical, 3 Engineering, 5 Science
Base Turn Rate: 12 degrees per second
Impulse Modifier: 0.17
+15 Power to Auxiliary
Subsystem Targeting
Sensor Analysis
Secondary Deflector Slot
Starship Ability Package (Science Vessel)
Enhanced Particle Generators (+Exotic Damage)
Advanced Shield Systems (+Shield HP)
Enhanced Restorative Circuitry (+Healing)
Reactive Shield Technology (+Shield Regen/Hardness)
Fleet Guardian Cruiser [T6]
Requires Shipyard Tier 4
Required Rank: Vice Admiral
Hull Strength: 50,283 at 50 and 58,300 at 60
Shield Modifier: 1.1
Crew: 1,100
Weapons: 4 Fore, 4 Aft
Device Slots: 4
Bridge Officer Stations: 1 Lieutenant Commander Tactical, Lieutenant Intel/Engineering, 1 Commander Engineering, 1 Lieutenant Commander Science, 1 Ensign Universal
Console Modifications: 3 Tactical, 5 Engineering, 3 Science
Base Turn Rate: 6.5 degrees per second
Impulse Modifier: 0.15
+5 to all Power levels
Starship Ability Package (Cruiser)
Absorptive Plating (+Physical and Kinetic Damage Resistance)
Rapid Repairs (+Hull Regen)
Enhanced Plating (+Energy and Radiation Damage Resistance)
Armored Hull (+Max HP)
Cruiser Command Array
Command - Strategic Maneuvering
Command - Shield Frequency Modulation
Command - Weapon System Efficiency
Command - Attract Fire
Fleet Intel Cruiser [T6] – Eclipse Class
Requires Shipyard Tier 2
Required Rank: Vice Admiral
Hull Strength: 46488 at 50 and 53,900 at 60
Shield Modifier: 1.1
Crew: 350
Weapons: 4 Fore, 4 Aft
Device Slots: 3
Bridge Officer Stations: 1 Lieutenant Commander Tactical, Lieutenant Commander Engineering, 1 Commander Engineering/Intel, 1 Lieutenant Science/Intel, 1 Ensign Universal
Console Modifications: 4 Tactical, 5 Engineering, 2 Science
Base Turn Rate: 10 degrees per second
Impulse Modifier: 0.17
+10 to Weapons and Engines
Active Sensor Arrays
Gather Intelligence
Expose Vulnerability: Defenses
Expose Vulnerability: Weapons Systems
Expose Vulnerability: Critical Systems
Starship Ability Package (Cruiser)
Absorptive Plating (+Physical and Kinetic Damage Resistance)
Enhanced Weapon Banks (+Critical Severity)
Enhanced Plating (+Energy and Radiation Damage Resistance)
Armored Hull (+Max HP)
Cruiser Command Array
Command - Strategic Maneuvering
Command - Weapon System Efficiency
Fleet Intel Escort [T6] – Phantom Class
Requires Shipyard Tier 2
Required Rank: Vice Admiral
Hull Strength: 36,052 at 50 and 41,800 at 60
Shield Modifier: 0.99
Crew: 150
Weapons: 4 Fore, 3 Aft
Device Slots: 2
Bridge Officer Stations: 1 Lieutenant Commander Tactical, 1 Commander Tactical/Intel, 1 Lieutenant Commander Engineering, 1 Lieutenant Science/Intel, 1 Ensign Universal
Console Modifications: 5 Tactical, 3 Engineering, 3 Science
Base Turn Rate: 17 degrees per second
Impulse Modifier: 0.22
+10 Power to Weapon and Engines
Can Load Cannons
Cloaking Device
Active Sensor Arrays:
Gather Intelligence
Expose Vulnerability: Defenses
Expose Vulnerability: Weapon Systems
Expose Vulnerability: Critical Systems
Starship Ability Package (Escort)
Precise Weapon Systems (+Accuracy)
Tactical Maneuvering (+Defense)
Enhanced Weapon Systems (+Damage)
Devastating Weaponry (+Critical Chance)
Fleet Intel Science Vessel [T6] – Scryer Class
Requires Shipyard Tier 2
Required Rank: Vice Admiral
Hull Strength: 34,155 at 50 and 39,600 at 60
Shield Modifier: 1.375
Crew: 200
Weapons: 3 Fore, 3 Aft
Device Slots: 3
Bridge Officer Stations: 1 Lieutenant Tactical/Intel, Lieutenant Commander Engineering, 1 Lieutenant Commander Science, 1 Commander Science/Intel, 1 Ensign Universal
Console Modifications: 3 Tactical, 3 Engineering, 5 Science
Base Turn Rate: 13 degrees per second
Impulse Modifier: 0.17
+10 to Weapon and Auxiliary Power
Can load Dual Cannons
Cloaking Device
Subsystem Targeting
Sensor Analysis
Secondary Deflector Slot
Active Sensor Arrays:
Gather Intelligence
Expose Vulnerability: Defenses
Expose Vulnerability: Weapon Systems
Expose Vulnerability: Critical Systems
Starship Ability Package (Science Vessel)
Enhanced Particle Generators (+Exotic Damage)
Advanced Shield Systems (+Shield HP)
Enhanced Restorative Circuitry (+Healing)
Reactive Shield Technology (+Shield Regen/Hardness)
Klingon Starship Stats
Fleet MatHa Raptor [T6]
Requires Shipyard Tier 3
Required Rank: Brigadier General
Hull Strength: 41,745 at 50 and 48,400 at 60
Shield Modifier: 0.935
Crew: 200
Weapons: 5 Fore, 2 Aft
Device Slots: 2
Bridge Officer Stations: 1 Lieutenant Tactical, 1 Commander Tactical, 1 Lieutenant Commander Engineering, 1 Lieutenant Science/Intel, 1 Lieutenant Universal
Console Modifications: 5 Tactical, 4 Engineering, 2 Science
Base Turn Rate: 15 degrees per second
Impulse Modifier: 0.2
+15 to Weapons
Can Load Cannons
Cloaking Device
Starship Ability Package (Escort/Raptor)
Precise Weapon Systems (+Accuracy)
Tactical Maneuvering (+Defense)
Enhanced Weapon Systems (+Damage)
Devastating Weaponry (+Critical Chance)
Fleet Qib Intel Battlecruiser [T6]
Requires Shipyard Tier 2
Required Rank: Brigadier General
Hull Strength: 44,263 at 50 and 51,320 at 60
Shield Modifier: 1.1
Crew: 700
Weapons: 4 Fore, 4 Aft
Device Slots: 3
Bridge Officer Stations: 1 Lieutenant Commander Tactical, 1 Lieutenant Commander Engineering, 1 Commander Engineering/Intel, 1 Lieutenant Science/Intel, 1 Ensign Universal
Console Modifications: 4 Tactical, 5 Engineering, 2 Science
Base Turn Rate: 11 degrees per second
Impulse Modifier: 0.17
+10 to Weapons and Engines
Can Load Cannons
Battle Cloaking Device
Starship Ability Package (Battlecruiser)
Absorptive Plating (+Physical and Kinetic Damage Resistance)
Enhanced Weapon Banks (+Critical Severity)
Enhanced Plating (+Energy and Radiation Damage Resistance)
Armored Hull (+Max HP)
Cruiser Command Array
Command - Strategic Maneuvering
Command - Weapon System Efficiency
Romulan Starship Stats
Fleet Aelahl Battlecruiser Warbird [T6]
Requires Shipyard Tier 3
Required Rank: Vice Admiral
Hull Strength: 46,488 at 50 and 53,900 at 60
Shield Modifier: 1.1
Crew: 1,000
Weapons: 4 Fore, 4 Aft
Device Slots: 4
Bridge Officer Stations: 1 Lieutenant Commander Tactical, Lieutenant Engineering, 1 Commander Engineering, 1 Lieutenant Science/Intel, 1 Lieutenant Universal
Console Modifications: 3 Tactical, 5 Engineering, 3 Science
Base Turn Rate: 10 degrees per second
Impulse Modifier: 0.16
+10 to Weapons and +5 to Engines
Romulan Battle Cloak
Starship Ability Package (Engineering Warbird)
Absorptive Plating (+Physical and Kinetic Damage Resistance)
Enhanced Singularity Circuitry (+Singularity Gain/-Singularity Recharge)
Enhanced Plating (+Energy and Radiation Damage Resistance)
Armored Hull (+Max HP)
Singularity Abilities
40 Base Power for All Subsystems
Plasma Shockwave
Quantum Absorption
Warp Shadows
Singularity Jump
Singularity Overcharge
Fleet Faeht Intel Warbird [T6]
Requires Shipyard Tier 2
Required Rank: Vice Admiral
Hull Strength: 33,396 at 50 and 38,720 at 60
Shield Modifier: 0.99
Crew: 100
Weapons: 4 Fore, 3 Aft
Device Slots: 2
Bridge Officer Stations: 1 Lieutenant Commander Tactical, 1 Commander Tactical/Intel; 1 Lieutenant Engineering/Intel, 1 Lieutenant Commander Science, 1 Ensign Universal
Console Modifications: 5 Tactical, 3 Engineering, 3 Science
Base Turn Rate: 19 degrees per second
Impulse Modifier: 0.22
+10 to Weapons and +5 to Engines
Enhanced Romulan Battle Cloak
Starship Ability Package (Tactical Warbird)
Precise Weapons Systems (+Accuracy)
Enhanced Singularity Circuitry (+Singularity Gain/-Singularity Recharge)
Enhanced Weapon Systems (+Damage)
Devastating Weaponry (+Critical Severity)
Singularity Abilities
40 Base Power for All Subsystems
Plasma Shockwave
Quantum Absorption
Warp Shadows
Singularity Jump
Singularity Overcharge
Active Sensor Arrays
Gather Intelligence
Expose Vulnerability: Defenses
Expose Vulnerability: Weapon Systems
Expose Vulnerability: Critical Systems
Q&A
Q: How many fleet modules do these Tier 6 ships cost?
A: Tier 6 Fleet ships cost 5 fleet modules if you do not own the non-fleet Tier 6 version of the ship and 1 fleet module if you do.
Example: If you own the Guardian Cruiser [T6] and want to purchase the Fleet Guardian Cruiser [T6] it will cost 1 fleet module, otherwise if you do not own the non-fleet version it will cost 5 fleet modules.
Q: Do Tier 6 Fleet ships come with a starship trait?
A: Tier 6 Fleet ships have four levels of Starship Mastery, like T5-U ships and therefore do not have a starship trait.
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