Tier 6 Fleet Ships

  • 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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