Tier 6 Fleet Ships
http://www.arcgames.com/en/games/star-trek-online/news/detail/9196503-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&AÂ Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â
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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