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Shipyard: Federation
The Federation has many types of ships in it's fleet, each with it's own purpose. Here are the breakdowns for each ship, vital stats and all.
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With the rapid development of space flight, it was inevitable that sports (particularly racing) would come to fruition sooner rather than later. Power Sled Racing stood up to the challenge. A few intrepid hot-rodders noticed that one particular sled, the Viper, took very well to a bit of extra weight in the form of armor and armament. With a little engine tweaking, these modified Vipers, designated F-23, were selected by the Federation as the mainstay of their fighter wings.
Requires: Naval Approval
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Ship Stats:
Speed: 525
Accel: 850
Turn: 80
Shields: 60/20
Armor: 30/0
Guns: 3 (max)
Turrets: none
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Space: 21 tons
Cargo: 5 tons
Fuel: 3 jumps
Length: 7m
Mass: 10 tons
Crew: 1
Cost: 100000
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AI Type: 3 (Warship)
Strength: 60
Deionize: 7
Max Ion.: 40
Buy Random: 95%
Hire Random: 35%
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compare variant statistics
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Notes:
What is there to say? It's one of several Viper variants in the game, but it's still a rather weak ship. Avoid being surrounded, and you'll have no problem with them.
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The main problem with the Viper as a fighter craft is a complete lack of any form of explosive projectile. A new variant that has the 'long distance kill' capacity, based on the Viper chassis, has been the Federation's choice of Space Superiority Fighter ever since. Although this ship, named the Anaconda, suffers from a slightly slower acceleration and top speed than the Viper, its ability to destroy enemy fighters before that fighter can get within gun range more than compensates.
Requires: Missile Weapons License, Naval Approval
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Ship Stats:
Speed: 450
Accel: 650
Turn: 70
Shields: 90/25
Armor: 45/0
Guns: 3 (max)
Turrets: none
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Space: 33 tons
Cargo: 10 tons
Fuel: 3 jumps
Length: 9m
Mass: 15 tons
Crew: 1
Cost: 150000
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AI Type: 3 (Warship)
Strength: 75
Deionize: 8
Max Ion.: 50
Buy Random: 95%
Hire Random: 30%
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compare variant statistics
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Notes:
A bigger badder Viper, the Anaconda is a great Federation support ship. It is armed heavily enough that two or three will eliminate any slightly larger ships (such as a sloppy Starbridge pilot), but get gradually ineffective when it comes to heavier ships, especially Auroran ones with rail guns.
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Every successful military force in history has relied on accurate intelligence for their success. So the Federation Navy has created the Scout Ship, capable of operating for long periods behind enemy lines without resupply so that if war does break out, they will be able to send these vessels far behind enemy lines to help with information gathering. High-ranking strategists believe that this vessel may well prove invaluable in enabling the Federation Navy to defeat any all-out assault by the Auroran Empire.
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Ship Stats:
Speed: 475
Accel: 600
Turn: 60
Shields: 250/25
Armor: 200/0
Guns: 5 (max)
Turrets: 1 (max)
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Space: 46 tons
Cargo: 25 tons
Fuel: 10 jumps
Length: 20m
Mass: 75 tons
Crew: 4
Cost: 400000
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AI Type: 3 (Warship)
Strength: 180
Deionize: 8
Max Ion.: 70
Buy Random: 95%
Hire Random: 50%
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compare variant statistics
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Notes:
This ship excells at what it was designed for, and can be a threat in combat, if it is joined by other Federation ships.
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The concept of a fast boat with more firepower than a fighter and more speed than a capital ship has been around for the last millennium. The latest incarnation of this ideal is the Federation Patrol Boat. Named for the patrol boats that guarded Australia and the Pacific islands during World War II and beyond, the patrol boat is packed with anti-fighter weaponry. It's often used as a picket ship in fleet duty, or in its primary role as a patrol vessel in the outer territories.
Requires: Missile Weapons License, Naval Approval
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Ship Stats:
Speed: 400
Accel: 600
Turn: 55
Shields: 350/40
Armor: 300/0
Guns: 5 (max)
Turrets: 2 (max)
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Space: 127 tons
Cargo: 25 tons
Fuel: 6 jumps
Length: 35m
Mass: 95 tons
Crew: 10
Cost: 500000
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AI Type: 3 (Warship)
Strength: 250
Deionize: 8
Max Ion.: 90
Buy Random: 95%
Hire Random: 25%
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compare variant statistics
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Notes:
The Patrol Boat is the heaviest of the Federation's fighters, with the exception of the RAGE Gunboat. It's a very powerful ship for it's size, and is quite powerful for it's role. While as a single ship it can be taken out easily, in packs of 3 (or supported by other fighter craft) the Patrol Boat can make quick work of enemies of the Federation.
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In an attempt to combat the Abomination and the Striker, Federation Scientists have developed the Reactive Armor General Equipment (RAGE) Gunboat. The hyperbolic 'General Equipment' refers to the fact that the Gunboat mounts Auroran FPC technology, and stolen Polaris wraithii material. The reactive armor plating is nearly impenetrable to lesser weapons, and the ship has outstanding speed and maneuverability for a vessel its size. Only time will tell if it is enough to stand up to the might of the Aurora, or the technology of the Polaris.
Requires: Heavy Weapons License, Missile Weapons License, Naval Approval
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Ship Stats:
Speed: 425
Accel: 575
Turn: 45
Shields: 500/12
Armor: 400/2
Guns: 5 (max)
Turrets: 2 (max)
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Space: 130 tons
Cargo: 20 tons
Fuel: 5 jumps
Length: 23m
Mass: 150 tons
Crew: 4
Cost: 2500000
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AI Type: 4 (Interceptor)
Strength: 450
Deionize: 35
Max Ion.: 300
Buy Random: 90%
Hire Random: 25%
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compare variant statistics
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Notes:
With some rather intense firepower, this ship is a terror in it's field. Capable of taking on much larger ships (especially when in packs), you should hope that you don't have to face one of these down.
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The Federation Destroyer was developed to cope with the defense of an ever-changing frontier. Capable of quickly responding to an incursion and equipped with versatile weapons to meet a wide range of foes, the E-41 was dubbed the 'guard-dog' of the Federation. Effective as a peace-keeper during the time of expansion, the E-41 is now nearly obsolete as a primary weapons platform.
Requires: Heavy Weapons License, Missile Weapons License, Protective Technologies License, Capital Ships License, Naval Approval, Requires you to register EV Nova
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Ship Stats:
Speed: 190
Accel: 260
Turn: 30
Shields: 800/40
Armor: 750/0
Guns: 4 (max)
Turrets: 4 (max)
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Space: 185 tons
Cargo: 50 tons
Fuel: 3 jumps
Length: 150m
Mass: 800 tons
Crew: 50
Cost: 2000000
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AI Type: 3 (Warship)
Strength: 325
Deionize: 10
Max Ion.: 175
Buy Random: 80%
Hire Random: 20%
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compare variant statistics
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Notes:
A competent capital ship, the Destroyer is, much like every other ship, deadlier when travelling in packs. The Heavy Missile variants are the worst to fight, as their Hellhound Missiles can be rather devestating, especially when followed up with a few Patrol Boats.
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The biggest war machine in Federation space, the Federation Carrier houses squadrons of fighters and can hold its own without its formidable escort. Capable of long-range tactical power projection, the E-60 is effectively a mobile base, and is often used by Admirals and Commodores as a safe vantage point to gauge the ebb and flow of space battles. It mounts heavy laser batteries along its top flight deck.
Requires: Heavy Weapons License, Missile Weapons License, Fighter Bay License, Protective Technologies License, Capital Ships License, Naval Approval, Requires you to register EV Nova
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Ship Stats:
Speed: 130
Accel: 150
Turn: 20
Shields: 1400/50
Armor: 1000/0
Guns: 6 (max)
Turrets: 4 (max)
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Space: 463 tons
Cargo: 100 tons
Fuel: 5 jumps
Length: 500m
Mass: 2000 tons
Crew: 200
Cost: 12000000
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AI Type: 3 (Warship)
Strength: 500
Deionize: 15
Max Ion.: 300
Buy Random: 60%
Hire Random: 15%
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compare variant statistics
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Notes:
Don't pick a fight with it unless you know what you are doing.
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