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.

Discuss in the forums