Halcyon 6: Starbase Commander (CLASSIC) Guide

The Halcyon 6 Mega guide for Halcyon 6: Starbase Commander (CLASSIC)

The Halcyon 6 Mega guide

Overview

New? Interested? Looking for secrets but have no motivation? look no further than the ultimate guide! (With the help of a great person!)By the way This guide may seem a little large for new people who just want some specific information so i’m going to highlight every especially useful section with * thanks and enjoy.

First officer pick*

Tactical:

In my personal opinion tactical is the weakest of the 3 with pretty bad powers mostly.

Findable equivalent: Suki Sissoko (Stupid hard to get and 10x more useful)

Doom Cannon (BOOM): Hits a single enemy and does Massive Damage™ based on the tier of your ship and it’s specialties (harder hitting ships will hit harder)

Fire at will!: has the capacity to be quite useful with the doom canon but, in normal combat expect slight damage and nothing much else

Backstab maneuver: Useful does large damage and can disable ships.

Weapon supercharge: i feel as if these abilities are meant to ride the back of the doom cannon it increases damage YA KNOW.

Science:

In my personal opinion a good pick for high difficulties.

Findable equivalent: Inneborg Xiao (on a similar level but with damage not healing)

Matter restoration:

Massive healing for everyone super useful overall!

Spin maneuver: a good triple hit that has few downsides.

Warp atomic structure: Super useful if you have an engineering officer with disintegrate hull i found myself not needing it so much after finding the beam attack with panic to crew aswell 8/8.

Bend spacetime: useful if you have it on someone you think may be attacked (but evasive maneuver is a thing!?!)

Engineering:

In my opinion: deeply tied with science lucas scienceman.

Findable equivalent: Zulf Madox the man who you always find! (not as good but incredibly easy to find)

Drone swarm: Incredible attack that hits everything and causes high damage in the form of a status effect.

Broadside salvo: useful if you need that slight boost of damage no matter the cost.

Salvage harpoon: useful if you have a science ship with portal cannon or a tactical ship with bullseye in total super useful get it on someone.

Repair drone overdrive: in my opinion marginally useful if you want extra ship powers or lots of healing but, the ship comes with a stock drone heal that seems more useful.

Early game

Speaking from experience your goals are gonna be this (in order):

1: Destroy all chruul portals and evacuate far away/useless colony’s or mines
2: GET TIER 2 AND TIER 3 AS FAST AS POSSIBLE AND RESEARCH EVERYTHING EVER (but only in commander and above then you can put that off for the most part)
3: Clear as many rooms as you can (you will need at least 8 or so for everything)
4: Get Pirates killed and on your side (pick a clan and attack them once)
5: get some extra officers if you can

Chruul portals and killing of those dirty reds:

When you kill a chruul portal it will be replaced in 20/10 or so days (don’t quote me on that) Your mission is to make sure you have as many mineral mines as you can keep track of because when you set those up with upgrades and drones you won’t be needing help EVER!

When you see dark matter mines try and throw those away since they aren’t very useful but sometimes you might need about 3 or 4 (dark matter everywhere man)

Fuel mines are not so useful when you build the halcyon fuel plant but, it is pretty good to have when fuel plants aren’t something you have room for.

Researching everything you can!

This falls in line with the first one because you will need all the minerals you can think of now let me guide you through what you NEED to get

Officer academy
Tier 2 ships
Repair bay
Trithium reactor
Foundry

Cleain’ rooms

you will indeed need to balance what you do with clearing these rooms but, once you are done you are done and don’t need to keep going but it will be useful to keep going if you want lots of fuel plants.

Pirates

Fight the pirates who argue over who is the best replacement for admirax and you will get a map then fight whoever you think should be admirax he will then talk with you and ask that you meet his main fleet then talk with him.

Cheats (don’t do this!)

Basic cheats:
First go into settings gameplay then dev mode then close that and press ` and please reevaluate your life if you do this man…

GenerateOfficer(“officer name”, GetFaction(“terran”))
CreditResource(‘crew’, 999999)
CreditResource(‘materials’, 999999)
CreditResource(‘dark_matter’, 999999)
CreditResource(‘fuel’, 999999)
CreditResource(‘drones’, 999999)

Ground Stats*

When officers level up, their ground combat stats increase. Cadets don’t level up, so you’ll need to do tasks at the Cadet Barracks to increase their usefullness. (Unless you are just trying to get those “Greenshirts lost in battle” achievements.) Unlike space powers, you can’t pick which 4 of the 12 ground powers each officer gets. This means that you might not have any healing powers, so you should try to get one or two on a science officer. Use an engineer with NanoMeds if you can’t find a good science officer or if you don’t intend to use a science officer on a mission.

Delayed Recovery, Emergency Meds, and NanoMeds remove debuffs on the target. Invasive Surgery, Transfusion, and Activate NanoRepairs remove debuffs on self. Activate NanoRepairs also causes the officer to skip his or her next turn.

Tactical Powers
Power
Target
Damage
Aim
Threat
Cooldown
Exploits
Inflicts
Arc Laser
All Enemies
55% / 70% / 90%
+20%
+10
4
N/A
Blinded (70%)
Kamikaze
Single Enemy
125% / 140% / 160%
+0%
+5
5
N/A
Reckless (self)
Phaser Blast
Single Enemy
110% / 125% / 145%
-10%
+5
0
N/A
Blinded (90%)
Point Blank
Single Enemy
100% / 115% / 135%
+20%
+5
3
Confused
N/A
Precision Shot
Single Enemy
100% / 115% / 135%
+20%
+5
2
Exposed
N/A
Sabotage
All Enemies
70% / 85% / 105%
+0%
+10
3
Exposed
N/A
Shell Shock
Single Enemy
75% / 90% / 110%
-15%
+5
4
N/A
Afflicted (60%), Shocked (60%)
Shrapnel Grenade
All Enemies
90% / 105% / 125%
-20%
+10
4
N/A
Bleeding (75%)
Slice ‘n Dice
Single Enemy
90% / 105% / 120%
+10%
+5
0
N/A
Bleeding (75%)
Stealth
Self
0%
N/A
-25 / -50 / -75
5
N/A
Stealth
Targeting Assistance
All Enemies
30% / 45% / 65%
+25%
+10
5
Confused
Targeting Assistance (allies)
Tear Gas
Single Enemy
45% / 60% / 80%
-10%
+5
3
N/A
Afflicted (15% self), Stunned (75% target)
Science Powers
Power
Target
Damage
Aim
Threat
Cooldown
Exploits
Inflicts
Battle Stims
All Allies
0%
+0%
+10
5
N/A
Battle Stims, Afflicted (25%)
Blood Drive
All Enemies
45% / 60% / 80%
-10%
+12
5
Bleeding
Transfusion (50% / 60% / 70% allies)
Delayed Recovery
Single Ally
0%
+0%
+7
4
N/A
Delayed Recovery
Drop Isotopes
All Enemies
90% / 105% / 125%
-20%
+10
4
N/A
Afflicted (70% target, 15% allies)
Emergency Meds
Single Ally
250% / 350% / 450%
+0%
+7
4
N/A
N/A
Hazard Zone
All Enemies
60% / 75% / 95%
+0%
+10
4
N/A
Blinded (60% / 65% / 75%), Exposed (60% / 70% / 75%)
Invasive Surgery
Single Enemy
125% / 140% / 160%
-15%
+5
3
Shocked
Afflicted (15% self)
Irradiate
Single Enemy
110% / 125% / 145%
-10%
+5
0
N/A
Afflicted (75%)
Mass Paranoia
All Enemies
50% / 65% / 85%
+20%
+10
4
N/A
Confused (70%)
Organ Failure
All Enemies
70% / 85% / 105%
+0%
+10
5
Shocked
N/A
Psionic Blast
Single Enemy
100% / 115% / 135%
+0%
+5
0
N/A
Confused (80% / 85% / 90%)
Psychic Surgery
All Allies
225% / 300% / 400%
+0%
+10
5
N/A
N/A
Transfusion
Single Enemy
15% / 30% / 50%
+0%
+7
6
Bleeding
Transfusion (self)
Engineering Powers
Power
Target
Damage
Aim
Threat
Cooldown
Exploits
Inflicts
Activate NanoRepairs
Self
0%
+0%
+7
5
N/A
NanoRepairs
Ball Lightning
All Enemies
90% / 105% / 125%
-15%
+10
4
N/A
Shocked (65% / 70% / 75%)
Drone Takedown
Single Enemy
100% / 115% / 135%
+0%
+5
0
N/A
Exposed (75% / 80% / 85%)
Electrocute
Single Enemy
90% / 105% / 125%
+10%
+5
0
N/A
Shocked (80%)
Ghost Pepper Bomb
All Enemies
25% / 40% / 60%
-5%
+10
3
Blinded
Ghost Pepper Bomb (75%)
Grey Goo
All Enemies
50% / 65% / 85%
+20%
+10
4
N/A
Grey Goo (100%), Exposed (75%)
Kinetic Expulsion
All Enemies
25% / 40% / 60%
+0%
+10
5
N/A
Confused (25% self), Stunned (50% target)
Kirkish Haymaker
Single Enemy
100% / 115% / 135%
+0%
+5
0
Afflicted
N/A
Mine Toss
Single Enemy
135% / 150% / 170%
-25%
+5
0
Blinded
N/A
NanoMeds
Single Ally
0%
+0%
+7
4
N/A
NanoMeds
NanoShield
All Allies
0%
+0%
+0
5
N/A
NanoShield
Personal Magnetism
Self
0%
+0%
+10
5
N/A
Personal Magnetism
Smoke Out
All Enemies
55% / 70% / 90%
+15%
+10
3
Afflicted
Afflicted (15% self)

Ground Combat Status Effects

Battle Stims +75%, 100%, or 125% speed for each of 2, 2, or 4 rounds
Delayed Recovery 120%, 150%, 180% healing for each of 3 rounds
Ghost Pepper Bomb 66%, 105%, 150% damage for each of 3 rounds
Grey Goo 33%, 57%, or 99% damage for each of 3 rounds
NanoMeds 120%, 150%, 180% healing for each of 3 rounds
NanoRepairs 210%, 240%, or 270% healing for each of 2 rounds
NanoShield +15%, 20%, or 25% damage resistance for 3 rounds
Personal Magnetism +25%, 30%, or 35% damage resistance, +100, 150 or 200 threat for 4 rounds
Reckless +25%, 30%, or 35% damage, -25% aim, -10%, 15%, or 20% damage resistance for 3 rounds
Stealth +25%, 30%, or 35% evasion, -25, 30, or 35 threat for 3 rounds
Targeting Assistance +25%, 30%, or 35% damage, +25%, 30%, or 35% aim for 2 rounds
Transfusion (ally) 66%, 99%, or 132% healing for each of 3 rounds
Transfusion (enemy) 66%, 99%, or 132% damage for each of 3 rounds

Ship Overview*

Ship Tier
1
2
3
4
5
Minimum Officer Level
1
4
7
10
13
Strength Rating
10
17
30
49
74
Stats
  • Hull When this reaches 0, the ship goes into Critical Condition. When in Critical Condition, any damage whatsoever can destroy the ship. The chance of destruction increases with the amount of damage taken.
  • Damage This is the base that powers multiply off of. The actual damage range is visible when selecting a target during battle.
  • Aim This is the chance of hitting your target if the opponent has 0 evasion. Some powers have reduced values.
  • Evasion Each point of evasion decreases the opposing aim by 1%.
  • Speed Higher values yield more turns in a given space of time.
  • Critical This is the chance that any given attack does twice as much damage as it otherwise would have.
Strength Rating

When an enemy fleet reaches a sector with more than one Terran fleet, it will engage the fleet with the higher total strength rating first. See table above.

Threat

Threat is used by enemies to pick their targets. Each ship starts battle with a certain amount of threat, see the table. That number is increased by most powers, but the increase is erased at the end of the battle. When an enemy ship selects a single target (as opposed to when it uses an AoE attack), it picks one at random (Ship A). It then compares the threat on Ship A, multiplied by a random number between 0.75 and 1.25, to the threat on each of the other two ships. If either of the other ships has a higher threat after that test, the enemy has an 80% chance of switching its target selection to the new ship. In practice, this means that tank ships will not receive all attacks, but will absorb most of them. A ship with extremely low threat will get about 1% of single-target attacks, but will still get all of the AoE attacks. Shuttles start with 50 threat.

Tier
Tactical
Science
Engineering
1
80
100
120
2
130
150
170
3
180
200
220
4
230
250
270
5
280
300
320
Elite Crew

When a ship acquires enough XP (higher tier ships need extra), you will get a notification indicating that a new Cadet, Crewman, Petty Officer, or Ensign has joined the ship. Elite Crew provide stat boosts to that ship only. They are lost when scrapping the ship.

Ship Line Overview*

Each new hanger unlocks the next ship in each line. Higher tier ships have increased Hull, Damage, Threat, Strength Rating and build costs, but no other change. The Proportional Damage listed gives an easy means of comparison. The actual ranges are given below with the hull values.

Stats
Rogue
Marksman
Knight
Warder
Acolyte
Disciple
Aim
103
103
100
100
97
97
Evasion
6
0
3
-3
3
9
Speed
48
53
42
47
55
60
Proportional Damage
5
6
5
4
4
3
Critical
2.5%
5%
2.5%
4%
1%
0%
Resistances
Sensors Offline
+5%
-5%
-15%
-25%
+25%
+15%
Engines Down
-5%
+5%
-25%
-15%
+15%
+25%
Crew Panic
-25%
-15%
+25%
+15%
-5%
+5%
Hull Breach
-15%
-25%
+15%
+25%
+5%
-5%
Ship Disable
+0%
+0%
+0%
+0%
+0%
+0%
Vulnerable
+25%
+15%
-5%
+5%
-25%
-15%
Weapons Disruption
+15%
+25%
+5%
-5%
-15%
-25%

The Marksman Line

Marksmen are the offensive line of tactical ships.

Name
Hull
Damage
Crew
Dark Matter
Marksman
450
65-95
45
550
Archer
720
112-182
120
1300
Ranger
1153
214-328
220
2300
Hunter
1902
342-525
350
4000
Commando
3138
547-840
575
6750

The Rogue Line

Rogues are the defensive line of tactical ships.

Name
Hull
Damage
Crew
Dark Matter
Rogue
550
53-83
50
500
Ronin
897
90-154
125
1250
Assassin
1470
176-278
225
2250
Ninja
2426
281-445
375
3750
Matador
4003
450-711
625
6250

The Acolyte Line

Acolytes are the damage-oriented science ships.

Name
Hull
Damage
Crew
Dark Matter
Acolyte
700
38-68
40
600
Magus
1120
66-124
100
1500
Conjurer
1792
128-223
180
2700
Enchanter
2957
205-356
300
4500
Thaumaturge
4879
328-570
500
7500

The Disciple Line

Disciples are the support science ships.

Name
Hull
Damage
Crew
Dark Matter
Disciple
600
27-57
35
650
Sorceror
960
45-100
90
1600
Witch
1584
87-180
160
2900
Warlock
2614
139-287
250
5000
Wizard
4312
222-460
425
6750

The Knight Line

Knights are the slowest ships in the Terran fleet, but they have the evasion of an Acolyte and similar damage to a Rogue. If you decide not to include a Tactical ship in your main fleet, you want one of these.

Name
Hull
Damage
Crew
Dark Matter
Knight
740
51-81
60
400
Crusader
1184
88-146
150
1000
Paladin
1894
171-262
270
1800
Protector
3126
274-420
450
3000
Champion
5158
438-672
750
5000

The Warder Line

Warders offer decent speed and the strongest hull available. They are good for support and tank roles. Since they have better resistances to Hull Breach and Vulnerable than Knights, they are also good for officers with Death From Above, Ramming Speed, and/or Broadside Salvo.

Name
Hull
Damage
Crew
Dark Matter
Warder
840
39-69
65
350
Guardian
1361
66-124
160
900
Gallant
2210
131-224
290
1550
Exemplar
3646
210-358
500
2600
Paragon
6017
336-572
825
4400

Tactical Ship Powers

All tactical ships can use any of the tactical powers that you’ve unlocked. The tiers listed refer to the hanger that unlocks the power. Harass has +5% Critical and -20% Aim. Vulnerable is not removed by Teleport Explosives. Triple Shot has -15% Aim. If your tactical ship has increased Aim, the damage boost is totally worth it.

Power
Tier
Target
Damage
Threat
Warmup
Recovery
Cooldown
Exploits
Inflicts
Harass
1
Single Enemy
125%
+5
0
0
0
Sensors Offline
N/A
Bullseye
1
Single Enemy
125%
+5
0
0
0
Vulnerable
N/A
Crippling Shot
1
Single Enemy
100%
+5
0
0
2
N/A
Engines Down (75%)
Disabling Strike
1
Single Enemy
100%
+5
0
0
2
N/A
Weapons Disruption (75%)
Teleport Explosives
1
Single Enemy
25%
+5
0
0
0
Vulnerable
Sabotage (95%)
Triple Shot
1
All Enemies
85%
+10
2
0
5
Vulnerable
N/A
Targeting Support
2
All Allies
0%
+0
0
0
4
N/A
Targeting Support
Focused Beam
2
Single Enemy
100%
+5
0
0
0
Sensors Offline
Weapons Disruption (35%)
Strafing Run
3
All Enemies
75%
+10
2
0.5
4
N/A
Engines Down (75%)
Missile Swarm
3
All Enemies
75%
+10
2
0.5
7
N/A
Weapons Disruption (75%)
Munitions Backfire
4
Single Enemy
50%
+5
0
0
4
Sensors Offline
Weapons Disruption (75%), Munitions Backfire (75%)
Seeker Missilies
4
Single Enemy
90%
+5
0
0
4
N/A
Engines Down (75%), Pulse Mesh (75%)
Pulse Mesh
5
All Enemies
75%
+10
2
0
5
Sensors Offline
N/A
Countersnipe
5
Single Enemy
110%
+9
1
0
5
Vulnerable
Engines Down (75%)

Munitions Backfire deals 45% damage for each of 3 rounds.
Pulse Mesh deals 30% damage for each of 2 rounds.
Sabotage deals 38% damage for each of 4 rounds.
Targeting Support adds +25% damage output for 4 rounds.

Science Ship Powers

Cauterize Hull removes Hull Breach, the Voraash’s Vampire effect, and the Yablings’s Parasitic Lash effect.

Power
Tier
Target
Damage
Threat
Warmup
Recovery
Cooldown
Exploits
Inflicts
Portal Cannon
1
Single Enemy
125%
+5
0
0
0
Hull Breach
N/A
Incisor Beam
1
Single Enemy
125%
+5
0
0
0
Vulnerable
N/A
Upload Virus
1
All Enemies
40%
+10
2
0.5
5
N/A
Sensors Offline (75%)
Disruptor Beam
1
Single Enemy
110%
+5
0
0
2
N/A
Crew Panic (75%)
Cauterize Hull
1
Single Ally
600%
+7
0
0
0
N/A
N/A
Adaptive Armor
1
All Allies
150%
+12
0
0
0
N/A
Adaptive Armor
Protective Field
2
All Allies
0%
+5
0
0
5
N/A
Protective Field
Torture
2
Single Enemy
50%
+5
0
0
4
Weapons Disruption
Torture (75%)
Void Spatter
3
Single Enemy
50%
+5
0
0
4
N/A
Crew Panic (75%), Void Spatter (75%)
Systems Overload
3
Single Enemy
100%
+5
0
0
2
N/A
Sensors Offline (75%)
Warp Storm
4
All Enemies
85%
+10
2
0
4
Hull Breach
N/A
Psionic Storm
4
All Enemies
75%
+10
2
0.5
6
N/A
Crew Panic (75%)
Gravity Well
5
Single Enemy
150%
+5
1
0
5
Hull Breach
Sensors Offline (75%)
Overwhelm Core
5
Single Enemy
90%
+7
1
0
6
Weapons Disruption
Crew Panic (75%), Overwhelm Core (75%)

Adaptive Armor provides 75% healing for each of 3 rounds and +10% damage resistance.
Overwhelm Core deals 90% damage for each of 3 rounds.
Protective Field provides +30% damage resistance for 3 rounds.
Torture deals 150% damage for each of 2 rounds.
Void Spatter deals 90% damage for each of 3 rounds.

Engineering Ship Powers

Engineering heals remove all debuffs. Instant Repairs is only a good choice when you already have Repair Drones selected.

Power
Tier
Target
Damage
Threat
Warmup
Recovery
Cooldown
Exploits
Inflicts
Flak Barrage
1
Single Enemy
125%
+9
0
0
0
Engines Down
N/A
Disintegrate Hull
1
Single Enemy
125%
+9
0
0
0
Crew Panic
N/A
Deconstruct
1
Single Enemy
50%
+9
0
0
2
N/A
Hull Breach (75%)
Disable Countermeasures
1
Single Enemy
90%
+9
0
0
2
N/A
Vulnerable (75%)
Shock Mine
1
Single Enemy
50%
+13
0
0
5
Crew Panic
Ship Disabled (75%)
Repair Drones
1
Single Ally
300%
+14
0
0
0
N/A
N/A
Release Mines
2
All Enemies
75%
+17
2
0
4
Engines Down
N/A
Brace
2
Self
0%
+20
0
0
4
N/A
Brace
Instant Repairs
3
Self
300%
+9
0
0
2
N/A
N/A
Eruption
3
All Enemies
85%
+30
2
0
4
Crew Panic
N/A
Acid Bombs
4
All Enemies
60%
+30
2
0.5
5
N/A
Hull Breach (75%)
Shield Disruptor
4
All Enemies
50%
+25
2
0.5
5
N/A
Vulnerable (75%)
Demolish
5
Single Enemy
100%
+11
1
0
5
Engines Down
Hull Breach (75%)
Engulf
5
Single Enemy
125%
+11
1
0
5
Crew Panic
Vulnerable (75%)

Brace adds +50% damage resistance, +100% threat for 3 rounds.

Officer Space Powers*

Most officers have three space powers that can be used in the same way that a ship power is used. These have to be unlocked by allocating skill points to them. None of the standard ones have extra recovery, and only two have a warmup. When more than one number is listed below, each number corresponds to the corresponding tier of the power. (E.g. 100% / 115% / 140% for Backstab Maneuver means that Backstab Maneuver I does 100% of base damage, Backstab Maneuver II does 115% of base damage…)

Tactical Powers

Fire At Will removes the Voraash’s Drain effect and the Yabling’s Parasitic Lash effect from the target. Into The Fray is a very useful power. Weapons Supercharge is a two-edged sword. The penalties usually outway the benefits unless you have complemetary powers like Into The Fray, Cloak, or Bend Spacetime.

Name
Target
Damage
Threat
Cooldown
Exploits
Inflicts
Backstab Maneuver
Single Enemy
100% / 115% / 140%
+7
6
N/A
Ship Disable (75%)
Bridge Shot
Single Enemy
150% / 165% / 185%
+5
6
N/A
Weapons Disruption (75%)
Cloak
Self
0%
-50/100/150
6
N/A
Cloak
Dimensional Flashbang
Single Enemy
60% / 80% / 100%
+5
3
N/A
Engines Down (75%), Weapons Disruption (75%)
Fire At Will
Single Enemy
100% / 115% / 135%
+10
4
N/A
Engines Down (75% target), Vulnerable (75% self), Fire At Will
Into The Fray
Single Enemy
50% / 75% / 100%
+10
6
Sensors Offline
Inspired (allies)
Suicide Run
Single Enemy
135% / 150% / 175%
+7
6
Vulnerable
Vulnerable (20% self), Ship Disable (75% target, 20% self)
Weapons Supercharge
Self
0%
+5
6/5/5
N/A
Vulnerable (75%), Weapons Superchage

Cloak +15%, 23%, or 30% healing for each of 5 rounds, +25 evasion.
Fire At Will -50% minimum damage, +75%, 100%, or 125% maximum damage for 1.33 rounds.
Inspired +25%, 35%, or 45% damage, +25, 35, or 45 aim for 3 rounds.
Weapons Superchage +150%, 174%, or 200% damage, -50% damage resistance, +100% threat for 1.33 rounds.

Science Powers

Warp Atomic Structure removes the Voraash’s Drain effect and the Yabling’s Parasitic Lash effect from the target. Nano Restoration Field and Spin Maneuver each have a warmup of 2 rounds. Nano Restoration Field can only be used once per battle.

Name
Target
Damage
Threat
Cooldown
Exploits
Inflicts
Ablative Field
Single Ally
0%
+0
5
N/A
Ablative Field
Bend Spacetime
Single Ally
0%
+7
6
N/A
Quicken
Nano Restoration Field
All Allies
150% / 200% / 250%
+12
5
N/A
Nano Restoration Field
Siphon Dark Matter
Single Enemy
25% / 35% / 45%
+5
6
N/A
Dark Matter Extraction (self, target), Crew Panic (75% target)
Solar Flare
Single Enemy
125% / 150% / 175%
+5
6
N/A
Sensors Offline (75%)
Spin Maneuver
All Enemies
100% / 120% / 140%
+10
6
Weapons Disruption
N/A
Stasis Lock
Single Enemy
50% / 65% / 85%
+7
5
Weapons Disruption
Ship Disable (80%)
Warp Atomic Structure
Single Enemy
125% / 140% / 160%
+5
2
Hull Breach
Crew Panic (75%)

Ablative Field +35%, 42.5%, or 50% damage resistance for 3 rounds.
Dark Matter Extraction (self) 100%, 125%, or 150% healing for each of 4 rounds.
Dark Matter Extraction (target) 100%, 125%, or 150% damage for each of 4 rounds.
Nano Restoration Field 150%, 162.5%, or 175% healing for each of 4 rounds.
Quicken +90%, 110%, or 150% speed for 1.33 rounds.

Engineering Powers

Broadside Salvo and Ramming Speed remove the Voraash’s Drain effect and the Yabling’s Parasitic Lash effect from the target. Ramming Speed is good for getting Overkills.

Name
Target
Damage
Threat
Cooldown
Exploits
Inflicts
Broadside Salvo
Single Enemy
130% / 150% / 175%
+10
6
N/A
Vulnerable (40% self), Hull Breach (75% target)
Death From Above
Single Enemy
100% / 115% / 135%
+13
6
Crew Panic
Hull Breach (25% self), Ship Disable (75% target)
Quick Tune-Up
Self
150% / 175% / 200%
+10
5
N/A
Quick Tune-Up
Ramming Speed
Single Enemy
170% / 190% / 215%
+15
6
Engines Down
Hull Breach (40% self)
Reinforce Hull
Self
0%
+20
5
N/A
Reinforce Hull
Repair Drone Overdrive
Single Ally
100% / 150% / 200%
+14
4
N/A
Repair Drone Overdrive
Salvage Harpoon
Single Enemy
80% / 100% / 120%
+10
4
N/A
Vulnerable (75%), Hull Breach (75%)
Supercharge Polarity
All Enemies
25% / 40% / 55%
+35/50/75
6
N/A
Supercharge Polarity (self, target)

Quick Tune-Up 117%, 133%, or 150% healing for each of 3 rounds.
Reinforce Hull +20%, 30%, or 40% damage resistance for 5 rounds.
Repair Drone Overdrive 75%, 87.5%, or 100% healing for each of 4 rounds.
Supercharge Polarity (self) +15%, 25%, or 35% damage resistance, +100%, 150%, or 200% threat for 4 rounds.
Supercharge Polarity (target) 30% damage for each of 2, 3, or 4 rounds.

Q&A (some minor spoilers)*

Q: What officer should i pick on starter?

A: Almost always engineering for starters unless it is a harder difficulty such as captain or above choose science because he heals people very greatly as his epic

Q: Bucky rogers can’t leave halcyon?

A: He can pilot a shuttle and use that to get around but… don’t get in fights with it

Q: Shuttle’s purpose?

A: Well for the most part nothing they can only do pitiful amounts of damage and survive little to none themselves,
but… but you can use them for officer transport doing something on a planet and being helped by a fleet.
They can also be used to very easily rebuild and upgrade colonies mineral plants and fuel plants not to mention carrying minerals back to Halcyon quickly.
Tier 1 or 2 ships are also good for the same tasks, but sometimes they aren’t ideal. See “When is scrapping ships a good idea?” below.

Q: How do i ally with the Voraash?

A: Quite simple, if you didn’t see the answer in the achievements section i can tell you. When the voraash attack one of your facilities you must simply retreat before firing a single shot then go back to them, dialogue will appear
(it is also a easy way to not fight the crazy OP weapons and resistances they have).

Q: When is scrapping ships a good idea?

A: When you need more crew. Old ships are good for your secondary fleets and all the tasks that shuttles are good at (barring Bucky transport), but they have a sizable amount of crew. If you still need the ships for non-combat purposes, build shuttles as replacements. (You will always get enough resources from the scrap job.)

Achievements pt.1

Knowledge is power
do the tutorial and you got it.

The Sacrificial Lamb
you have to- to… lose a green shirt! :(((( i still remember the artificially generated name of my first dead one it was… uhh…. UHH……

Acceptable Losses
Lose 10 green shirts in combat Makes sense.

Collateral Damage
Lose 25 green shirts ok ok you can do that pretty easy.

Valar Morghulis
Lose 50 green shirts? why?? do you devs just hate them or something? and if you do hate them why not figure something out?

Damnit, Jim. I’m a Doctor, Not An Undertaker!
Kill 100 Green shirts just execute them! Hey devs hey devs you hear that? its the sound of achievement hunters crying!

Blanket Fort Baron
Build a single base room #officeracademyftw!

City Planner
Build 3 rooms easy!

King of the Castle
Build 10 rooms ez gg ez ez xd

And Caesar Wept
Build 20 base rooms np np xd xp

Savvy
Research 5 techz EZ GG BOYZ

Erudite
Research_technolog- i mean research 10 tech pretty easy.

Technological giant
Research 20 technologies not TOO hard to get but you could miss it in a speed run or something but if you were doing that you probably already had this?

Chruul to be Kind
Destroy 10 chruul ships rekt xd xd

Goodbye, Chuurl World
Destroy 25 Chuurl ships. yeah ya know?

Chruul and Unusual
Destroy 100 chruul ships.. HAHA TAKE THAT YOU STUPID NOT MY REAL ENEMY BEING CONTROLLED SUCKERS!!!!

Bandit Hunter
Destroy 10 Pirate ships wait a minute that didn’t have a funny title…

Taking Back The Skies
Destroy 25 Pirate ships oh jeez i’m so tired man but i must *YAWN* go on

The Flying Dutchman
Destroy 100 Pirate ships. these guys aren’t our enemy for like 2/3s of the game how did i kill so many?

Growth Industry
Recruit 10 officers thats pretty difficult but you’ll do it!

Beam Us Up, Ensign
Have an officer reach level 2… PRETTY HARD AM I RIGHT xDDD

Go To Warp, Lieutenent
Have an officer reach Level 5 PRETTY HARD AM I- *snores*

Make it so, Number one
Have an officer reach level 10 not hard unless you play games for like 1 hour then quit werido.

All Hail Your Reptillian Overlord
Make an ally of the Yabblings, All you are base is belong to us killian.

Crocodile Hunter
Make a enemy of da yabblings… lets face it a destroyed damage useless battered old reminet of a federation could still squash even the strongest of enemy empires.

There Is No Spoon
Make an ally of the blah blah blah turns out the korzan are only minorly telepathic but are very empathetic pretty cool right?

Dissenter
Make a enemy of the Korzan weirdly enough i accidently got this one in my second or first playthrough i believe COOL RIGHTGAjhkhjS??!?

Tech Support
Make an ally out of the Collective. man there is a lot of these aren’t there these are like really hard to make because i gotta painstakingly just steal these photos and slowly upload them.

Cascade Failure
Make an enemy of the Collective turns out their ships are REALLY rare to see around well atleast in my experience.

Naturally Selected
Make an ally of the Xlar-Yanthu union suprisingly these guys have always been my closest ally always having 100 diplomancy with me…

Survival of the Fittest
Make an enemy of the Xlar-Yanthu…

HR Nighmare
Lose 10 officers in the line of duty… i think i lost like 3 officers TOTAL

Embrace the Suck
Make an ally of the Voraash. FINALLY SOMETHING I CAN HELP WITH! ok so when you encounter a Voraash fleet in federation space engage it but immediatly retreat and a dialog option will appear!

The Importance of Being Wormest
Make an enemy of the Voraash. who can’t do this?

Frog John Silver

Make an alliance with the pirate Willa just attack one of the pirate clans and whatever

I’ll Be Back
Make an alliance with the pirate Savak just attack one of the pirate clans and whatever

Last of the Xlar Lords
Make an alliance with the pirate Khut just attack one of the pirate clans and whatever

There Will Be No Peace Don’t Ally with any pirate captains

No Place Like Home
Defeat The Chruul At New Terra

Spare the Rod and Spoil the Chruul Destroy the chruul spawn pit

Admirexecution
Kill the admirax >:)

One Star Ship
Have a ship Reach Rank one.

Two Star Ship
Have a ship Reach Rank two.

Three Star Ship
Have a ship Reach Rank three

Four Star Ship
Have a ship Reach Rank four

Tier 1 Ship
Build a Tier one ship… but you already have one…?

Mid Game

Goals:

1: Establish further good relations with all factions
2: Build every single drone ever please for you!
3: Tier 4 and 5 ships
4: Recovering legendary officers to use with your fleet

Good relations

The only part to doing this is the quests they give you always do them eventually and always save their colony’s/mines (you can get diplomacy and minerals) it is also suggested you say nicer things to people because they will like you better 🙂

DRONES DRONES DRONES!!!!

Build a lot of those 🙂

Tier 4/5 ships

Part of building/using these is leveling your officers with simple or important fights with chruurl next is getting them tasty minerals (it will be easier if you restore every building possible)

Legendary officers

With the inclusion of a part of the guide that already goes over these i will give extra tips:

1: Stick around the korzin they will have the quest that leads to suki
2: Search EVERYWHERE for xiao
3: Be careful sometimes these officers can die in simple missions meaning you lose one of the best people around for that.

Legendary officers (you can find)*

Zulf Madox

This is by far the simplest officer to find in the game all you need to do is go to new terra and fight all the waves in order to get him stupidly simple here is a picture of him.

Inneborg Xiao

Some actually claim that it is possible for this to be bugged and not work i didn’t confirm this but do watch out it could be a problem.

So in order to find this officer you need to get to act 2 simple enough it only takes about 2 hours or so depending on difficulty so yeah.

When you start the second act you will soon stumble across a “Mysterious signal” and need to go to the bridge to hear more of it.

In my experience originates in the federation sector it is unconfirmed if she can end up anywhere else.

Now search for systems that have the letters the officer trys to give you and search every system around you SHOULD find her A-ok but do post on the forums because there is a nice chance that the problem will somehow solve itself without any actualy help…

Her ability does Massive Damage™ and inflicts everything imaginable it is really op so here is a picture of her:

Suki Sissoko

This is by far the hardest officer to get so let me explain all the ♥♥♥♥♥♥♥t you need to do.

First you need to kill Chruul fleets in Chruul space (not on Portals). After the fifth or sixth fleet, you should get a quest.

Secondly you need to complete the quest and use your officers to fight a incredibly difficult fight with some chruul but in the end and yes that is spoilers it partains to the story in a way! If you are having trouble with the fights, try bringing someone with Battle Stims.

ta da with those easy-…. AHAHAHAHAHAHAHAHA *dies of laughter* …… steps you will have that officer for your crew here is a picture 😀

Late Game

Goals:
1: Have as many high level fleets tier 5 as you can muster
2: Use the foundry to increase strength of halcyon 6
3: Level every officer up as high as you can and get a engineering officer for extreme repairs.

Tier 5 fleets

It is best to have 3 because when you get to the last boss battle all the people with 100 diplomacy will give you a officer to use with a ship like i usually say minerals need to be gotten in high quantaties

Halcyon six fortifications

So it turns out the foundry was actually useful 😉 and that means you just need to build drones (A LOT) and do everything you can to make it stronger

Leveling and repair bay droning

Leveling officers up is easy just fight bad guys and use levels to increase starting levels
but one sad thing you will need to do is make a officer only for repairing halcyon 6 and nothing else

Mothership Battle

The mother ship sends multiple fleets to the artifacts but if you play your cards right you can get there faster with the help of a artifact that used to belong to your station you will move faster.

When you get there your officer is not gonna be fast enough to finish finding it so you will fight without that officer and you HAVE to because they will send another one and it will get there.

(If you don’t want to fight without one officer, send a single-ship fleet with the officer who will do the task. The three-ship fleet will cover, as of a recent update.)

With the help of those tier 5 fleets and alien fleet you can destroy all incoming fleets and get the artifacts then it will be a fight with the mother ship.

Don’t stay and fight the whole battle retreat when it is the right time. If you don’t retreat, bring some of the alien consumables to buff your stats and a bunch of Omega Drones to keep you alive.

Achievements pt. 2 (lots of spoilers)

Tier 2 Ship
Build a tier 2 ship.

Tier 3 Ship
Build a tier 3 ship.

Tier 4 Ship
Build a tier 4 ship.

Tier 5 Ship
Build a tier 5 ship.

(Spoilers ahead!)


My Other Ship is a Pegasus
Killed the Chruul Chimera.

Laying Waste
Killed the Chruul Desolator.

Delivering the Crushing Blow
Killed the Chruul Crusher.

Ma-Ma-Ma-Monster Kill!
Killed the Chruul Behemoth.

Terminal Killocity
Killed the Chruul Marauder.

Chruuling the Herd
Killed the Mothership.

You Had One Job.
During the tutorial you will have the option of well uhh ya know

Bebt Inheritance
Why on earth are we liable for that loan i mean seriously? we are the only contact? we don’t represent the federation anymore not to mention you can’t bill a different planet for one planets loan!

O’Briens Conservation Society
Successfully Cloned a irish space person? wait how can irish names still exist by the time we reach the stars our entire civilazation will have melded destroying and chance of this name existing or the writers were watching that one family guy episode or whatever.

Help! Help! We’re Being Repressed!
Rescue 5 colonies from a Chuurl fleet. lol u guyz hav shutlz right? to go 2 ur homz? y no use dem for give us money?

All in a Day’s Work
Rescue 15 colonies from a Chruul fleet. Hey shouldn’t we put in place some kind of defense system that like damages the enemy fleet while they bombard?

Savior of the Stars
Save 30 colonies from those dirty reds! Hey can’t we set up a natural convoy with like a normal ship? not have to build a drone that can be destroyed and magically reapears.

Restored Balance
Successfully beat the game on Cadet difficulty.

Boldly Went
Successfully beat the game on Lieutenant difficulty.

Knows Where Their Towel Is
Successfully beat the game on Commander difficulty. COMMANDER WE ARE UNDER HEAVY FIRE CALL IN A AIR STRIKE
you mean a space strike right? >:(

Galaxy Guardian
Successfully beat the game on Captain difficulty.

Champion of New Terra
Successfully beat the game on Admiral difficulty. oh god i’m finally done jeez man…

Hero of the Stars
Sucessfully beat the game on Grand Admiral difficulty. Yep now you have to do this if you want 100% achiements

Secrets and cool stuff

Xlar Sub-species
Norch, Kotoro, Sloggoth, GOR, Trag, Tegida, Kagga

Tegida, and Sloggoth Xlar still exist and are active but it is fairly possible that all of these species are still living in some place

Space event secrets:

Cadets Long lost relative:
This is a bambozle by the chruurl- i mean chruul but you can learn something cool aprently this strange thing can happen:

“Using the Korzan psychic device, your science team is able to isolate the psychic signal that was reaching out to the distressed cadet: an ancient artifact originating from what must have been the same space-faring race that built Halcyon 6 itself!”

Yabbling chruurl- chrrul:
“Your fleet has encountered a fleet of Yabbling-spliced ‘Lizard’ Chruul who seem to have adopted some of their parent race’s characteristics. In their own primitive way, they seem to want to sell you a Chruul organ and inflated prices.”

Pretty strange stuff this means that the chrrul can integrate other species so good they can escape the grips of the hive mind controlling them!

Bucky Rogers:
“Bucky Rogers pre-allergic-reaction-to-learning-serum backstory is, in reality, terribly fascinating. He waits patiently for the day that someone might ask him about it. However, because of his green uniform, nobody does.”

TL;DR: Cadet super soldier

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