Congratulations Trekker. Finally you have made it to the next admiral rank. Now you have access to all 6 different type of ships. Before making a decision to captain one of them, check out the full stats of these babies below:

Assault Cruiser

Easily recognizable to anyone who has seen the Next Generation movies First Contact, Insurrection, or Nemesis, the Assault Cruiser includes the Sovereign class exemplified by the U.S.S. Enterprise-E. The Assault Cruiser comes in Sovereign, Noble, and Majestic class variations.

The Assault Cruiser has 3 class variations of choice: Sovereign, Noble and Majestic. This might look familiar to you……But of course! This ship appears in the Star Trek Next Generation film.

Full stats:

  • Minimum Rank: Admiral
  • Crew Complement: 400
  • Weapons: 4 Fore, 4 Aft
  • Device Slots: 4
  • Bridge Officer Stations: 1 Ensign Tactical, 1 Lieutenant Tactical, 1 Lieutenant Commander Engineering, 1 Commander Engineering, 1 Lieutenant Science
  • Console Upgrades: 3 Tactical, 2 Science, 4 Engineering
  • Turn Rate: 6
  • Impulse Modifier: 0.15

Star Cruiser

one of the Star Cruisers' Bridge

Even larger than a Battle Cruiser, the Star Cruiser is designed to be at the heart of Starfleet’s toughest engagements, as the flagship of a fleet or providing support to forces in the field.

Flagship of the fleet, this Star Cruiser comes in Avenger, Vanguard, and Emissary class variations. Its size dwarf that of the Battle Cruiser. This Cruiser is nicknamed the ‘Space Whale’ or the ‘Shovel’ due to its resemblance with the U.S.S Voyager’s style of a hull and saucer without a neck.

Full stats:

  • Minimum Rank: Admiral
  • Crew Complement: 1,000
  • Weapons: 4 Fore, 4 Aft
  • Device Slots: 4
  • Bridge Officer Stations: 1 Lieutenant Tactical, 1 Lieutenant Commander Engineering, 1 Commander Engineering, 1 Ensign Science, 1 Lieutenant Science
  • Console Upgrades: 2 Tactical, 3 Science, 4 Engineering
  • Turn Rate: 6
  • Impulse Modifier: 0.15

All of the Admiral-level ships retain the same basic roles as their lower-level counterparts. Cruisers still suck at turning and can take massive hull damage, Escorts are still great at hit and run tactics, and Science Vessels still excel in a support role.

The choice, then, comes down to the small variations between the Admiral-level ships for each type. The Assault Cruiser, for example, has an extra Tactical station and console compared to the Star Cruiser, giving it a slight edge in terms of pure offense.

The Star Cruiser has an extra Engineering station and console, and so is slightly better in a support role than the Assault Cruiser. The Star Cruiser also has a much larger crew complement.

Fleet Escort

The Fleet Escort’s weaponry, speed and maneuverability make them very dangerous opposition. The Dervish is arguably the toughest Escort in Starfleet. In addition to Dervish, the other two variants are called Hermes, Gryphon.

Full stats:

  • Minimum Rank: Admiral
  • Crew Complement: 200
  • Weapons: 4 Fore, 3 Aft
  • Device Slots: 1
  • Bridge Officer Stations: 1 Lieutenant Commander Tactical, 1 Commander Tactical, 1 Ensign Engineering, 1 Lieutenant Engineering, 1 Lieutenant Science
  • Console Upgrades: 2 Engineering, 3 Science, 4 Tactical
  • Turn Rate: 15
  • Impulse Modifier: 0.20

The difference between the Advanced and Fleet escorts comes down mainly to bridge stations and console slots. The Advanced Escort has an extra Science station and console, while the Fleet Escort has an additional Engineering station and console slot. They are both small comparatively anyway, so there is not much to say about that.

Advanced Escort

The Advanced Escorts are all small, speedy and powerful, making them a threat and a slick tarket in any battles. They don’t have enough room to house large engineering and science facilities though. Advanced Escorts come in 4 class variations in total, 1 of them the Hephaestus purchasable using 160 Cryptic Points.  The other 3 class variations are Prometheus, Cerebrus, and Phoenix.

Full stats:

  • Minimum Rank: Admiral
  • Crew Complement: 150
  • Weapons: 4 Fore, 3 Aft
  • Device Slots: 1
  • Bridge Officer Stations: 1 Lieutenant Commander Tactical, 1 Commander Tactical, 1 Lieutenant Engineering, 1 Ensign Science, 1 Lieutenant Science
  • Console Upgrades: 2 Engineering, 3 Science, 4 Tactical
  • Turn Rate: 15
  • Impulse Modifier: 0.20

Deep Space Science Vessel

The Deep Space Science Vessel is one of two Tier 5 Admiral level Science starships available to Federation players. The classes of the line, unlike other classic ships, are entirely new to the Star Trek lore. In comparison to its counterpart the Reconnaissance Science Vessel it has one extra Engineering station and 150 more crew, however features one less Tactical station, which makes the Deep Space Scienve Vessel the more supporte-oriented of the two. Having said that, the Deep Space still performs well in combat with its 6 weaponary slots spread equally between its fore and aft.

Deep Space Science Vessels come in three variations, the Trident, Oracle, and Destiny classes.

Full stats:

  • Minimum Rank: Admiral
  • Crew Complement: 500
  • Weapons: 3 Fore, 3 Aft
  • Device Slots: 2
  • Bridge Officer Stations: 1 Lieutenant Tactical, 1 Ensign Engineering, 1 Lieutenant Engineering, 1 Lieutenant Commander Science, 1 Commander Science
  • Console Upgrades: 3 Engineering, 2 Tactical, 4 Science
  • Turn Rate: 13
  • Impulse Modifier: 0.17

Reconnaissance Science Vessel

The Federation Reconnaissance Science Vessel, or Recon for short, is one of two Tier 5 Admiral Science Vessels. Like all Federation Science starships it gives you a bonus of +10 power to the Auxiliary subsystem. It has three variants: Luna, Polaris and Sol. The Inertia rating of 50 and the bonus power to Aux makes the Turn Rate of 9 less of a problem when it comes to manoeuvring than one seems to think.

Full stats:

  • Minimum Rank: Admiral
  • Crew Complement: 350
  • Weapons: 3 Fore, 3 Aft
  • Device Slots: 2
  • Bridge Officer Stations: 1 Ensign Tactical, 1 Lieutenant Tactical, 1 Lieutenant Engineering, 1 Lieutenant Commander Science, 1 Commander Science
  • Console Upgrades: 2 Engineering, 3 Tactical, 4 Science
  • Turn Rate: 9
  • Impulse Modifier: 0.15
All of these vessels cost more than 200k energy credits each, so there you go, get yourself some Star Trek Online Credits today so you can be the first to get your hands one these babies.
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