You can define special abilities for each ship or planet. By default, these abilities are taken from the ship list and configuration. You can force a ship to have or not have an ability, independant of what ship list and configuration say.
Note that not all abilities are supported for all simulator modes. All abilities are supported for ships; a subset is supported for planets.
- Planet Immunity: the ship is not attacked by aggressive planets. Supported for all modes (but works a little different in FLAK mode).
- Full Weaponry: the ship does not lose weapons when damaged. Supported for all modes.
- Commander: the ship boosts other ships' experience level. Supported for PHost4 and FLAK simulations (the others have no experience).
- 3× Beam Kill: beams do triple damage against crew. Supported for all modes but FLAK.
- 2× Beam/Torp Charge: beams or torpedoes recharge twice as fast. Supported for all modes but FLAK.
- Elusive: Torpedoes have only a 10% chance to hit this ship instead of the default 65%. Supported for Host and NuHost simulation.
- Squadron: The ship actually is a fighter squadron, where each beam represents a fighter. Its crew cannot be killed, and if it is destroyed, one fighter dies (one beam is lost) and the ship continues the fight. Supported for all modes but FLAK.
- Shield Generator: The ship provides additional shields to other ships of the same owner. As long as a Shield Generator is present, ships get +25% shield and 50% Engine/Shield bonus, for up to two Shield Generators per fight. Supported for all modes but FLAK.
- Cloaked Fighter Bays: When cloaked, the ship can provide its fighter bays and fighters in other carriers' fights. Supported for all modes but FLAK. Note that when this ability is used, the "Minimum Fighters Aboard" statistic is no longer useful.
Reference
- Keys:
- B from battle simulator