Hangar Pets are small, lightweight vessels that can be deployed from ships with Hangar Bays (such as Carriers, Strike Wing Escorts, Flight Deck Carriers and Dreadnoughts).
Most are extremely agile and can easily outmaneuver any playable vessel. Hangar pets may specialize in direct damage firepower support, repairing the mothership or weakening/disabling enemies. Most direct damage dealing pets have 20km attack range, which is the double of 10km range of most directed energy and projectile starship-mounted weapons. Additionally, while attacking the pets do not prevent the launching starship from using full impulse, thus making it possible to easily outmaneuver even the most agile escort-type foes that have no hangar pets of their own, by keeping them at a distance with their full impulse being disabled under attack.
Due to their weak shields and hull however most hangar pets are easily destroyed - although due to their number they can inflict damage if not dealt with on time. Hangar pets are most easily destroyed by using AoE BOff abilities such as Cannon: Scatter Volley or Beams: Fire at Will.
While they cannot be individually controlled, players can dispatch orders and commands to the wings of hangar pets through the use of carrier commands. Carrier commands are a built-in set of 4 abilities available on any ship capable of deploying hangar pets.
Auto launch can be enabled by right-clicking the icon that launches hangar pets. This will add a green frame and "Autofiring!" text on the launch ability. However, initial launch will have be to manually activated, after which ability becomes automated by deploying new pets when possible.
Overview[]
Squad size refers to the number of hangar pets deployed per wing. Each hangar bay can support up to two deployed wings at the same time.
- Carriers and Heavy Dreadnoughts have 2 hangar bays with a maximum of four wings launched at the same time.
- Command Battlecruisers, Dreadnoughts, Flight Deck Raptors, Multi-Mission Science Vessels, Strike Wing Escorts, and Tactical Carrier Warbirds have 1 hangar bay with a maximum of two wings launched at the same time.
Carrier commands[]
Carrier commands allow a player to control hangar pets in space. When activated they set the combat of all hangar pets that are currently summoned to either aggressive or defensive, and can make them move out to the currently selected target or back to the player's ship. Carrier commands are not used to summon or unsummon hangar pets (although selecting any command other than "Recall" will launch again any pet that had redocked to the player's ship after spawning).
There are four commands that can be given to hangar pets:
- (Sends your craft to attack your currently-selected target)
- (Sends your craft to escort your currently-selected ally)
- (Orders your craft to intercept incoming mines, torpedoes, and small craft)
- (Orders your craft to return to the hangar and regenerate)
Ranks[]
Hangar Pets gain Ranks while active. There are a total of five ranks; each rank-up will improve their performance over time. Each launched fighter gains ranks separately. Ranks are slowly gained based upon the time they spend in combat without dying. Reaching Rank 5 requires a total of 5 minutes of active Combat time, with lower ranks being more quickly achieved than those at the high end.
Each time a hangar pet achieves the next Rank, it gains the following stat buffs:
- 25% Hull Heal
- +5/10/15/20/25% (depending on the rank) Maximum Hull Capacity
- Tachyon Drones, Siphon Drones and Shield Repair Drones will instead gain +10/20/30/40/50% Max HP, due to their limited combat utility.
- Runabouts, Delta Flyers and all Frigate hangar pets will instead only gain +2/4/6/8/10% Max HP, due to their higher starting base value.
- +2/4/6/8/10% (depending on the rank) Damage Bonus
- non-damaging hangar pets will instead gain other unique bonuses:
- Tachyon Drones will drain -10 more shields per tick, per Rank
- Shield Repair Drones will repair 10% more shields per tick, per Rank
- Siphon Drones do not currently gain in effectiveness as they Rank Up, other than Max HP
- non-damaging hangar pets will instead gain other unique bonuses:
Weaponry[]
Hangar pets come with a variety of weapon loadouts, which are listed below. Some utilize beam weapons, others cannons, and a select few mix both types of energy weapons (e.g. Elachi Oschu Shuttles); the energy type generally matches the type used by starships of their faction. Several higher-quality hangar pets gain more weapons above the baseline version, though some do not, instead gaining more abilities.
Many hangar pets feature a torpedo launcher, or gain one at those higher qualities, and a select few have mine launchers. Note that it is generally advised to avoid using hangar pets with torpedo launchers on a build utilizing Concentrate Firepower, as the pets will often take the buff for themselves and have much lower damage potential than a player. Some hangar pets list that they have "Micro" Beams or Torpedo Launchers, but this wording appears to be cosmetic; they function similar or identically to standard beam arrays and torpedo launchers.
Frigates have the largest assortment of weapons, while several support hangar pets have no weapons at all. Squadron pets are actually a single entity that appears to be multiple fighters, and have a large combined weapon loadout to give this appearance, eg. the Tactical Flyer Squadrons have six omni-directional beam arrays in each "group". These differences are purely cosmetic.
One particular quirk about hangar pets, most prevalent at Rare quality, is that very few are equipped with Single Cannons (such as the Plesh Brek Frigates), but rather most have a slightly different kind of weapon known as Pulse Cannons instead. Pulse Cannons are exclusive to hangar pets, so the exact stats of these weapons such as their base damage are not known, but they appear to be a 180-degree weapon very similar to a Single Cannon. For most hangar pets, the higher-quality version replaces any Pulse Cannons with Turrets, though exceptions exist, including Armored Marauding Force shuttles, Bleth Choas Fighters, Orion Interceptors, Stalker Fighters, and S'Kul Fighters. There are no hangar pets as of this writing with both a Pulse Cannon and a Turret.
Prior to the March 4th, 2021 patch, Pulse Cannons were affected by a severe bug that made them deal more damage than Dual Cannons when under the effect of Cannons: Scatter Volley, which was most often caused by the trait Superior Area Denial. Since that patch they appear to behave the same as Single Cannons. As such, in the Available hangar pets section below, Pulse Cannons are indicated with a Single Cannon icon.
Procurement[]
You must own a Carrier, Dreadnought, Strike Wing Escort, Flight Deck Carrier or Multi-Mission Science Vessel in order to use hangar pets. Every new starship with hangar bay comes pre-fitted with a full set of hangar pets. All standard issue hangar pets on new ships are of Rare quality. Prior to May 2012, Uncommon hangar pets existed that were bind on equip. Those later became the Rare version currently available.
- Federation and Federation-aligned players can purchase Rare fighters from Starship Component Vendors on Earth Spacedock, Deep Space K-7, Deep Space 9 and Starbase 39 for 25,355 .
- Klingon and Klingon-aligned players can purchase Rare fighters from Gurkan located in the Shipyard over Qo'noS, Ch'korgh at Ganalda Space Station and Starship Component Vendors on Deep Space 9 for 25,355 .
- Romulan Republic players can purchase Rare hangar pets from Ship and Shuttle Requisitions Officer in New Romulus Command for 25,355 .
- Very Rare fighters can be purchased through the Dilithium Store for 30,250 . For characters that are members of any Fleet - depending on the level of your Fleet Dilithium Mine, the cost can be lowered to 25,712 . Most are found in the "Hangar Pets" section, with the exception of Advanced Jem'Hadar Fighters and Advanced Jem'Hadar Attack Ship which are found in the "Special Items and Boxes" section.
- Most if not all Ultra Rare faction-specific and cross-faction fighters, excluding a few noted exceptions such as Elite Obelisk Swarmers, can be purchased from your Fleet Starbase for 100,000 and 45,000 after upgrading the Communication Array to Tier V. Depending on the level of your Fleet Dilithium Mine, the cost can be lowered to 38,250 and 100,000 . Your fleet requires Starbase Science Personal Requisition Provisions to purchase.
- Universal Rare, Very Rare and Ultra Rare Obelisk Swarmers can be purchased from your Fleet Spire after upgrading your Spire Research Facilities to Tier I, II and III respectively. Depending on the level of your Fleet Dilithium Mine, the cost can be lowered to 38,250 and 100,000 at Elite quality. Ship-locked Rare, Very Rare Obelisk Swarmers are obtained from the Obelisk Carrier (and its Advanced variant), and “Sphere of Influence” respectively.
- Rare, Very Rare and Ultra Rare Scorpion Fighters can be claimed through the Reputation: New Romulus.
- Rare, Very Rare and Ultra Rare Tholian Widow Fighters can be claimed through the Reputation: Nukara Strikeforce.
Available hangar pets[]
- Attack: Armed, with either no abilities or only self-enhancing abilities.
- Support: Unarmed, provides buffs or heals to friendly ships.
- Debuff: Unarmed. hampers opponents by debuffing / reducing their capabilities.
- Multirole: A combination between Attack, Support and / or Debuff roles.
- Raider: Capable of boarding hostile ships OR stealing resources (energy drains / siphons not included).
- Frigate: Powerful independent ships, heavily armed with multiple abilities and very small squad size (only one per wing); much higher hull point than fighters.
- Note that as mentioned above, Pulse Cannons are indicated with the same icon as Single Cannons.
Role | Fighter | Squad | Weapon | Abilities | |
---|---|---|---|---|---|
B'Rel Birds-of-Prey
| |||||
Frigate | Normal | 1/2 | Cannons: Rapid Fire I • Torpedo: High Yield I • Battle Cloak | ||
Advanced | 1/2 | Cannons: Rapid Fire II • Torpedo: High Yield II • Battle Cloak | |||
Elite | 1/2 | Cannons: Rapid Fire III • Torpedo: High Yield III • Battle Cloak | |||
baSro' Frigates
| |||||
Frigate | Normal | 1/2 | Beams: Fire at Will I • Channeled Deconstruction • Torpedo: High Yield I • Emergency Power to Weapons I | ||
Advanced | 1/2 | Beams: Fire at Will II • Channeled Deconstruction • Torpedo: High Yield II • Emergency Power to Weapons III | |||
Elite | 1/2 | Beams: Fire at Will II • Channeled Deconstruction • Torpedo: High Yield II • Emergency Power to Weapons III | |||
DuQwl' Fighters
| |||||
attack | Normal | 3/6 | Lock Trajectory I | ||
Advanced | 3/6 | Lock Trajectory I • Cannons: Rapid Fire I | |||
Elite | 3/6 | Lock Trajectory I • Cannons: Rapid Fire II | |||
Gorn Heavy Fighters
| |||||
Attack | Normal | 2/4 | Tractor Beam I | ||
Advanced | 2/4 | Tractor Beam I | |||
Elite | 2/4 | Tractor Beam I • Torpedo: Spread II | |||
House Mo'Kai Fighters
| |||||
Attack | Normal | 3/6 | {{{r_torp}}} | Beams: Overload I | |
Advanced | 3/6 | {{{vr_torp}}} | Beams: Overload II • Aceton Beam I | ||
Elite | 3/6 | {{{ur_torp}}} | Beams: Overload III • Aceton Beam III | ||
House Mo'Kai Raiders
| |||||
Attack | Normal | 3/6 | {{{r_torp}}} | Fly Her Apart I • Destabilized Warp Core I • Reclaimable Materials I | |
Advanced | 3/6 | {{{vr_torp}}} | Fly Her Apart II • Destabilized Warp Core II • Reclaimable Materials II | ||
Elite | 3/6 | {{{ur_torp}}} | Fly Her Apart III • Destabilized Warp Core III • Reclaimable Materials III | ||
Marauding Force
| |||||
Raider | Normal | 2/4 | {{{r_torp}}} | Boarding Party | |
Advanced | 2/4 | {{{vr_torp}}} | Boarding Party • Reinforced Hull | ||
Elite | 2/4 | {{{ur_torp}}} | Boarding Party • Armored Hull | ||
Nausicaan Stinger Fighters
| |||||
Attack | Normal | 3/6 | N/A | ||
Advanced | 3/6 | Torpedo: High Yield I | |||
Elite | 3/6 | Torpedo: High Yield II • Emergency Power to Weapons I | |||
Ning'tao Support Frigate
| |||||
Frigate | Normal | 1/2 | Scattering Field I • Beams: Fire at Will I • Polarize Hull II • Viral Matrix I • Transfer Shield Strength I • Cloak | ||
Advanced | 1/2 | Scattering Field I • Beams: Fire at Will I • Polarize Hull II • Viral Matrix I • Transfer Shield Strength I • Hazard Emitters I • Suppression Barrage III • Cloak | |||
Elite | 1/2 | Scattering Field I • Beams: Fire at Will I • Polarize Hull II • Viral Matrix I • Transfer Shield Strength I • Hazard Emitters II • Suppression Barrage III • Sensor Scan I • Cloak | |||
Orion Cutpurse Fighters
| |||||
Attack | Normal | 3/6 | • Reflective Hull I | ||
Advanced | 3/6 | • Reflective Hull II | |||
Elite | 3/6 | • Reflective Hull III | |||
Orion Interceptors
| |||||
Multirole | Normal | 3/6 | {{{r_torp}}} | Wep/Eng Drain Beam • Hyper Impulse Engines | |
Advanced | 3/6 | Wep/Eng Drain Beam • Hyper Impulse Engines | |||
Elite | 3/6 | Wep/Eng Drain Beam • Hyper Impulse Engines • Tractor Beam I | |||
Orion Slavers
| |||||
Multirole | Normal | 3/6 | Steals: , Common Commodities | ||
Advanced | 3/6 | Steals: , Common Commodities, Contraband | |||
Elite | 3/6 | Steals: , Common Commodities, Contraband, Rare Commodities, Prisoner DOffs | |||
Power Siphon Drones
| |||||
Debuff | Normal | 3/6 | {{{r_energy}}}{{{r_torp}}} | Power Drain • no shields | |
Advanced | 3/6 | {{{vr_energy}}}{{{vr_torp}}} | Power Drain • Deflector Shields | ||
Elite | 3/6 | {{{ur_energy}}}{{{ur_torp}}} | Power Drain and Aux Transfer • Deflector Shields | ||
Rozhenko Timeships
| |||||
Attack | Normal | 3/6 | N/A | ||
Advanced | 3/6 | Subatomic Disruptor | |||
Elite | 3/6 | Subatomic Disruptor • Torpedo: High Yield II | |||
Shield Repair Shuttles
| |||||
Support | Normal | 2/4 | {{{r_energy}}}{{{r_torp}}} | Shield Heal Repair Beam | |
Advanced | 2/4 | {{{vr_energy}}}{{{vr_torp}}} | Shield Heal Repair Beam • Reinforced Hull | ||
Elite | 2/4 | {{{ur_energy}}}{{{ur_torp}}} | Shield Heal Repair Beam • Armored Hull | ||
Tachyon Drones
| |||||
Debuff | Normal | 2/4 | {{{r_energy}}}{{{r_torp}}} | Cycling Tachyon Beam • no shields | |
Advanced | 2/4 | {{{vr_energy}}}{{{vr_torp}}} | Cycling Tachyon Beam • Deflector Shields | ||
Elite | 2/4 | {{{ur_torp}}} | Cycling Tachyon Beam • Deflector Shields | ||
Tactical Attack Fighter Squadrons
| |||||
Attack | Normal | 3/6 | {{{r_torp}}} | Emergency Power to Weapons I | |
Advanced | 3/6 | {{{vr_torp}}} | Emergency Power to Weapons II | ||
Elite | 3/6 | {{{ur_torp}}} | Emergency Power to Weapons III • Directed Energy Modulation II | ||
To'Duj Fighter Squadron
| |||||
attack | Normal | 3/6 | N/A | ||
Advanced | 3/6 | N/A | |||
Elite | 3/6 | Cannons: Rapid Fire I | |||
To'Duj Fighters
| |||||
attack | Normal | 3/6 | N/A | ||
Advanced | 3/6 | N/A | |||
Elite | 3/6 | Cannons: Rapid Fire I |
Modifiers[]
Hangar pet performance may be affected by various factors (unless stated otherwise), all listed below.
- Innate
- All Hangar pets are immune to warp core breaches and have a unique version of the Strategist specialization ability "Layered Defense", known as "Layered Defenses III", which makes them immune to a single torpedo hit every 30 seconds.
- Starships with Hangar Bays by default can use Carrier commands, a set of four abilities that issue orders to your Hangar pets.
- Subsystem
- Auxiliary Power level will determine the recharge rate before a Hangar pet can be launched again; if Auxiliary subsystem is knocked offline, the Hangar will not operate.
- Skill Tree
- Skill Nodes
- Coordination Protocols: +20% Hull Capacity and Shield Capacity for Hangar pets.
- Defensive Coordination: +20% Defense and Damage Resistance Rating for Hangar pets.
- Offensive Coordination: +20% Accuracy and Base Damage for Hangar pets.
- Unlocks
- Skill Nodes
- Personal Space Traits
- Holographic Mirage Decoys: Hangar pets are invulnerable until 2 secs after the damage is first negated
- Wing Commander: +100% Rank Up XP for all Hangar pets
- Independent Wingmate: The first Hangar pet launched permanently gains: +200% Bonus Damage and +200 Damage Resistance Rating
- Starship Trait
- Coordinated Assault: Beam: Overload and Cannon: Rapid Fire apply to your Hangar pets.
- Dampen Energy Signatures: Activating Intel bridge officer abilities or Mask Energy Signature gives +Dmg, +Stealth, -Threat, +Defense Rating to Hangar pets.
- Dominion Coordination: Buffs Hangar pet damage after activating Beam: Overload, Cannon: Rapid Fire or Energy Weapons - Surgical Strikes.
- Fiery Entrance: Activating Narrow Sensor Bands and launching Hangar pets causes Fire damage and confuses within 3km.
- Gre'thor's Fire: Launching Hangar pets adds Fire damage to weapons.
- Hivebearer: When launching a Hangar pet or when a Hangar pet dies: Spawns a Hur'q Swarmer for 30 seconds (max 8 Swarmers at a time).
- Improved Tachyon Beam: Tachyon Beam also regenerates shields of allies within 10km.
- Insult to Injury: Activating either an Intel bridge officer ability or Tractor Beam, will give Hangar pets access to Torpedo: Transport Warhead I.
- Radiant Nanite Cloud: Causes all bridge officer and captain ability hull heals to heal for an additional 50% over 4 seconds in a 3 km radius.
- Reactive Repair Nanites: Hull Heals also heal Hangar pets within 5km of the target for 33% of healing caused.
- Relaunch and Repair: Carrier pet launch buffs regen, reduced captain ability recharge times.
- Scramble Fighters: Instant Hull Heal; a short duration buff that renders them immune to all damage, and a boost to damage dealt.
- Superior Area Denial: Grants Beams: Fire at Will I and Cannon: Scatter Volley I to Hangar pets when activating those abilities.
- Target That Explosion: After activating any Torpedo or Command bridge officer ability, when your next torpedo deals damage up to 5 nearby allies launch a torpedo at the target (this can include Hangar pets).
- Team Synergy: Activation of Engineering Team, Science Team and Tactical Team will apply a lesser version of these abilities on self and nearby allies within 10km (inlcuding Hangar pets).
- Unified Engineering: Activating any Command bridge officer ability or Auxiliary to Structural will grant your team and Hangar pets a buff to hull capacity, regeneration, flight speed, and turn rate for a short duration.
- Voth Carrier Synergies: Grant Aceton Mode for Hangar pets on use of Tac abilities, grant Immunity shield on use of Eng abilities.
- Starship Mastery (Carriers, Flight Deck Carriers, Flight Deck Raptors)
- Duty Officers
- Flight Deck Officer: Reduces the time to recharge Hangar Bay abilities after use.
- Flight Deck Officer: Increases the accuracy of any carrier pet launched from your Hangar bays while they are in Intercept mode.
- Flight Deck Officer: Increases the damage of any carrier pet launched from your Hangar bays while they are in Escort mode.
- Bridge Officer abilities
- Following abilities grant either a direct damage increase to Hangar pets or indirect through target's resistance debuff:
- Attack Pattern Beta
- Attack Pattern Omega: In combination with Conn Officer DOff which applies a team wide effect.
- Focused Assault
- Endothermic Inhibitor Beam
- Structural Integrity Collapse
- Destabilizing Resonance Beam
- Concentrate Firepower: Torpedoes will deal extra damage, get free Torpedo: High Yield I and get their torpedo cooldowns reset.
- Overwhelm Emitters: Attacking a target under the effect of this ability will heal the shields of Hangar pets.
- Following abilities grant either a direct damage increase to Hangar pets or indirect through target's resistance debuff:
- Gear
- High-Energy Communications Network (active ability): +1 Rank to all your Hangar pets
- Sensor Suspension Burst (active ability): Team-Wide Placate and Critical Hit Buff for Pets, Reset Hangar Bay Recharge Time
- Console - Universal - Swarmer Matrix: +30% Turn Speed, Flight Speed, and Damage for your Hangar pets and Targetable Torpedoes.
- Enhanced Carrier Synergy (3-piece set bonus from the Ancient Obelisk Technology Set): Activating any Emergency Power ability causes Hangar pets to activate a weaker version of the same power.
- 3-part and 4-part set bonus from the Iconian Resistance Starship Technologies set: Damage increase and additional effects to team.
- weapon proc: Disruptor, Corrosive Plasma or Coalition Disruptor: chance to lower the target's damage resistance so pets can deal higher damage.
See Also[]
External links[]
Hangar Pets
|
---|
Romulan Republic | ||||
---|---|---|---|---|
- These hangar pets are restricted to Romulan Republic-exclusive ships. | ||||
Rarity | Shuttles | Fighters | Drones | Frigates |
Rare | • Kaleh • Kelvin Timeline Scorpion • Scorpion - Scorpion Squadron • Snakehead Squadron • Suliban Veil |
• Craeul • Malem Support • Romulan Drone Ship | ||
Very Rare | • Adv. Kaleh • Adv. Kelvin Timeline Scorpion • Adv. Scorpion • Adv. Snakehead Squadron • Adv. Suliban Veil |
• Adv. Craeul • Adv. Malem Support • Advanced Romulan Drone Ship | ||
Ultra Rare | • Elite Kaleh • Elite Kelvin Timeline Scorpion • Elite Scorpion - Elite Scorpion Squadron • Elite Snakehead Squadron • Elite Suliban Veil |
• Elite Craeul • Elite Malem Support • Elite Romulan Drone Ship |
Dominion | ||||
---|---|---|---|---|
- All Dominion hangar pets are Cross-Faction. | ||||
Rarity | Shuttles | Fighters | Drones | Frigates |
Rare | • Jem'Hadar - Jem’Hadar Squadron |
• Jem'Hadar Attack Ship • Jem'Hadar Support • Jem'Hadar Vanguard Gunboats | ||
Very Rare | • Adv. Jem'Hadar - Adv. Jem'Hadar Squadron |
• Adv. Jem'Hadar Attack Ship • Adv. Jem'Hadar Support • Adv. Jem'Hadar Vanguard Gunboats | ||
Ultra Rare | • Elite Jem'Hadar - Elite Jem'Hadar Squadron |
• Elite Jem'Hadar Attack Ship • Elite Jem'Hadar Support • Elite Jem'Hadar Vanguard Gunboats |
See main page: Hangar pet |
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