![]() ![]() ![]() This means jumping in a fast and probably sacrificial M5 to transfer a Jumpdrive onto the captured ship while the player ship provides the Energy Cells, allowing the captured target ship to jump to the nearest safe sector, leaving the M5 alone to try and find a safe route home. Freshly captured ships lack most of their equipment and may already be at a low percentage of their hull so are in no state to fight enemy fleets meaning an evacuation plan is needed. A fast M5 or TM with spare Jumpdrives and Energy Cells.Fighter Drones (MK1/MK2/Keris) are used to supress enemy shield regeneration (number depends on the type of drone and ship being boarded), draw fire from the target (if not softened by ion weaponry) and distract other enemy ships once the target is captured.The number of missiles needed depend on the type of ship targeted and how many enemy ships are in the same sector as the target. Missiles are needed to reduce the majority of the shields of the target ship and swat any non-target enemy ships.In general try to board with as many marines as the target ship can be boarded with as that reduces losses. ![]() The player will need a minimal of 6 Marines/Mercenaries with at least 2 stars in the Engineering and Fighting skills while at least two marines need 3 stars in the Mechanical and Hacking skills. How high the skills of the personnel need to be is dependent on the class and type of ship being boarded as well as the presence of anti-boarding equipment and the numbers and skill of enemy personnel. The player will need to buy and train Marine/Mercenary personnel to perform the boarding operation.Both methods have their own advantages and pitfalls. Boarding allows the player to obtain free ships worth several million credits, obtain ships and stations of enemy Races and obtain ships and stations that are not available for purchase.īoarding is performed either by a Spacewalk or by using Boarding Pods. To capture larger ships (TM/TL/M6/M7/M2/M1) requires them to be boarded. ![]()
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