Common reroutes by situation
On the Aegis
- For most situations: The Standard Reroute
- Cruising undetected: 5/4/1 Quiet Standard
- Hunting undetected: 5/4/1+ Quiet Hunter increases phaser range to 26km, allowing undetected phasers at 20-26km from enemy and undetected torpedoes at 20-35km
- Max speed: 5/5/1+ Escape Offense and 1/5/5+ Escape Defense provide better phasers/shields for only 100 less in engines as compared to 4/5/1+ Max Speed Offense and 1/5/4+ Max Speed Defense
- General combat
- At 2,000kph (no impulse available, more difficult torpedo dodging): 5/2/5 Combat Balanced
- At 3,000kph (impulse available and easier torpedo dodging): 5/3/4 The Standard Reroute or, for more defense, 4/3/5 Combat Fast Defense
- Combat Merger (nose-to-nose)
- With no incoming fire: 5/4/1+ Quiet Hunter for maximum phasers
- With incoming fire: 5/2/5 Combat Balanced or for more defense, 4/1/5+ Fortress or for more offense, 5/1/4+ Stationary Gun; be ready to move shields to engine power after the merger so helm can turn faster
- Combat Pursuit (nose-to-tail)
- Over 4,000kph: 5/5/1+ Escape Offense or 4/5/1+ Max Speed Offense for maximum speed
- Under 4,000kph: 5/4/1+ Quiet Hunter for maximum phasers
- Combat Escape (tail-to-nose): 1/5/4+ Max Speed Defense for maximum engines, or 1/5/5+ Escape Defense for stronger shields
On the TOS/TNG ships
- Max speed: 4/5/1 Warp Offense
- General combat: 5/1/4 Combat Offense
- Combat Merger (nose-to-nose)
- With no incoming fire: 5/4/1 Quiet Standard for maximum phasers
- With incoming fire: 5/1/4 Combat Offense, or for more defense, 4/1/5 Combat Defense
- Combat Pursuit (nose-to-tail)
- Over 4,000kph: 4/5/1 Warp Offense for maximum speed
- Under 4,000kph: 5/4/1 Quiet Standard for maximum phasers
- Combat Escape (tail-to-nose): 1/5/4 Warp Defense
- The TOS ship allows 0 pips to be allocated to a system, making allocations such as 5/0/5 possible
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