"The biggest war machine in Federation space, the Federation Carrier houses squadrons of fighters and can hold its own without its formidable escort. Capable of long-range tactical power projection, the E-60 is effectively a mobile base, and is often used by Admirals and Commodores as a safe vantage point to gauge the ebb and flow of space battles. It mounts heavy laser batteries along its top flight deck." ― Buying a Fed Carrier
"This fine Federation ship is a fleet unto itself, with a total of six ancillary vessels docked aboard her at full CSG (Carrier Space Group) strength. It will take a huge 'donation' to the Federation War Fund to get the pompous rear admiral in charge of her assignment to consider tasking her to fleet duty." ― Hiring a Fed Carrier
"Don't pick a fight with it unless you know what you are doing." ― EVula Survival GuideAs you might expect, this ship is large and sluggish, depending primarily on turreted weapons and its fighters for defense. Also problematic is the towering command bridge, which causes its turrets to be blind at the stern. The Federation Carrier is most effective when escorted by Destroyers, to either protect the Carrier or supply heavy offense to foe capital ships. Nevertheless, these behemoths are more than a match for most threats to Federation security.
The Non-Missile Variant is notable as the only ship in the game capable of mounting eight Heavy Blaster Turrets. To do so, one must be in the Rebel string and capture a NMV. One then must sell both Quad Light Blaster Turrets and purchase four of the Rebel version of the HBT. While it has neither the highest possible damage output nor the most efficient loadout in terms of mass, the damage and rate of fire is still impressive and also has the advantage over most other high-damage set-ups by having much greater range and ability to hit within a 240° arc around the front, due to the rear blind spot. Especially when Mass Retools or, better yet, the Mass Trick is used, it'll still have plenty of room, enough to mount several fighter bays and other outfits.
|Sub-factions: Bureau • Roughnecks • Wild Geese|
Federation Ships: Viper (v) (i) 100k, Anaconda (v) (i) 150k, Scout Ship (v) (i) 400k, Patrol Boat (v) (i) 500k, Destroyer (v) (i) 2M, RAGE Gunboat (v) (i) 2.5M, Carrier (v) (i) 12M
Bureau Storyline (Preamble • Intro Missions • Main Story • Forced • Merrol Missions)
Federation Outfits • Federation Weapons • Federation Licenses
Federation fauna: Knup-Knup • Monkdillo