Between power, energy, shunting, and usage, there’s a lot of layered and interacting mechanics in Squadron’s Power System. Inspired by the sudden influx of new PS+ players, I want to write a guide documenting the individual elements of power management.
This is not a practical guide, but rather an outline of the rules governing the power system.
Part 1 – Subsystems
Squadron’s power system is divided into three subsystems : Engines, Weapons, and Shields. The TIE Fighter, Bomber, and Interceptor lack a shield system and instead substitute in an ability called “Shunting” (See : Part 5).
The power system allocates resources between these three systems, managing their strength and the rate at which they gain energy.
Part 2 – Power vs Energy
Squadron’s power system manages two resources : Power and Energy.
Power is the 0-8 resource applied directly to a system. The more power a system has, the faster it gains energy, and the stronger its passive bonuses become. At 8 power a system can go above its default limits and gain overcharge. Ships with shields have 12 power to assign between systems, while shieldless/shunting ships have 10 power to assign.
Energy is the 0-100% resource that is directly spent by using a system. The 0-50% range for energy is charge, while 50-100% is overcharge. All systems start at 50% energy. If power in a system is not maximized and the system has overcharge, it will gradually decay back to 50%.
Power may be altered directly via Increase Power and Maximize Power inputs.
Charge may be altered directly via shunting (See : Part 5) or via use of certain auxiliaries (See : Part 4).
Part 3 – Benefits
Power and Energy each have their own set of benefits.
Energy is divided into Charge and Overcharge :
|System||Charge (0-50%)||Overcharge (50-100%), Gained at 8 Power, Decays at 0-7 Power|
|Weapons||Weapon Charge||Weapon Overcharge (1.25x Primary Damage)|
|Shields||Shield Charge||Shield Overcharge|
Power, in addition to charge rates, also grants passive bonuses that increase the more power a system has :
|System||Passive Power Bonus|
|Engines||Speed, Acceleration, Maneuverability|
|Weapons||Primary ammo cost|
Energy is spent by various system actions :
|System||Energy is spent by|
|Weapons||Firing Primary Weapons|
|Shields||Taking Shield Damage|
Part 4 – Components
Various components can adjust the rules of and grant benefits to the power system. Beyond those that affect charge rates and capacities, these components are :
|Component||Effect 1||Effect 2|
|SLAM Engine||Gains boost at 2-7 engine power (4-7 for shunting ships) at a slower rate.||Removes all engine overcharge decay.|
|Resonant Shield||While shields are fully overcharged : Gains weapon overcharge at weapon 1-7 power.||Removes all shield overcharge decay.|
|Boost Extension Kit||Instantly sets boost energy to 100%.||Removes all engine overcharge decay for a few seconds.|
|Advanced Power System||Instantly gain energy in engines, weapons, shields, or a smaller quantity in all three.||none|
|Plasburst Cannon||Weapon overcharge damage bonus is 1.5x||none|
Part 5 – Shunting
Shunting is an ability used by the TIE Fighter, TIE Bomber, and TIE Interceptor in place of the Shield system. Shunting allows a shieldless ship to instantly transfer energy between its Engine and Weapon systems, either moving maximum energy to one system, or balancing the power between them.
|Shunt to Engines||Instantly shift energy to engines, until engines is 100% overcharged, or weapons is 0% charged.|
|Shunt to Weapons||Instantly shift energy to weapons, until weapons is 100% overcharged, or engines is 0% charged.|
|Equalize Shunt||Instantly adjust the energy in engines and weapons, so both become equal.|
Shunting allows a ship to access and remove energy from its base tank which is the 0-50% energy range of the Engine System. As the base tank loses energy, the ship’s speed and maneuverability will sharply decrease. The base tank will also passively regain energy until full at 1x rate for 2-7 power, and 2x rate at 8 power.
Shunt to Engines or Equalize Shunt comes with a penalty to weapon charge rate. Upon performing either action, the weapon charge rate will be reduced to 0 and the effect will gradually dissipate over several seconds. Equalize shunt imposes a 1x penalty, while shunting to engines will impose a 2x penalty that lasts twice as long. Additional shunt actions will overwrite the penalty with a new one, and Shunt to Weapons will remove the penalty entirely.