Fleet Dives

Fleet diving refers to visiting Rebel Controlled beacons. This mechanic exists in vanilla FTL, but has had some changes in Multiverse.

## Enemy Encounter

### Elites

Elite ships are the most common encounters in the fleet. They are stronger versions of normal rebel ships, with more shields, weapon power, better crew, and hull strength. Min/max sector spawn values are identical to their normal variant. Defeating Elites only gives 1 fuel, similar to vanilla, thus there is little incentive to stay and fight them.

### MFK Aces

There is a chance (depending on sector threat) that an MFK Ace will spawn instead of a regular elite. MFK Aces are even stronger than elites, with all MFK Ace or Soldier crew, even more weapon power, more hull points, more reactor power, and a stronger weapon list. Defeating MFK Aces gives you 3 fuel, 1 missile, 1 dronepart, and delays the fleet by 1 jump.

#### Sector Threat

The sector threat is a meter or value that affects the chances of an MFK Ace ship replacing the elite rebel ship on fleet controlled beacons, this information is viewable at the starting beacon of any given sector and corresponds to the following table:

 !CRITICALLY HIGH! | 100%

Notably, there are some variations to these sector-based fleet encounters: some sectors (like Central Shipyards) will instead always have Auto-Ships (no Aces) and others (like Multiverse Drop Point or Federation Controlled Sector) will have neutral fleets, meaning the ASB on the beacon will fire at both the enemy and the player. In the hacked sector the exit beacon will always be blocked by a Hacker station, no fleet or ASB will be in the fight. Even if you kill this station and later return to the exit beacon when it is under fleet control the Hacker station will have respawned.

### Nebula Interaction

Fleet Controlled beacons that are also home to nebulas will become clearings when reached by the rebel fleet, meaning they will have an ASB present, unlike Vanilla. However, nebula exit beacons will not have ASBs at all.

### Running Away

When the player has level 6 or above engines, they're given an option to run away from Fleet ships. This has a 33% chance of working. If it does, the ship will go neutral, but the ASB will not stop firing (the player should be able to jump away before it hits).

### Forged ID

The Forged ID augment can be used to attempt to trick Elites at dives, though at a very low chance:

* 80% of the time, the Elite will not be fooled:
	+ *As expected, the Elite fails to be tricked by your rudimentary attempt.*
* 20% of the time however, the trick will work and the Elite will be set to neutral:
	+ *By some odds, the Elite is indifferent enough to accept your ID and allow you through. You aren't sure how long until they realize what you've done so you better get away quickly.*

### Magnetic Arm

The Magnetic Arm is a new type of arm augment which lets the player salvage additional scrap from when they are destroyed. It gives a low reward for elites and a medium reward for MFK Aces.

*"Ssstranger, you might not want to look at thisss now..."*

This article contains important spoilers that can ruin your experience while playing  FTL: Multiverse! Read at your own risk.

### Jerry

Having Jerry (or any of his variants) hail the Elite/Ace will always make the enemy ship turn neutral with the following text:

* 2. (Jerry) Hello!
	+ "Jerry?! Hey man, how's it hanging!" The Rebels are no longer trying to fight.