Multiverse Flagship (player)

*"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.

The Player Multiverse Flagship is a near-exact copy of the Rebel Multiverse Flagship, reverse engineered by the Federation. It appears on the first page. The player MV-Flagships cannot install systems they don't start with, and must rely on their starting systems to fight enemies. None of the Flagships have a Clonebay or Backup Battery.

It is worth noting that Layouts B and C **do** have the power surges present on Phases 2 and 3 of the actual MV Flagship boss respectively.

## **Layout A**

*The Rebellion's super-weapon, captured and reverse engineered by Federation recovery teams. With a few minor refurbishings, this ship is still very powerful, but does not support systems it doesn't start with.*

* Default Name: Ultimatum Sapius
* Starting Crew: 1 MFK Ace, 1 Human Soldier, 1 Human Engineer, 1 Human Medic
* Starting Reactor: 12 **[Max 40]**
* Max Hull: 30
* Crew Capacity: **11**
* Starting Systems
	+ Shields (4)
	+ Engines (1) **[Max 3]**
	+ Oxygen (2)
	+ Medbay (2)
	+ Teleporter (2)
	+ MV Boss Laser Artillery (2) **[Max 5]**
	+ MV Boss Missile Artillery (2) **[Max 5]**
	+ MV Boss Beam Artillery (2) **[Max 5]**
	+ MV Boss Ion Artillery (2) **[Max 5]**

* + Mind Control (1)
	+ Piloting (2)
	+ Sensors (1)
	+ Doors (2)

* The following systems cannot be installed:
	+ Weapons
	+ Drones
	+ Clonebay
	+ Cloaking
	+ Hacking
	+ Battery
* Starting Augments
	+ Respirators [X]
	+ Shield Performance Upgrade [X]
* Slots: 2 Weapons, 4 Drones, 4-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "Oh dear god, the Rebellion's sent ANOTHER Flagship? We're screwed... wait, you aren't with the Rebels. Universe 0 sent the Rebel's super weapon to destroy the super weapon? I guess it's about freaking time we fight fire with fire."* **(SHIP\_FLAGSHIP)**

### **Unlock**

* Defeat the MFK Flagship during the Ancient Questline.

## **Layout B**

*The next stage of the Flagship, more damaged and missing an artillery but now with a heavier focus on drones.*

* Default Name: Ultimatum Sapius II
* Starting Crew: 1 MFK Ace, 1 Human Soldier, 1 Human Engineer, 1 Human Medic
* Starting Reactor: 12 **[Max 40]**
* Max Hull: 30
* Crew Capacity: **11**
* Starting Systems
	+ Shields (4)
	+ Engines (1) **[Max 3]**
	+ Oxygen (2)
	+ Drones (8) **[Max 11]**
	+ Medbay (2)
	+ MV Boss Laser Artillery (2) **[Max 5]**
	+ MV Boss Missile Artillery (2) **[Max 5]**
	+ MV Boss Beam Artillery (2) **[Max 5]**
	+ Hacking (1)
	+ Piloting (2)
	+ Sensors (1)
	+ Doors (2)

* The following systems cannot be installed:
	+ Weapons
	+ Clonebay
	+ Teleporter
	+ Cloaking
	+ Mind Control
	+ Battery
* Starting Drones
	+ Guardian Drone Mk. II
	+ Battle Drone Mk. II
	+ Battle Drone Mk. II
	+ Combat Drone Mk. I
* Starting Augments
	+ Respirators [X]
	+ Shield Performance Upgrade [X]
* Hidden Augments
	+ Stage 2 Power Surge
* Starting Resources
	+ 12
* Slots: 2 Weapons, 4 Drones, No Teleporter Tiles
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "Oh dear god, the Rebellion's sent ANOTHER Flagship? We're screwed... wait, you aren't with the Rebels. Universe 0 sent the Rebel's super weapon to destroy the super weapon? I guess it's about freaking time we fight fire with fire."* **(SHIP\_FLAGSHIP)**

### Stage 2 Power Surge

* Every 20-30 seconds, a swarm of several combat drones will spawn around the enemy ship and fire twice each before disappearing. Which types of drones are spawned will depend on the run difficulty chosen at the hangar:

* Easy
	+ Combat 1 (Laser) x4
	+ Combat 1 (Beam) x2
	+ Amp Ion (1) x1
* Normal
	+ Combat 1 (Laser) x3
	+ Combat 1 (Beam) x2
	+ Amp Ion (1) x1
	+ Hellraiser (Hull) x1
* Hard
	+ Combat 1 (Laser) x3
	+ Combat 1 (Beam) x2
	+ Amp Ion (1) x2
	+ Hellraiser (Hull) x2

## **Layout C**

*The final stage of the Flagship, heavily damaged but still very deadly.*

* Default Name: Ultimatum Sapius III
* Starting Crew: 1 MFK Ace, 1 Human Soldier, 1 Human Engineer, 1 Human Medic
* Starting Reactor: 12 **[Max 40]**
* Max Hull: 30
* Crew Capacity: **11**
* Starting Systems
	+ Shields (4)
	+ Engines (1) **[Max 1]**
	+ Oxygen (2)
	+ Weapons (2)
	+ Medbay (2)
	+ Cloaking (1)
	+ MV Boss Laser Artillery (2) **[Max 5]**
	+ MV Boss Missile Artillery (2) **[Max 5]**
	+ Piloting (2)
	+ Sensors (1)
* The following systems cannot be installed:
	+ Drones
	+ Clonebay
	+ Teleporter
	+ Mind Control
	+ Hacking
	+ Doors
	+ Battery
* Starting Weapons
	+ Burst Laser MK II
	+ Cluster Bomb
* Starting Augments
	+ Respirators [X]
	+ Shield Performance Upgrade [X]
* Hidden Augments
	+ Flagship Shield
	+ Stage 3 Power Surge
* Starting Resources
	+ 6
* Slots: 2 Weapons, 4 Drones, No Teleporter Tiles
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "Oh dear god, the Rebellion's sent ANOTHER Flagship? We're screwed... wait, you aren't with the Rebels. Universe 0 sent the Rebel's super weapon to destroy the super weapon? I guess it's about freaking time we fight fire with fire."* **(SHIP\_FLAGSHIP)**

### Stage 3 Power Surge

* Every 20-30 seconds, the flagship will release a power surge, firing a large burst of laser/flak projectiles at the enemy ship. Meanwhile, every 4th power surge will regenerate the Flagship’s energy shield instead of shooting projectiles (matching the enemy Flagship behaviour). The Energy Shield will always have 12 hitpoints across all difficulties, but the number and type of projectiles fired by the surge *is* dependant on the chosen difficulty as follows:

* Easy
	+ 6 flak projectiles
* Normal
	+ 3 laser projectiles
	+ 7 flak projectiles
* Hard
	+ 4 laser projectiles
	+ 8 flak projectiles

The flak projectiles move at a speed of 26 and have a 20% breach chance, but **cannot damage enemy systems** (only dealing hull & crew damage). They can be shot down by basic defense drones, but each projectile will come paired with an additional fake “decoy” flak projectile which does absolutely nothing except to confuse enemy defense drones.
The laser projectiles deal 1 damage each, have a movement speed of 60, and have a 30% fire, 30% breach and 20% stun chance.

Due to the difference in speed between lasers & flak, the laser projectiles will almost always arrive well before the flak projectiles do.