Basic Ship Building

Note: This information does not include special fleet items.

Here you will find advice on the weapons and equipment you should be using to build your ship which will give you the DPS you need to do decent damage and increase your defence so you last longer in space battles. This list will not include special fleet items, only items available whilst levelling up, completing missions and some items found on the exchange.

If you are going to upgrade the gear yourself use the purple prototype tech upgrades, if you have any, because they don't need any dilithium and have a greater chance to increase the rarity of the item you're upgrading. These can be found in some lock boxes but are more common in the Dominion lock boxes (it is possible tech upgrades in lockboxes will be phased out now R&D is out on console).
Also, concentrate on upgrading all your gear to Mark XIV before looking at increasing the rarity. Nothing should be a problem for you in PvE with Mark XIV gear.
Once all your gear is at Mark XIV you then can look at upgrading the rarity of all your gear to Ultra Rare, and then start upgrading the rarity to Elite.

The order in which you should upgrade your gear is as follows;

1. Shields
2. Deflector
3. Impulse
4. All weapons
5. All consoles

 
General Information

Power on your ship is split between Weapons, Shields, Engines and Auxiliary.
At 50 weapon power you will be doing 100% of your base DPS. At 100 weapon power you will be doing 200% of your base DPS. At 150 weapon power you will be doing 300% of your base DPS.
Soft cap is set at 125 however this can be broken. Information on how to do this will be posted on here at a later date.
Your shield, engine and auxiliary works on the same formula.
You should ensure you keep your power distribution set to weapons as much as you can.

The weapon modifiers you should be looking for are [CrtD], [CrtD]x2, etc to do extra critical damage. Especially useful with using Overload which does an automatic 100% critical hit.
Accuracy isn't really important in STO right now but can be buffed by another means and [Dmg] modifiers are do a negligible amount of extra damage.

For most builds you should be using a one torpedo, all beam build. If you favour cannons, that's ok, however they are a lot less affective because of their limited DPS arc. When attacking you should broadside enemies in a spiral or serpentine manoeuvre, keeping both forward and rear facing weapons trained on your target for maximum DPS.

If you are going up against an Intel Dreadnaught in PvP you will need to change your tactics. The Intel dreadnaught has five forward weapons and three aft. To take advantage of this you will need to get behind the dreadnaught and broadside from behind. Using abilities such as Evasive Manoeuvres will help stay behind slow moving ships like this.

Fleet Members

Whilst Levelling

Whilst you're levelling up your character, you should be looking out for these items. Some you'll keep and upgrade but some will be replaced later on when you get through to the higher levels. These items can also be crafted in R&D once you get to character level 15.

[Positron Deflector Array [Em] [Ins] [ShCap]]
[Positron Deflector Array [Em] [HullCap] [ShCap]]

Random drop or bought from the Exchange.

The Positron Deflector Array is a type of Deflector Dish that gives a boost to Starship Shield Emitters, Starship Structural Integrity and Starship Shield System.

Common Ship Deflector Dish

Values do not reflect skills or other modifiers

+__ Starship Shield Restoration
+__ Starship Hull Capacity
+__ Starship Shield Capacity

[Plasma-Integrated Warp Core]

Random drop or bought from the Exchange.

The Plasma-Integrated Warp Core increases a ship's base regeneration rate of all Power Levels up to 100%. This will help with the recharge of your beam weapons.

Uncommon Warp Core

Plasma-Integrated Warp Cores double your base Regeneration rate for all Starship Power Levels.

Values do not reflect skills or other modifiers

+100% increase to base regeneration rate of all Power Levels
Maximum Warp Factor 10

[Console - Engineering - Neutronium Alloy]

The Neutronium Alloy is a Engineering Console that improves resistance against kinetic and energy damage.
Additionally, Monotanium Alloy is available at all mark levels that has double the resistance bonus, but it applies only against kinetic damage.
Note: Because of diminishing returns, there's no point equipping more than 2 (3 max) of these consoles.

Common Ship Engineering Console

Values do not reflect skills or other modifiers

+__ Kinetic Damage resistance
+__ All Energy Damage resistance

[Console - Engineering - SIF Generator]

The SIF Generator is a Engineering Console that improves hull repair rates.

Common Ship Engineering Console

Values do not reflect skills or other modifiers

+__ Starship Hull Restoration

[Console - Science - Field Generator]

Field Generators increase your maximum shield capacity by adding to your Shield Capacity skill.

Common Ship Science Console

Values do not reflect skills or other modifiers

+__ Maximum Shield Capacity

[Console - Science - Emitter Array]

The Emitter Array is a Ship Science Console that improves shield repair and healing abilities such as Rotate Shield Frequency.

Common Ship Science Console

Values do not reflect skills or other modifiers

+__ Starship Shield Restoration

Deciding On A Build Type

Once you get to character level 15 you will unlock R&D so you may want to start thinking about what type of build you'd like to go for. Many Starfleet players like to stick with phasers, a lot decide to go for antiproton and some decide to go for disruptor or polaron. Romulan players often stick with plasma and Klingon players often stick with disruptor.

Standard Weapon Damage Types

Phaser
2.5% Chance: One random subsystem offline for 5 seconds.

Disruptor
2.5% Chance: -10 all damage resistance for 15 seconds.

Antiproton
Standard antiproton weapons do not have any special abilities (procs) but they do have an increased DPS.

Plasma
2.5% Chance: __ plasma damage per second for 15 seconds (ignores shields).

Polaron
2.5% Chance: -27.5 all current power levels for 5 seconds.

Tetryon
2.5% Chance: -__ damage to all shields.

Special Weapon Damage Types

Quantum Phase
Reward: Future Proof Sunrise mission
To Target: 2.5% Chance: One random subsystem offline for 5 seconds.
2.5% Chance: Drain ___ from enemy shields to restore your shields.

Kelvin Timeline Phaser
Random Drop: Kelvin Timeline Lockbox
2.5% Chance: Knocks back +20 meters and Hold for 3 seconds (half duration vs players) to all foes within 1km of target.

Pulse Phaser
Random Drop: Undiscovered Lockbox
2.5% Chance: Applies Phaser Transfer
* To Target: -10 All Damage Resistance Rating
* To Self: +10 All Damage Resistance Rating

Resonant Disruptor
Reward: Iconian War Blood Of Ancients mission
On Hit: 2.5% Chance: Resonant Disruption Wave 2km radius at target:
* __ physical damage (100% shield penetration)
* -10 all damage resistance for 8 seconds
* increases damage to shields by 15% from all energy types for 8 seconds (requires Resonant Amplifiers)

Nausicaan Disruptor
Reward: New Frontiers Echoes Of Light mission
2.5% Chance: -10 all damage resistance for 15 seconds.
2.5% Chance: Hold for 5 seconds.
On Hold: __ disruptor damage per second for 5 seconds with Nausicaan Weaponry Augmentation set bonus.
To Target: -2 to all subsystem power.
To Self: 2 to all subsystem power.

Elachi Disruptor
Random Drop: Elachi Lockbox
2.5% Chance: Ignore 100% of targets shields and 50% of targets damage resistance.

Nanite Disruptor
Random Drop: Tal Shiar Lockbox
To Target: 2.5% Chance: -5 all damage resistance and increase enemy shield bleedthrough by 2% for 15 seconds.

Phased Polaron
Random Drop: Dominion/Cardassian Lockbox
To Target: 2.5% Chance: One random subsystem offline for 5 seconds.
To Target: 2.5% Chance: -25 all current power levels for 5 seconds.

Dominion Polaron
Reward: Dominion Domination Boldly They Rode mission
To Target: 2.5% Chance: -25 all current power levels for 5 seconds.
To Target: 2.5% Chance: -__ damage to all shields.

Vaadwaur Polaron
Random Drop: Herald/Vaadwaur Lockbox
2.5% Chance: Reduce enemy shield hardness by 10% vs energy weapons and by 50% vs kinetic for 10 sec.

Herald Antiproton
Random Drop: Herald/Vaadwaur Lockbox
2.5% Chance: +7% bonus energy damage to self for 20 seconds (stacks up to 3 times).

Resonating Tetryon
Reward: Dominion Domination The New Link mission
To Target: 5% Chance: -__ damage to all shields.

Piercing Tetryon
Reward: Wasteland Installation 18 mission
To Target: 2.5% Chance: -__ damage to all shields.
To Target: 2.5% Chance for 50% of attack to ignore enemy shields.

Krieger Wave Disruptors
Random Drop: Privateer Lockbox
To Self: 2.5% Chance: +25 Drain and Control Expertise for 10 sec.

Saboteurs Disruptors
Lobi Store
Firing cycles apply 1 stack of Krieger Wave Thermal Reservoir
* At 10 stacks, increase all Subsystem Power Levels by 10, for 10 seconds.
To Self: 5% Chance: +30 Drain and Control Expertise for 12 sec.

Reputation Store Weapon Damage Types

Piezo-Polaron
Lukari Restoration Initiative
5% Chance: Apply Protomatter Regenerative Influx to self:
+___ Shield regeneration for 10 sec
+Regenerate 150% of max hull per minute for 10 sec

Refracting Tetryon
Nukara Strikeforce
To Target: 2.5% Chance: -__ damage to all shields.
To Target: 2.5% Chance: ___ tetryon damage to next nearest enemy target.

Romulan Plasma
New Romulus
To Target: 2.5% Chance: __ Plasma damage per sec for 15 sec (Ignores Shields)
To Target: 2.5% Chance: -10 All damage resistance for 15 sec

Protonic Polaron
Dyson Joint Command
To Target: 25% Chance: on critical: ___ Proton damage (Ignores Shields) vs Voth
To Target: 25% Chance: on critical: ___ Proton damage (Ignores Shields) vs Non-Voth
To Target: 2.5% Chance: -25 All current power levels for 5 sec
To Target: 25% Chance: on critical: ___ Proton damage (Ignores Shields) vs Voth
To Target: 25% Chance: on critical: ___ Proton damage (Ignores Shields) vs Non-Voth

Bio-Molecular Disruptor
8472 Counter-Command
2.5% Chance: Bio-Molecular Incubation
* -__ Flight speed for 8 sec
* On Expiration: ___ Radiation damage (Ignores Shields) (Double Damage vs Undine)
To Target: 2.5% Chance: -10 All damage resistance for 15 sec

Bio-Molecular Phaser
8472 Counter-Command
2.5% Chance: Bio-Molecular Incubation
* -__ Flight speed for 8 sec
* On Expiration: ___ Radiation damage (Ignores Shields) (Double Damage vs Undine)
To Target: 2.5% Chance: One random subsystem offline for 5 sec

Thoron Infused Polaron
Delta Alliance
On Hit: 2.5% Chance: Unstable Thoron radiation for 5 sec
* __ Radiation damage per sec
* -1% Crit chance
* -15% Crit severity
* Target is Placated, can occur once every 15 sec

Radiant Antiproton
Iconian Resistance
On Hit: 2.5% Chance: +1,000 Temporary hit points for 15 sec, can stack 5 times

Withering Disruptor
Terran Task Force
To Target: 2.5% Chance: Apply stack of Withering Radiation
(Lasts for 60 sec, 5 stacks max)
* __ Radiation damage to target per stack of Withering Radiation

Temporal Defense Chroniton Antiproton
Temporal Defense Initiative
2.5% Chance: Apply Chroniton Stabilisation to Self for 60 sec:
* +5% Flight speed and turn rate
* Reduces damage to shields by 3% (Effect stacks up to 5 times)

All Builds

This is a valid setup/build for all build types.

[Sol Defense Covariant Shield Array Mk XII]

This item is an optional reward from Iconian War - Midnight.

This shield array was developed by the Utopia Planitia Fleet Yards in the final days of the Iconian War. It can aborb [sic] significant amounts of damage before failing, but takes longer to fully recharge when compared to other shield arrays.

Very Rare Ship Shields
Bind On Pickup
Rear Admiral, Upper Half
Values do not reflect skills or other modifiers

7,227 Maximum Shield Capacity
(10% Bleedthrough)
150.6 Shield Regeneration every 6 seconds
Reduces All Energy Damage to Shields by 10%
+15 Incoming Shield Healing to Self

[Sol Defense Deflector Array Mk XII]

This item is an optional reward from Iconian War - Midnight.

This deflector dish was developed by the Utopia Planitia Fleet Yards in the final days of the Iconian War. It enhances hull and shield repair systems while providing resistance to control effects.

Very Rare Ship Deflector Dish
Bind On Pickup
Rear Admiral, Upper Half
Values do not reflect skills or other modifiers

+5 Auxiliary Power Setting
+26.2 Starship Hull Repair
(Improves Hull Healing)
+35 Starship Shield Emitters
(Improves Shield Healing)
+17.5 Starship Inertial Dampers
(Resists Hold, Disable, Knock, Repel and Slow)
+17.5 Starship Power Insulators
(Resists Shield Drain and Energy Drain)

[Sol Defense Impulse Engines Mk XII]

This item is an optional reward from Iconian War - Midnight.

These impulse engines were developed by the Utopia Planitia Fleet Yards in the final days of the Iconian War. The engines are designed to enhance ship shield power levels to have a better chance of withstanding Herald assaults. Additionally, the engine output can be boosted by redirecting incoming energy weapons fire, enhancing ship maneuverability and defense.

Very Rare Impulse Engine
Bind On Pickup
Rear Admiral, Upper Half
Values do not reflect skills or other modifiers

+13.2 Flight Speed
+4.5 Flight Turn Rate
+5 Shield Power Setting
+16.5 Full Impulse Flight Speed
When hit by Directed Energy attacks, you have a 25% chance to gain +3.5% Turn Rate and +0.75% Defense for 15 sec. This effects stacks up to 5 times.
Full Impulse
All Power to Engines
+110.2 Flight Speed
Diverts all power to engines

Phaser Builds

This is a valid setup/build for all phaser builds including the Kelvin phaser builds.

[Console - Universal - Quantum Phase Converter Mk XII]

This console is an optional reward from Future Proof - Sunrise.

The Quantum Phase Capacitor increases phaser damage, auxiliary subsystem power levels and flow capacitors. Additionally, the capacitor preserves the quantum state of your auxiliary systems, allowing for accelerated recovery when auxiliary systems are knocked offline.

Very Rare Universal Console
Character Bind On Pickup
Cannot Equip more than 1 of this Item
Vice Admiral

Values do not reflect skills or other modifiers

+20% Phaser Damage
+3 Auxiliary Power
+__ Starship Drain Expertise
(Improves Energy & Shield Drains / Resistance to Same)
Hot restart: Automatically removes auxiliary power disabled conditions after 1 sec

[Quantum Phase Beam Array Mk XII]

This beam array is an optional reward from Future Proof - Sunrise.

Beam arrays are the most common and versatile weapons available. The fire a series of average damage beams across a wide arc. Beam weapons are equally effective against starship shields and hull. Quantum Phase energy weapons have a chance to destabilize the shields of enemy ships, dealing additional shield damage and siphoning the shield energy back to you.

Very Rare Ship Weapon
Character Bind On Pickup
Cannot Equip more than 1 of this Item
Vice Admiral

Values do not reflect skills or other modifiers

Quantum Phase Array
Energy Damage
250' targeting arc
to target: ___ Phaser Damage (___ DPS)
to self: -10 Weapon Power when firing other energy weapons
to target: 2.5% Chance: Disable 1 Subsystem for 5 sec
2.5% Chance: Drain 551 from enemy shields to restore your shields
+2% Critical Chance
+20% Critical Severity

[Quantum Phase Torpedo Mk XII]

This torpedo is an optional reward from Future Proof - Sunrise.

Torpedo launchers fire projectiles that deal heavy kinetic damage. Shields drastically reduce the effects of kinetic damage. In addition to the standard payload of a Quantum torpedo, Quantum Phase Torpedoes destabilize the quantum state of nearby shield arrays on impact. This quantum destabilization damages the shields of nearby ships.
High-yield Quantum Phase Torpedoes further raise the quantum destabilization, both damaging enemies and restoring allied shields within range. Torpedo: Spread causes the Quantum Phase Torpedo to trigger a single larger, more powerful shield drain centered on the primary target.

Very Rare Ship Weapon
Character Bind On Pickup
Cannot Equip more than 1 of this Item
Vice Admiral

Values do not reflect skills or other modifiers

Quantum Phase Torpedo
Kinetic Damage
90" targeting arc
to target: ____ Kinetic Damage (___ DPS)
To Foes: -551 All Shields in a 2km radius
(High-yield Torpedo radius increased to 4km)
+2% Critical Chance
+20 Crit Severity Bonus

[Console - Universal - Mining Drill Laser Emitter]

The Console - Universal - Mining Drill Laser can be obtained by the players of all three factions.

Romulan only - Kelvin Timeline T'laru Intel Carrier Warbird (Kelvin Lock Box, RRF Tier 6)
Federation only - [Console Pack - Proton Charge Launcher / Mining Drill Laser (Federation)]
Klingon only - [Console Pack - Auxiliary Ejector Assembly / Mining Drill Laser (Klingon)]

*Also purchasable from the Exchange for approx. 250k EC.

Although the technology was developed for civilian mining operations, a Mining Drill Laser comes standard on every T’laru. Easily weaponized, and potentially devastating, this long-duration energy discharge grows more and more powerful the longer you keep it focused on an enemy, while steadily eroding their damage resistance. The recharge time on the Mining Drill Laser is also proportionate to the time spent locked onto a target, allowing you to use it for brief bursts of additional damage at regular intervals if desired.
This console also provides a passive bonus to Max Shield Capacity and Shield Power Levels. (Note: Sources of max power do not stack – only the strongest applies, per subsystem.)

Epic Universal Console
Character Bind On Equip
Cannot Equip more than 1 of this Item

Values do not reflect skills or other modifiers

+3 Current and Maximum Shield Subsystem Power
+2% Shield Hitpoints
Activate Drill Laser
Long-Duration Channeled Kinetic Damage
to target _____ Kinetic Damage (50% Shield Penetration / Damage Increases Over Time)
_____ All Damage Resistance Rating (Debuff Increases Over Time)
Recharge Timer will be 2sec per second spent damaging a Foe (min 10sec)

[Console - Universal - Proton Charge Launcher]

The Console - Universal - Proton Charge Launcher can be obtained by the players of all three factions.

Federation only - [Console Pack - Proton Charge Launcher / Mining Drill Laser (Federation)]
Romulan only - [Console Pack - Auxiliary Ejector Assembly / Proton Charge Launcher (Romulan)]
Klingon only - Kelvin Timeline D4x Pilot Bird-of-Prey (Kelvin Lock Box, KDF Tier 6)

*Also purchasable from the Exchange for approx. 250k EC.

With a focus on ambushing and overpowering foes with the maximum amount of available firepower, this Klingon Raider comes stocked with Proton Charge Launcher which can unleash a barrage of high-powered projectiles at both a primary target, and randomly selected secondary target, every half-second for several seconds.
This console also provides a passive bonus to the Maximum Hull and Engine Power Levels. (Note: Sources of max power do not stack – only the strongest applies, per subsystem.)

Epic Universal Console
Character Bind On Equip
Cannot Equip more than 1 of this Item

Values do not reflect skills or other modifiers

+3 Current and Maximum Engine Subsystem Power
+0.5% Maximum Hull Capacity
Launch Proton Charges
Proton Damage to Random Foes
135' targeting arc
Once per sec: Up to _____ Proton to Primary Target (damage decreases past 5.0km)
Once per sec: Up to _____ Proton to Any Random Target (damage decreases past 5.0km)

Antiproton Builds

[Obelisk Subspace Rift Warp Core]

The Obelisk Subspace Rift Warp Core is acquired by completing the Dyson Sphere mission Sphere of Influence.

The Obelisk Subspace Rift Warp Core is a type of advanced Warp Core initially discovered on the Obelisk Carrier. It has potent Slipstream technology, creating and utilizing rifts in subspace for rapid travel with a higher degree of maneuverability than standard Slipstream drives can offer. In addition, it significantly boosts the player ship's maximum Auxiliary power output.

Very Rare Warp Core
Character Bind On Pickup
Vice Admiral

Values do not reflect skills or other modifiers

+7.5 Additional Auxiliary Power
(Bonus increase at low Auxiliary Power)
+10 Maximum Auxiliary Power
(Allows your Auxiliary power to exceed 125)
Maximum Warp Factor 10
Adds 7.5% Auxiliary power to your Shield power as bonus power
50% Recharge time reduction to Slipstream Drive
+15.2 Starship Hull Regeneration
(Improves Passive Hull Regeneration)
+20% Turn Rate while in Slipstream
+0.1 Slipstream Speed bonus
Shield Capacitor
Shield Power Buff
+341.2 Shield Regeneration
+15 Shield Power Bonus for 10 sec
Repairs offline shield systems

[Ancient Omni-Directional Antiproton Beam Array [Acc] [Dmg] [Arc]]

This beam array is acquired by completing the Dyson Sphere mission Sphere of Influence.

This beam array offers a 360-degree firing arc, in addition to being able to utilize the standard functions of Beam Array weapons.
It can be equipped on a ship alongside a single crafted omni-directional beam array of any energy type.

Very Rare Ship Weapon
Character Bind On Pickup
Cannot Equip more than 1 of this Item
Vice Admiral

Values do not reflect skills or other modifiers

Antiproton Array
Energy Damage
360' targeting arc
to target: __ Antiproton damage (__ dps)
to self: -10 Weapon Power when firing other weapons
+20 Crit Severity Bonus
+10% Accuracy

Bridge Crew Abilities

This is a list of recommended bridge crew abilities.

Torpedo Spread

Spread improves your next torpedo attack. Launches multiple projectiles in a spread pattern that damage all targets in a large area around the target.

Torpedo: Spread upgrades the next torpedo attack to acquire N number of targets available within the firing arc, and fire N-1 number of that specific torpedo type per target. Example:
Rank 1 - Up to THREE targets acquired in firing arc, with TWO torpedoes for each target.
Rank 2 - Up to FOUR targets acquired in firing arc, with THREE torpedoes for each target.
Rank 3 - Up to FIVE targets acquired in firing arc, with FOUR torpedoes for each target.

Surgical Strike

Activating this ability will cause all of your beam and cannon weapons to fire more accurately for the duration of the buff, benefit from increased Accuracy and Critical Hit Chance. However, they will also fire more slowly while this is in effect.

Beam Array: Overload

Single target

This ability hugely increases the damage caused by your next beam attack from either a Beam Array, Dual Beam Bank and some Omni-Directional Beam Arrays; this attack will always critically hit. When activated, Beam Overload applies itself to all your beam weapons, however when the first weapon fires, it is cleared from all others, meaning that it may only be fired once per activation. The ability can be used effectively to quickly lower a shield facing, or to inflict significant burst damage to an exposed hull.

The ability's damage is a set multiple of the underlying weapon damage, with higher ranks providing a larger damage multiplier. Increasing your training in weapons skills will improve the underlying weapon damage, resulting in an increase in the damage of Beam Overload. Because of its higher base damage, a Dual Beam Bank will inflict a more damaging Beam Overload than a Beam Array.

With higher ranks of this ability, the proper tactical consoles, and significant weapons training, it is possible to inflict well over 30,000 points of damage to an exposed hull on a critical hit.

Having one Beam Overload buff active will prevent you from activating any other copies of Beam Overload. Consuming a Beam Overload buff to fire a beam overload will trigger a 5 second cooldown period during which no other Beam Overload powers can be activated. This 5 second cooldown period is not triggered if the buff just wears off due to duration/unuse, or if the buff is purged by a dispel effect.

Beam Array: Fire at Will

Multiple targets

This ability applies to both Beam Arrays and Dual Beam Banks. A standard beam attack cycle is four attacks against a single target. After activation, all beam weapons will attack the selected target (if within its arc, otherwise a random target) and a second random target within their firing arc and attack them five times each (for a total of 10 beam attacks per cycle). The effect will apply to any firing cycle that begins during the ability's duration.

If only one target is present, only five attacks are performed. This ability is effective in delivering sustained fire against a few ships or for taking out fighter swarms and targetable projectiles.

Emergency Power to Shields

Emergency Power to Shields directs emergency battery power to the shields for a short duration. It provides a shield heal to each facing, as well as a shield damage resistance buff.

Engineering Team

Engineering Team delivers a good instant hull heal. Also instantly repairs subsystem damage and engineering debuffs for the duration. Can be activated even if you are held or disabled. It is a buff for your own or an ally's ship which repairs hull and disabled systems over time. It will also prevent Viral Matrix from disabling ship systems as well.

Emergency Power to Auxiliary

Emergency Power to Auxiliary boosts your ship's Auxiliary power level and Stealth Sight for 30 seconds.

Auxiliary to Structural

Auxiliary to Structural (also called "Auxiliary Power to the Structural Integrity Field") utilizes auxiliary power to restore damage to the hull and provide it with damage resistance over the duration. This ability increases in effectiveness based on current auxiliary power level.

Auxiliary Power to the Structural Integrity Field delivers an instant hull heal, while providing good damage resistance over the duration. Increases in effectiveness based on current auxiliary power level.

Polarize Hull

Polarize Hull provides great damage resistance and immunity to tractor beams. Increases in effectiveness based on current auxiliary power level.

Science Team I

Science Team is an ability that is usable in almost any situation in which a player may find themselves; it recovers shield strength and removes science debuffs. It can also be used as a counter to many debilitating science debuffs such as Subnucleonic Beam and is usable on yourself or an ally at a distance of up to 10 kilometers. Due to this fact, it provides a very effective cleanse and instant heal. It is highly recommended that all players have at least Rank I of this ability. Note however that even though Viral Matrix is a science debuff, its effect of disabling subsystems is countered by Engineering Team instead.

Hazard Emitters

Hazard Emitters provide a large hull heal over time, a small damage resistance buff over duration, and over the duration it will cleanse the ship of hazard debuffs (such as plasma fire and the Borg Shield Neutralizer, as well as the damage and movement debuffs inflicted by Eject Warp Plasma.) Increases in effectiveness based on current auxiliary power level.

* Any Exchange/trading prices mentioned may change hourly/daily. Prices are controlled by players and are not fixed.