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Hyper-Impulse Engines

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Hyper-Impulse Engines icon.png
Common icon.png
Hyper-Impulse Engines
Common Impulse Engine
 
Values do not reflect skills or other modifiers

+__ Flight Speed

(Efficient at High Power Levels)

+__ Flight Turn Rate

Full Impulse

All Power to Engines

+__ Flight Speed
Diverts all power to engines
Value: __
"__" is not a number.
Energy credit icon.png

[Hyper-Impulse Engines] are one of three types of Impulse Engines, each with their own particular specialty. Hyper-Impulse engines have exceptional output with high power requirements. They are slow at low power settings, but they have the highest maximum speed.

Impulse Engine Modifiers[edit source]

Some Impulse Engines may have additional modifiers that either increase existing bonuses or add new ones. Uncommon engines will have one modifier, Rare will have two, Very Rare three, and Ultra Rare four. The following are examples of Impulse Engine modifiers. Some Engines and modifiers boost Skills by a certain amount, based on Mark level. Refer to the table above for these values.

Modifier Effect
[Aux] Thrusters: 25% speed when engines are disabled.
[Spd] +10% Flight Speed.[mods 1]
[Turn] +0.3 to Flight Turn Rate[mods 2]
[Full] +7.33̄ + 0.766̄×Mk to Full Impulse Flight Speed.[mods 3]
Special Engines only (Fleet, Crafted/Upgraded, Reputation)
[+CRes] 10% resistance to Control Effects
[Damp] +33 Starship Drain Expertise[mods 4]
[Inertia] +10 Inertia Rating
[Pow]
[mods 5]
+3.8 Weapon Power Setting
+3.8 Shield Power Setting
+3.8 Auxiliary Power Setting
[Rrt]
[mods 6]
+20% Flight Speed when environmental hazards prevent use of Full Impulse.
[SecSpd] +X Sector Space Travel Speed
All Epic Impulse Engines
[SedSpd-2] +X×2 Starship Impulse Expertise
+X×2 Sector Space Travel Speed
Mark level of item X =
Mk I 1.9
Mk II 2.5
Mk III 3.1
Mk IV 3.75
Mk V 4.4
Mk VI 5
Mk VII 5.6
Mk VIII 6.25
Mk IX 6.9
Mk X 7.5
Mk XI 8.1
Mk XII 8.75
Mk XIII 9.4
Mk XIV 10


  1. Can appear twice on one engine, though Fleet Engines and some special engines have 3 or more innate or added [Spd] mods. After calculating the base speed for the Engine's Mark level, the game will add 10% for one [Spd] modifier, 20% for [Spd]x2, and so forth. Thus, final speed for standard Impulse Engines will be (7.5+0.375*Mk) + N*0.1*(7.5+0.375*Mk), where N is the number of [Spd] modifiers. This formula works up to Mk XII; Mk XIII items are treated as if they were Mk XVI (16), while Mk XIV items as if they were Mk XXIII (23); for Combat and Hyper-Impulse engines, respectively adding or subtracting 1 Mk level from the final formula will give you a close approximation.
  2. Engines have a base 4.5 Turn rate; one [Turn] modifier will give them 4.8, and two 5.1, regardless of Mk level. Can appear twice on one engine, though Fleet Engines and some special engines have 3 or more innate or added [Turn] mods.
  3. Can appear up to 4 times on one Engine. As with [Spd], Mk XIII acts like Mk XVI and Mk XIV like Mk XXIII, so Mk XIII [Full] adds 19.5, Mk XIV adds 24.8. The number displayed rounds to the nearest tenth. For example, [Impulse Engines Mk IV [Full]] would receive a bonus of 10.4.
  4. Does not scale with Mk level. Previously Starship Inertial Dampers.
  5. Integrated into Efficient Impulse Engines, and can be found on Fleet Engines.
  6. Integrated into Dynamic Reroute Impulse Engines, and can be found on Jem'Hadar Combat Impulse Engines [Rrt].

Uncommon endinges will have one modifier, Rare will have two, and Very Rare will have three, Ultra Rare will have four. The sum between X modifier value and the same basic deflector stat will be rounded.

An Uncommon Hyper-Impulse Engines will have one modifier suffix, Rare will have two, and Very Rare will have three. Rare and Very Rare can have multiples of the same suffix, and stacked suffixes are added together, not multiplied.

Base Flight Stats[edit | edit source]

Turn Rate is mostly determinated by the type of ship so the values are not listed here.

Rank Mark Flight Speed Turn Rate Flight Speed (Full) Values (Energy credit icon.png)
Common Uncommon Rare Very Rare
None I +7.4 +X +54 2,500 3,325
II +7.8 +X +59 5,000 6,650 8,300
Lt. Cmdr. III +8.2 +X +64 10,000 13,300 16,600
IV +8.6 +X +69 15,000 19,950 24,900 30,000
Commander V +9 +X +74 20,000 26,600 33,200 40,000
VI +9.3 +X +80 25,000 33,250 41,500 50,000
Captain VII +9.7 +X +85 30,000 39,900 49,800 60,000
VIII +10 (10.1) +X +90 35,000 46,550 58,100 70,000
Lower Half
Rear Admiral
Upper Half
IX +10 (10.5) +X +95 40,000 53,200 66,400 80,000
X +11 (10.9) +X +100 45,000 59,850 74,700 90,000
XI +11 (11.2) +X +105 50,000 66,500 83,000 100,000
XII +12 (11.6) +X +110 55,000 73,150 91,300 110,000

Other Impulse Engines[edit | edit source]


Starship Components
[edit]
Deflectors Regular: StandardGravitonPositronTachyonNeutrino
Special: NeodymiumTal Shiar Tachyon
Set: Aegis GravitonAssimilated(Breen) Polarized ParabolicCounter-CommandDelta AllianceDysonHonor Guard PositronIconian ResistanceJem'HadarKobaliM.A.C.O. GravitonNukaraOmega Force TachyonQuantum PhaseReman PrototypeRomulan PrototypeSol DefenseSolanaeTerran Task Force
Fleet: Fleet Deflector Array
Secondary Deflectors Regular: DeterioratingInhibitingResonating
Set: Solanae
Fleet: Strategic Secondary Deflectors
Impulse Engines Regular: StandardCombatHyper
Special: EfficientCombat HyperDynamic ReroutePrototype Gravitic ModulationTetryon-Plasma (small craft)
Set: Aegis HyperAssimilated Subtranswarp (Standard)(Breen) Supercooled CombatCounter-Command HyperDelta Alliance Hyper-EfficientDyson CombatHonor Guard (Combat)Iconian Resistance HyperJem'Hadar CombatKobali HyperM.A.C.O. StandardNukaraOmega Force HyperQuantum Phase CombatReman Prototype (Combat)Romulan PrototypeSol DefenseSolanae Hyper-EfficientTerran Task Force
Fleet: Fleet Engines
Warp Cores
Matter/Anti-Matter
Regular: StandardDeuterium-StabilizedField StabilizingHyper InjectionOverchargedPlasma-Integrated
Special: Tal Shiar Adapted Borg
Set: (Breen) Cryoplasma InfusedCounter-Command Hyper InjectionDelta Alliance TrajectorDyson Field StabilizingIconian Resistance Hyper InjectionKobali Field StabilizingObelisk Subspace RiftSolanae OverchargedTemporal Phase OverchargedTerran Task Force Quantum Capacitor
Fleet: Fleet Warp Cores
Warp Cores
Singularity
Regular: StandardField StabilizingHyper InjectionOverchargedPlasma-IntegratedThoron-Infused
Special: Dual Injection
Set: (Breen) Cryoplasma InfusedCounter-Command Hyper InjectionDelta Alliance TrajectorDyson Field StabilizingIconian Resistance Hyper InjectionKobali Field StabilizingSolanae OverchargedTemporal Phase OverchargedTerran Task Force Quantum Capacitor
Fleet: Fleet Singularity Cores
Shield Arrays Regular: StandardCovariantRegenerativeResilient
Special: Hyper-CapacitorMetaphasic (small craft)Numiri RegenerativeParatrinic
Set: Aegis CovariantAssimilated Regenerative(Breen) Dielectric Oscillation ResilientCounter-Command CovariantDelta Alliance UnimatrixDyson RegenerativeHonor Guard CovariantIconian Resistance ResilientJem'Hadar ResilientKobali RegenerativeM.A.C.O. ResilientNukara Crystalline ResilientOmega Force StandardQuantum Phase ResilientReman Prototype CovariantRomulan Prototype CovariantSol Defense CovariantSolanae ResilientTerran Task Force
Fleet: Fleet Space Shields
Ship Weapons Regular: Beam ArrayDual Beam BankTurretCannonDual CannonsDual Heavy CannonsQuad CannonsTorpedo LauncherMine LauncherMissile
Fleet: Fleet Space Weapons
Devices Consumable: BatteriesDeuterium SurplusDewan Herbal Life Support AdditiveHargh'peng Torpedo LauncherPrototype Ablative Jevonite HardpointsSatellite Turrets and Torpedo PlatformsScorpion Fighters
Permanent: Nimbus Pirate Distress CallNon-combat petsRed Matter CapacitorSubspace Field ModulatorTemporal NegotiatorDelta Alliance Reinforcements Beacon
Consoles Regular: Engineering ConsolesScience ConsolesTactical ConsolesUniversal Consoles
Fleet: Advanced Engineering Armor ConsolesAdvanced Engineering RCS ConsolesWeapon Signature Nullifiers and AmplifiersAdvanced Tactical Vulnerability ConsolesParticle Focuser Science Consoles
Hangar Bays Carrier Pets