- This article is about damage in Space combat. For damage in Ground combat, see Damage type (ground)
There are three major damage types in Star Trek Online:
- Energy damage is the set of the 6 main types of damage dealt by direct fire ranged energy weapons in space, as well as two other less-common types.
- Kinetic damage is dealt by deployed or self-propelled explosive devices, and also by certain abilities in space.
- Exotic damage is the collective name of any damage other than the above three kinds, and is dealt either as secondary effect of explosives, or as main damage of abilities.
Overview
Damage in Star Trek Online exists in multiple, overlapping categories. The first distinction is the source of the damage:
- Weapon damage is caused by Ship weapons. All weapon damage is boosted by Starship Weapon Training, which you gain automatically as you level up.
- Energy damage is a subset of weapon damage, caused by directed energy weapons including all Beams and Cannons. All energy damage is boosted by Energy Weapon Training.
- Beam damage is a subset of energy damage, caused by Beam Arrays, Dual Beam Banks, and Omni-Directional Beam Arrays. All beam damage is boosted by Directed Energy Distribution Manifolds and the Beam Training trait.
- Cannon damage is a subset of energy damage, caused by Single Cannons, Dual Cannons, Quad Cannons, Dual Heavy Cannons, and Turrets. All cannon damage is boosted by Prefire Chambers and the Cannon Training trait.
- Several abilities and consoles cause non-beam, non-cannon energy damage, such as Point Defense System.
- Projectile damage is a subset of weapon damage, caused by Torpedo and Mine weapons. All projectile damage is boosted by Projectile Weapon Training and the Projectile Training trait.
- Torpedo damage is a subset of projectile damage, caused by Torpedo Launchers. All torpedo damage is boosted by Warhead Yield Chambers.
- Mine damage is a subset of projectile damage, caused by Mine Launchers. All mine damage is boosted by Variable Geometry Detonators.
- Several abilities and consoles cause non-torpedo, non-mine projectile damage, such as Torpedo Point Defense System.
- Energy damage is a subset of weapon damage, caused by directed energy weapons including all Beams and Cannons. All energy damage is boosted by Energy Weapon Training.
- Exotic damage is that caused by most non-weapon sources, including Bridge Officer abilities, and abilities from set bonuses. All exotic damage is booted by Exotic Particle Generator.
Second, damage can be divided into multiple different attribute modifiers, or types[main 1] or "elements": Phaser, Disruptor, Plasma, Tetryon, Polaron, Antiproton, Proton, Electrical, Kinetic, Physical, Radiation, and FeedbackPulse. Cold, Fire, Toxic, and Psionic damage can only be dealt in ground combat at this time.
Damage resistance ratings against a specific type will always reduce damage from that type, regardless of whether the source of that damage is a directed energy weapon, an ability, or even an exotic damage ability.
Third, damage can be divided into activated and attached. And fourthly, damage can be divided into direct damage, DoTs, and hazards.[main 2][main 3]
This article or section is in need of an update Elaboration on how DoTs are effected by the Temporal specialization tree, and making the Hazard page Please help out STO Wiki by adding the necessary changes! |
As a large example, "Plasma" damage can refer to:
- Plasma weapon damage
- Plasma energy weapon damage, boosted by Plasma Infusers.
- Plasma beam damage, caused by eg. Plasma Beam Arrays.
- Plasma cannon damage, caused by eg. Plasma Turrets.
- Other Plasma energy damage, caused by eg. Heavy Plasma Lance and Plasma Wave.
- Plasma projectile damage (not to be confused with Kinetic damage caused by plasma projectiles!)
- Plasma torpedo damage, caused by the proc on a Plasma Torpedo Launchers.
- Plasma mine damage, caused by the proc on Plasma Mine Launchers.
- Other Plasma projectile damage, caused eg. by the DoT on Destabilized Plasma Torpedo
- Plasma energy weapon damage, boosted by Plasma Infusers.
- Plasma-based exotic damage
Assorted equipment boosts damage of specific categories. Tactical Consoles, Fleet Advanced Tactical Vulnerability Consoles and numerous universal consoles boost damage in various categories. A few examples
- Sustained Radiant Field boosts all weapon damage.
- Enhanced Dominion Coordination Protocol boosts all energy weapon damage.
- Ambush Gateway Generator boosts all cannon weapon damage.
- Plasma Warhead Module boosts all torpedo weapon damage.
- Rule 62 Multipurpose Combat Console boosts all torpedo and mine damage, but not Projectile weapon damage in general.
Console descriptions and tooltips must be read carefully to determine which categories of damage they affect.
Energy damage
Types
Energy damage is a set of eight damage types—Phaser, Disruptor, Plasma, Tetryon, Polaron, Antiproton, Proton and Electrical—that are mostly commonly dealt by directed energy weapons.
Each different energy damage type has a bonus effect, known as a proc. Most weapons come with one of these bonuses, while some rarer weapons may contain multiple, or a special one replacing the standard proc.
Direct energy s, such as Beams and Cannons, use Energy Damage. Deployable Ship Devices such as Satellite Turrets also deal Energy Damage based on the type of weapon it carries.
There are tactical advantages to using a single energy damage type primarily due to consoles giving a greater bonus by energy type (e.g. phasers) than by weapon type (e.g. beam arrays). However, some players prefer to use a wide variety of damage types in the hopes of scoring multiple proc hits.
Phaser
Phaser damage is displayed as orange in color, or sometimes pale yellow. The Andorian and TOS retro versions are a blue color. The term "phaser" is an acronym for Phased Energy Rectification. A type of particle weapon, phasers damage targets with streams of nadions. Against living targets, this can be to either lethal or non-lethal effect, depending on the power of the stream. Player-acquired starships for the Federation by default come with Phaser energy weapons.
Proc: 2.5% Chance: Disable 1 Subsystem for 5 seconds (Space)
Shields and armor with the [Pha] suffix modifier take 20% less Phaser damage than usual.
Users | Cardassian | Terran | True Way | Federation | Kazon |
---|---|---|---|---|---|
Armor to use | Ablative Hull Armor | ||||
Plating to use | Diburnium Hull Plating |
Abilities that deal Phaser energy weapon damage:
- Broadside Cannon Barrage (Broadside Emitter Arrays from the Kelvin Timeline Intel Dreadnought Cruiser)
- Deploy Defense Platform
- Deploy Heavy Phaser Assault Platform (Heavy Phaser Assault Platform from the Paladin Temporal Battlecruiser, exclusive to Temporal Battlecruisers)
- Heavy Phaser Lance (Heavy Phaser Lance from the Phantom Intel Escort, exclusive to Intel Escorts)
- Nadion Saturation Bomb (bomb strikes are energy damage, hazard is exotic damage; Nadion Saturation Bomb from the Patrol Escort Refit, exclusive to Patrol Escorts)
- Phaser Lotus (Dynamic Tactical System exclusive to the Veteran destroyers in Tactical Mode)
- Phaser Spinal Lance (Dreadnought Cruiser variants)
- Point Defense System (Point Defense System - Federation version)
Disruptor
Disruptors are a type of directed energy used in weapons, and are green or dark green in color. Disruptors cause damage to the target by breaking the bonds of atoms. Player-acquired starships for the Klingon Defense Force by default come with Disruptor energy weapons.
Proc: 2.5% (Space): -10% Damage Resistance Debuff
Shields and armor with the [Dis] suffix modifier take 20% less Disruptor damage than usual.
Users | Elachi | Gorn | Klingon | Nausicaan | Orion | Reman | Romulan |
---|---|---|---|---|---|---|---|
Armor to use | Ablative Hull Armor | ||||||
Plating to use | Diburnium Hull Plating |
Abilities that deal Disruptor energy weapon damage:
- Disruptor Autocannon (Disruptor Autocannon from the Bortasqu' Tactical Cruiser, exclusive to Bortas variants)
- Disruptor Lotus (Dynamic Tactical System exclusive to the Veteran destroyers in Tactical Mode)
- Disruptor Shell (Terran Task Force Starship Technologies 4-piece set bonus)
- Heavy Disruptor Spinal Cannons (Heavy Disruptor Spinal Cannons from the Mat'Ha Raptor, exclusive to Mat'Ha variants)
- Javelin (Guramba Siege Destroyer variants while in Siege Mode)
- Point Defense System (Point Defense System - KDF version)
- Spiral Wave Disruptor Lance (Cardassian Keldon Cruiser)
Note:
- Nausicaan Energy Torpedo Launcher is boosted by Disruptor-specific consoles and Projectile Weapon Training rather than energy skills.
Plasma
Plasma energy beams are green/cyan in color. Player-acquired starships for the Romulan Republic by default come with Plasma energy weapons.
Proc: 2.5% (Space) Chance: Applies a non-stacking DoT
Shields and armor with the [Pla] suffix modifier take 20% less Plasma damage than usual.
Note that Plasma-based Energy Damage is separate from both Plasma-based Projectile Damage and Plasma-based Exotic Damage.
Users | Borg | Na'kuhl | Romulan Republic | Vulcan [1] |
---|---|---|---|---|
Armor to use | Ablative Hull Armor Tetraburnium Hull Armor | |||
Plating to use | Electroceramic Hull Plating |
Abilities that deal Plasma energy weapon damage:
- Focused Singularity Beam (Focused Singularity Modulator from the Ar'Kif Tactical Carrier Warbird Retrofit, usable while in Annihilation Mode on any Ar'Kif variant carrier warbird)
- Heavy Plasma Lance (Heavy Plasma Lance exclusive to the Faeht Intel Warbird)
- Plasma Barrage (Plasma Discharge Array from the Na'kuhl Tadaari Raider, exclusive to Na'kuhl starships)
- Plasma Hyperflux (Romulan Singularity Harness 3 Piece)
- Plasma Lotus (Dynamic Tactical System exclusive to the Veteran warbird destroyers in Tactical Mode)
- Plasma Spinal Lance (Kara Advanced Warbird variants)
- Plasma Wave (Plasma Wave, usable on any ship)
Tetryon
Tetryon energy beams are blue in color. Tetryons are subatomic particles that exist outside of normal space. When brought into normal space from subspace (artificially or naturally) they become highly unstable.
Proc: 2.5% (Space) Chance damage to Shields
Shields and armor with the [Tet] suffix modifier take 20% less Tetryon damage than usual.
Users | APU | Hirogen | Tholian | Caitian[1] | Vorgon | Tzenkethi |
---|---|---|---|---|---|---|
Armor to use | Ablative Hull Armor Tetraburnium Hull Armor | |||||
Plating to use | Electroceramic Hull Plating |
Abilities that deal Tetryon energy weapon damage:
- Antichroniton Infused Tetryon Discharge (Krenim Temporal Manipulation 3-piece set bonus)
- Refracting Tetryon Cascade (Nukara Strikeforce Reputation Tier 5 trait)
- Tetryon Sniper Blast (Apex Predator 3-piece set bonus)
- Unstable Tetryon Lattice (Nukara Strikeforce Technologies 3-piece set bonus)
Polaron
Polaron are pink/purple in color. These weapons were heavily utilized by the Jem'Hadar and Breen during the Dominion War. Some Jem'Hadar Polaron ground weaponry can have bonus effects based on the Nanoenergy cell used.
Proc: 2.5% Chance: -25 power to all Subsystems (Space) for 5 sec (Ground)
Shields and armor with the [Pol] suffix modifier take 20% less Polaron damage than usual.
Users | Breen | Dominion | Hazari | Kobali | True Way | Vaadwaur | Krenim |
---|---|---|---|---|---|---|---|
Armor to use | Tetraburnium Hull Armor | ||||||
Plating to use | Parametallic Hull Plating |
Note:
- Polaron Cannon Barrage is boosted by Polaron-specific consoles and Projectile Weapon Training rather than energy skills.
Antiproton
Antiprotons, when confined into a beam, are normally crimson with a black void border. Up close, the energy looks a lot more unstable, similar to Plasma and Tetryon energy. Undine antiproton weapons are pale yellow in color.
Proc: +20% Critical Severity
Shields with the [Ap] suffix modifier take 20% less Antiproton damage than usual.
Users | Borg [1] | Crystalline Entity | Fek'Ihri | Iconian | Undine | Voth | Sphere Builder | Malon |
---|---|---|---|---|---|---|---|---|
Armor to use | Tetraburnium Hull Armor | |||||||
Plating to use | Parametallic Hull Plating |
Abilities that deal Antiproton energy weapon damage:
Note:
- Crystalline Energy Torpedo Launcher is boosted by Antiproton-specific consoles and Projectile Weapon Training rather than energy skills.
Proton
Protons, are whitish-blue in color. This rare and experimental weapon type fires a concentrated stream of proton particles at its target dealing moderate damage over time. This weapon is equally effective against starship shields and hull. Should a Proton Weapon land a critical hit, it has a 50/50 chance of dealing additional proton damage that completely bypasses the target's shields.
Proc: 50% chance: on critical: Additional Proton Damage (Ignores Shields)
No NPCs currently use Proton damage against the player. See the Proton-based exotic damage section below for player-usable exotic Proton sources. As for non-exotic sources:
Proton energy damage, boosted by Energy Weapon Training, include:
- [Experimental Proton Weapon]
- [Solanae Dual Heavy Proton Cannons]
- Protonic Polaron space weapons from the Dyson Joint Command Reputation Store
- the Shield Inversion and Destabilized Proton Beam abilities from the Solanae Hybrid Technologies set
- Point Defense Protocols, a starship trait
Proton projectile damage, boosted by Projectile Weapon Training, include:
- Launch Proton Charges, a universal console ability
Lastly, these abilities deal Proton damage that scales with your Auxiliary Power, but isn't classified as weapon or exotic damage:
- Proton Barrage, an ability from the Dyson Joint Command Technologies three-piece set bonus
Things that affect non-exotic Proton damage:
- Proton damage from any source is boosted by Auto Targeting Modules and the Proton Particle Stabilizer from the Dyson Reputation System.
- The two-piece set bonus from the Solanae Advanced Technologies set also boosts Proton weapon damage (including Launch Proton Charges), but not the damage caused by Destabilized Proton Beam, Proton Barrage, or Shield Inversion.
- Proton resistance is provided by Energy Signature Dampeners, while using the [Subspace Field Modulator] will give -400 Proton damage resistance, much like the Ophidian Cane on the ground. Since Proton is a form of energy damage, the most common protection against it is in the form of All Energy Damage resistance or All Damage resistance ratings, such as from Neutronium Alloy. Protonic Shielding does not affect your Proton damage resistance.
FeedbackPulse
FeedbackPulse was a type of energy damage that has since been completely retired from the game.[main 4] Below are various forms of Feedback abilities that used to deal this type of damage; they now deal the same type of damage they are reflecting:
- Feedback Pulse
- Counter-Offensive
- Nanoprobe Feedback
- Multidimensional Graviton Shield
- Shield Mastery
- Nukara Crystalline Resilient Shields
- Solanae Resilient Shield Array
- Terran Task Force Covariant Shield Array
Protection against energy damage
In space, Ship Shields, Engineering Consoles and the Starship Hull Plating Commander rank skill provide resistance against Energy Damage.
Ship Shields may come with one or more damage resistance modifiers, each giving 20% resistance against the damage type indicated by the suffix(es) in the item name: [Pha], [Dis], [Pla], [Pol], [Tet], [Ap].
3 types of Armor Consoles provide resistance against all, or a specific subset of Energy Damage:
- Alloys provide low resistance against all 6 types (plus Kinetic Damage resistance)
- Armors provide moderate resistance against 4 damage types (but no Kinetic)
- Platings provide good resistance against 2 damage types (but no Kinetic)
These personal space traits will also provide some energy damage resistance:
- Molecular Defense Specialist - +10% resistance to Phaser, Disruptor and Plasma damage.
- Particle Defense Specialist - +10% resistance to Tetryon, Polaron and Antiproton damage.
Energy types by faction & armor recommendations
The various Factions deal damage types specific to them both in space and ground combat. Since defensive equipment may provide resistance against only a subset of all damage types, knowing in advance what damage to expect from a given foe and using the right equipment to counter it can increase the chances of survival.
- ↑ 1.0 1.1 All Cardassian vessels are equipped with both a Dual Phaser Beam Bank and two Spiral Wave Disruptor Beam Arrays.
- ↑ 2.0 2.1 2.2 True Way ships are repurposed Cardassian and Dominion vessels.
- ↑ Both Borg Collective and Borg Cooperative ships use Plasma energy weapons and Plasma torpedoes. Borg Collective Cubes also utilize a Kinetic Cutting Beam that does Kinetic Energy weapon damage.
- ↑ Borg Collective Unimatrix 0047 Command Ships only, which also use a Kinetic Cutting Beam.
- ↑ Klingon battlecruisers use Bio-neural Warheads.
Kinetic damage
Kinetic damage is dealt by explosive devices of various kinds. In addition to the Kinetic Damage, these weapons often have secondary effects, in some cases dealing additional Energy Damage or Exotic Damage to the target in a single hit or as a DoT or AoE.
In space, Kinetic Damage is dealt by torpedoes launched from Torpedo Launchers and deployable Torpedo Platforms, Mines deployed from Mine Launchers, and by using certain abilities.
Engineering Consoles and the Hull Plating skill provide resistance against Kinetic Damage. 2 types of Armor Consoles provide resistance against Kinetic Damage:
- Monotanium Alloy provides good resistance against Kinetic Damage but no resistance against any Energy Damage
- Neutronium Alloy provides medium resistance against Kinetic Damage and medium resistance against all Energy Damage. This is very useful when you don't know what energy damage types you will be facing.
- The other Alloy types provide low resistance against Kinetic Damage, but also provide low resistance against all 6 Energy Damage types.
The personal space trait Impact Defense Specialist provides +10% resistance to Kinetic and Physical damage.
Torpedo
Torpedoes are self-propelled, target tracking explosive devices (basically, homing missiles) delivering Kinetic Damage to the target, and depending on type applying other harmful effects.
There are several types of Torpedoes, which may vary in damage potential, flight speed, launch time, applicable modifiers and additional effects over the base Kinetic Damage, but regardless of type, all of them deal Kinetic Damage.
Torpedo types by faction & recommendations
All the torpedo types below deal Kinetic damage, so refer to the above section on how to protect your ship against that. Otherwise, one must keep in mind the different attributes the torpedoes have:
- Photon torpedoes can fire more frequently than any others
- Quantum torpedoes do more damage per volley than photons
- Plasma torpedoes do less damage per volley than photons, but leave behind a plasma burn DoT; consider running Hazard Emitters to cleanse it. High Yield Plasma torpedoes are destructible (excluding 23rd century ones); Consider Beam Array: Fire at Will, Cannon: Scatter Volley, Tractor Beam Repulsors, or a Point Defense System to counter them.
- Transphasic torpedoes will partially bypass your shields
- Chroniton torpedoes can reduce your flight speed and turn rate
- Tricobalt devices will temporarily disable you, but are always destructible.
Photon 6s reload |
Quantum 8s reload |
Plasma 8s reload |
Transphasic 10s reload |
Chroniton 10s reload |
Tricobalt 30s reload |
Thermionic 10s reload | |
---|---|---|---|---|---|---|---|
Used by | Cardassian Federation Gorn Hazari Klingon Kobali Nausicaan Orion Terran True Way [T 1] |
APU Dominion Malon Terran Tholian Federation True Way [T 1] Vaadwaur |
Borg Na'kuhl Reman Romulan Empire Romulan Republic Turei Undine [T 2] |
Breen Hirogen Iconian |
Fek'Ihri Voth Krenim |
Federation Fek'Ihri Klingon [T 3] Tholian Vaadwaur |
Tholian |
- ↑ 1.0 1.1 True Way ships are repurposed Cardassian and Dominion vessels.
- ↑ Bio-plasmic Warhead
- ↑ Klingon battlecruisers use Bio-neural Warheads.
Mine
Mines are stationary, proximity activated target tracking explosive devices delivering Kinetic Damage to the target, and depending on type applying other harmful effects. The main difference between Mines and Torpedoes is that while Torpedoes actively pursue the designated target from the moment of launch, Mines sit still until a hostile ship comes within 4km proximity, then they pursue the target and detonate on impact.
Mines come in the same types as Torpedoes, with the same effects in addition to the Kinetic Damage they all deal.
Exotic damage
A specialty "catch all" term used to describe damage caused by certain non-weapon (i.e not caused by Beams, Cannons, Torpedoes or Mines) consoles/abilities or damage-causing Science bridge officer abilities. These are abilities boosted by Exotic Particle Generator skill, and their potency affected by the ship's Auxiliary power level. A common feature of Exotic damage is (though not always) 50% - 100% shield penetrating Kinetic Damage. However, this form of non-weapon damage can be seen in Electrical as well as Physical and Proton damage in space.
These damage types may be inflicted by explosives or abilities during ground combat, or certain player of Bridge Officer abilities during space combat.
Physical
In space, the Kar'Fi Battleships of the Fek'Ihri Horde launch Tortured Souls that do Physical damage, the Crystalline Entity spawns fragments which do Physical damage, and The Sphere Builders utilize Temporal abilities dealing Physical damage, making these the exceptions to the "only in ground combat" norm for this type of damage from NPCs. Most forms of Physical Damage are Shield Ignoring
Player-usable sources of Physical Damage in space combat are:
- Anti-Time Entanglement Singularity, a space reputation trait
- Causal Anchor, a universal console ability from the 31st Century Temporal Technologies Set
- Destabilizing Resonance Beam, a Science Bridge officer ability
- Entropic Rider and Decaying Rebuke I & II from the Temporal Operative skill tree
- Disruption Pulse Emitter from the Synergistic Retrofitting Set
- Molecular Deconstruction Beam on Temporal starships
- Molecular Cohesion Nullifier Field, a universal console ability
- Nanoprobe Contagion Field, a universal console ability
- Structural Integrity Collapse, an Engineering Bridge officer ability
- Subspace Wake, a universal console ability
- Temporal Fracture, the 4-piece set bonus ability from the Temporal Defense Initiative Starship Technologies set
- Temporal Shockwave, a Physical DoT, from the Gemini Temporal Cruiser universal console.
- Timestream Rift Warhead, a universal console ability (initial damage boosted by Projectile Weapon Damage, hazard boosted by EPG)
- Tholian Web Cannon, a universal console ability
- Energy Web, a starship trait
- Weapons
- Nukara Web Mine Launcher
- Fluidic Antiproton Weapons (Weapon Proc Boosted by EPG)
- Weapons from the Preserver Resonant Technologies Set (Weapon Proc)
- Numerous Temporal Operative Bridge officer abilities:
Source of Physical damage resistance in space:
- Alternate Timeline Set 3-piece set bonus
- Console - Science - Temporally Shielded Datacore
- Impact Defense Specialist personal space trait
Note: Damage dealt by any kind of explosion is Kinetic Damage and thus reduced by Kinetic Resistance, and NOT by Physical Resistance.
Radiation
In space, much like Plasma and Proton damage, Radiation comes in both Exotic and non-Exotic types. Only Exotic Radiation is boosted by Exotic Particle Generators.
Exotic Radiation sources
- Bridge Officer abilities:
- Aceton Beam (Engineering)
- Endothermic Inhibitor Beam (Engineering)
- Universal console abilities:
- Other sources:
- Bio-Molecular Fluidic Space Counter Blast and Bio-Molecular Reactive Shielding System from the Fluidic Counter Assault set
- Gravitic Lance Featured on 26c Temporal Heavy Dreadnoughts
- Improved Weaponized Emitters, a starship trait
- the radiation damage from Deteriorating and Inhibiting Secondary Deflectors
- Tal Shiar Adapted Borg Technology Set 3-piece set bonus
Non-Exotic Radiation sources
- Kemocite-Laced Weaponry, a Tactical bridge officer ability
- Radiant Detonation Matrix, a passive reputation space trait
- The 8472 Counter-Command Reputation System:
- Bio-Molecular Phaser and Disruptor weapons from the 8472 Counter-Command Reputation Store
- Heavy Bio-Molecular Phaser and Disruptor Turrets from the Counter-Command Ordnance set
- Enhanced Bio-Molecular Photon Torpedo Launcher from the same set
- the set bonuses from the same set, which increases Bio-Molecular proc chances
- The Delta Alliance Reputation System:
- Thoron-Infused Polaron weapons from the Delta Alliance Reputation Store
- Advanced Thoron Infused Polaron Beam Array and Dual Heavy Cannons from the Delta Alliance Ordnance set
- Neutronic Torpedo Launcher the same set
- The Terran Task Force Reputation System:
- Withering Disruptor weapons from the Terran Task Force Reputation Store
- Terran Task Force Disruptor Beam Array and Dual Heavy Cannons from the Terran Task Force Munitionsset
- Terran Task Force Photon Torpedo Launcher from the same set
Non-Exotic Radiation damage is boosted by the Counter-Command Multi-Conduit Energy Relay and the two-piece set bonus from the Delta Alliance Ordnance set, which also boost Exotic Radiation damage.
Specific Radiation Damage resistance in space can be found on:
- Nukara Crystalline Resilient Shields
- Dielectric Oscillation Resilient Shields [Rad] at Ultra Rare quality
- Enhanced Hull Plating, a Starship Mastery passive found on Cruisers, Battle Cruisers, Dreadnought Cruisers, Warbird Battlecruisers, Flight-Deck Cruisers, and Engineering Carriers.
Phaser-based
Disruptor-based
- The Subatomic Disruptor on the Subatomic Deflector Array, also used by the Aeon and Rozhenko Carrier Pets from the Paradox's hangar bay.
Plasma-based
A few abilities are classified as "Plasma-based Exotic Damage", and boosted by both Exotic Particle Generators and Plasma-Generating Threat-Scaling Science Consoles. They include:
- Coolant Ignition
- Reinforcements Squadron's Kolvoord Starburst
- Create Fluidic Rift (puddles)
- Eject Warp Plasma
- Eject Cryoplasma
- EPS Corruption, the Engineering Ultimate ability
- Fluidic Phase Jump
- Infectious Bio-Matter Swarm
- Plasma Shockwave
- Particle Emission Plasma Torpedo Launcher - Plasma Cloud
- Riker Maneuver
Notes:
- the Plasma Explosions caused by the aforementioned Plasma-Generating consoles are not "Plasma-based Exotic Damage" and do not benefit from Exotic Particle Generators
- Eject Tetryon Plasma from the Tetryon-Plasma Impulse Engines does not deal damage.
Users | Fek'Ihri [1] | Gorn [1] | Malon [2] | Undine [3] |
---|
Antiproton-based
Proton-based
In space, Proton exotic damage, boosted by Exotic Particle Generator, is not affected by the other Proton damage boosts or resistance sources. There are only two sources of actual exotic Proton damage:
- Shield Refrequencer
- Tholian Webs, both colliding with the edges or being inside one when it collapses.
Electrical-based
Despite being a type of energy damage, the majority of Electrical damage-dealing abilities are classified as exotic damage. For the purposes of damage resistance/immunity, Electrical is nevertheless considered to be a form of energy damage. Sources of Electrical damage on the include:
- Drain Infection from the Science skill tree
- Electromagnetic Pulse Probe, an Intel Bridge Officer ability
- Energy Discharge Array from the Hypercooled Technology Set
- Indoctrination Nanites from the Tal Shiar Adapted Borg Technology Set
- Ionized Particle Beam from the Enhanced Weapon Systems Efficiency set
- Isometric Charge from the Vor'Kang Battle Cruiser/Temporal Lock Box
- Isometric Discharge Array from the Alliance Multi-Mission Systems Set
- Modulated Chromoelectric Pulse from the Law and Order set
- Overload Supplemental Subsystems from the Tier 6 Dreadnought Cruiser/Kolasi Siege Destroyer/Kara Advanced Warbird
- Sabotage Probe from the Dhelan Warbird Retrofit/Xindi-Amphibious Lock Box
NPC Users | Klingon Empire [1] | Borg [2] |
---|
- ↑ Klingon Battlecruisers and Battleships use Isometric Charge.
- ↑ Assimilated Negh'Var Warships and the Borg Queen's Octahedron also use Isometric Charge.
References
List of All Ship Weapon Types
Starship Energy weapons
| ||||||
---|---|---|---|---|---|---|
Energy Type | Beam | Cannon | ||||
Array & Omni | Dual Bank | Turret | Single | Dual & Quad | Dual Heavy | |
Standard Energy weapons | ||||||
Phaser | ||||||
Disruptor | ||||||
Plasma | ||||||
Tetryon | ||||||
Polaron | ||||||
Antiproton | ||||||
Proton | ||||||
Other |
Cosmetics Energy Weapons (different visuals) | ||||||
---|---|---|---|---|---|---|
These weapons are functionally identical to the Standard Energy Weapons above, but are visually different when firing. This includes most 23rd-century weaponry, with the exception of the 23rd century Plasma Torpedo Launcher in the section below and most Discovery-era weapons. | ||||||
Phaser | ||||||
Disruptor | ||||||
Plasma |
Hybrid Energy Weapons (two standard procs) | ||||||
---|---|---|---|---|---|---|
Disruptor -based |
||||||
Plasma -based |
||||||
Tetryon -based |
||||||
Polaron -based |
Elite Fleet Energy Weapons (standard + extra proc) | ||||||
---|---|---|---|---|---|---|
Phaser | ||||||
Disruptor | ||||||
Plasma | ||||||
Tetryon | ||||||
Polaron | ||||||
Antiproton |
Special Energy Weapons (standard + extra proc) | ||||||
---|---|---|---|---|---|---|
Phaser -based |
||||||
Disruptor -based |
||||||
Plasma -based |
||||||
Tetryon -based |
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Antoproton -based |
Special Energy Weapons (non-standard proc[s]) | ||||||
---|---|---|---|---|---|---|
Phaser -based |
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Phaser -based |
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Disruptor -based |
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Disruptor -based |
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Plasma -based |
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Plasma -based |
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Plasma -based & |
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Tetryon -based |
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Tetryon -based |
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Polaron -based |
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Polaron -based |
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Antiproton -based |
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Antiproton -based |
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See also | Fleet Space Weapons • 23rd Century Space Weapons • Sets |
Starship Projectile Weapons
| ||||
---|---|---|---|---|
Projectile Type → | Torpedo | Mine | Cluster Torpedo & Missile | |
↓ Damage Type | Sub-type | |||
Kinetic | Chroniton | |||
Photon | ||||
Plasma | ||||
Quantum | ||||
Transphasic | ||||
Tricobalt | ||||
None Pure Kinetic |
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Kinetic + Radiation Kinetic subtype varies, see above |
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Energy Energy damage type varies |
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Other Physical, etc. |
Starship Experimental Weapons | |||
---|---|---|---|
Build Type → ↓ Damage Type |
Standalone | With matching console | |
Proton | |||
Electrical | |||
Kinetic | |||
Physical | |||
Radiation | |||
Fire |