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Impulse Engine

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Generic Impulse Engine.png

Impulse Engines are a type of starship equipment that increase a starship's normal flight speed, turn rate, and full impulse speed.

There are three basic types of Impulse Engines in the game:

All special Engines are variants of these three types.

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. All Epic Engines have [SecSpd-2] as their default fifth modifier, though this can be re-engineered into a different modifier. Below 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]
Crafted Engines
Available on Engines crafted from the R&D Engineering School.
Crafted mods cannot be rerolled via re-engineering.
[Damp] +33 Starship Drain Expertise [mods 4]
[Inertia] +10 Inertia Rating
Special Engines only (Fleet, Reputation)
[+CRes] 10% resistance to Control Effects
[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]
[mods 7]
+X Sector Space Travel Speed
[Shard]
[mods 8]
+__% Shield Resistance (based on Throttle)
Epic Impulse Engines
[SedSpd-2] +X×2 Starship Impulse Expertise
+X×2 Sector Space Travel Speed
This is the default Epic modifier for Impulse Engines.
The other must be obtained by re-engineering your Engine.
[Turn/Spd] +10% Flight Speed
+10% Turn Rate
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, and engines can be re-engineered to have more. 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, and engines can be re-engineered to have more.
  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 Elite Fleet Efficient Engines.
  6. Integrated into Dynamic Reroute Impulse Engines, and can be found on Jem'Hadar Combat Impulse Engines [Rrt].
  7. Found on: Integrated into:
  8. Can be found on Elite Fleet Protomatter Engines. This modifier gives 0.15% Shield Hardness per 1% of Throttle up to a maximum of 15% Shield Hardness at full throttle.

An Uncommon Impulse Engine 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.


Special Impulse Engines[edit | edit source]

Numbers taken from a level 60 character with no skill points spent, no traits slotted, no equipment but the shield, 50 shield power, and no specializations affecting item stats.

Fleet Engines[edit | edit source]

Main article: Fleet Engines

Reputation Engines[edit | edit source]

The following are reputation set engines. Note that flight speed and full impulse scale with Mark level; the stats below are for Mk XII items. Mk XIII adds +1.5 Flight Speed, just like a [Spd] modifier. Full impulse boosts (both innate and from mods) add 16.5 at Mk XII and 19.5 at Mk XIII. Stats using an X multiplier also scale as the item increases in Mark level, shown in the table above.

Impulse Engine Type Flight Speed Turn Rate Full Impulse Aux Thrusters Ultra Rare Mod Additional Bonus
Assimilated Subtranswarp Engines icon.png
Very rare icon.png

Assimilated
Standard +12 +4.8 +16.5 [Aux] +5 Engine Power Setting
68.6 Sector Space Transwarp (Approx Warp 14)
M.A.C.O. Impulse Engines icon.png
Very rare icon.png

M.A.C.O.
Standard +13.2 +4.8 Yes [Turn] +X Sector Space Travel Speed
63.7 Sector Space Transwarp (Approx Warp 13)
Same as Adapted K.H.G. Impulse Engines.
Honor Guard Impulse Engines icon.png
Very rare icon.png

Honor Guard
Combat +12.5 +5.4 [SecSpd] +3.8 Weapon Power Setting
+3.8 Shield Power Setting
+3.8 Auxiliary Power Setting
Hot restart: Automatically removes engine disabled conditions after 1 second.
Same as Adapted M.A.C.O. Combat Impulse Engines.
Omega Force Hyper-Impulse Engines icon.png
Very rare icon.png

Omega Force
Hyper +12.8 +5.1 [Spd] 100% recharge time reduction to Slipstream Drive
Note: This engine's flight speed increases to 18.4 at Mk XIII, which is much higher than expected (15.8) even with the extra [Spd] mod.
Nukara Impulse Engines icon.png
Very rare icon.png

Nukara
Standard +14.4 +5.1 [Turn] +5 Shield Power
+7.5 additional Shield Power (Bonus increases at low Shield Power)
Reman Prototype Impulse Engines icon.png
Very rare icon.png

Reman Prototype
Combat +15 +4.5 +33 [Turn] +X×3 Starship Defensive Maneuvering
25 Shield Regeneration per second to each facing while at Full Impulse
Romulan Prototype Impulse Engines icon.png
Very rare icon.png

Romulan Prototype
Combat +15 +4.5 +33 [Turn] +X×3 Starship Weapon Amplification
25 Shield Regeneration per second to each facing while at Full Impulse
Dyson Combat Engines Mk XII icon.png
Very rare icon.png

Dyson
Combat +15 +4.8 +16.5 [Full] +2.5 Shield Power Setting
+2.5 Engine Power Setting
+2.5 Auxiliary Power Setting
Counter-Command Hyper Impulse Engines icon.png
Very rare icon.png

Counter-Command
Hyper +12.8 +5.4 [+CRes] +5 Inertia
+5% Defense
Counters the negative effect on friction in Fluidic Space
Delta Alliance Hyper-Efficient Impulse Engines icon.png
Very rare icon.png

Delta Alliance
Hyper +13.2 +4.5 [Full] +X×4 Starship Control Expertise
+5 Engine Power Setting
Iconian Resistance Hyper-Impulse Engines icon.png
Very rare icon.png

Iconian Resistance
Hyper +14 +4.8 [+CRes] +5% Defense
+5 Engine Power Setting
When at 100% Throttle:
+X Energy Damage Resistance Rating
Terran Task Force Impulse Engines icon.png
Very rare icon.png

Terran Task Force
Standard +14.4 +5.1 [+CRes] When affected by Auxiliary Offline, Impulse Offline, Shields Offline, Weapons Offline:
+100 All Damage Resistance Rating for 15 sec
(May trigger once every 15 sec, not triggered by Cloaking)
+5 Auxiliary Power Setting
Temporal Defense Initiative Combat Impulse Engines icon.png
Very rare icon.png

Temporal Defense
Combat +13.8 +5.4 [Spd] Remove 1 Hazard debuff when healed by a Hull Healing Bridge Officer and Captain Abilities.
+ 5 Weapon Power Setting
Lukari Restoration Initiative Combat Impulse Engines icon.png
Very rare icon.png

Lukari Restoration
Combat  ? +4.8 [Spd] +X×2 Kinetic Damage Resistance Rating
Reactive Engine Technologies
When taking more than 25% of Max Hull within 5 seconds:
+200% flight speed for 6 seconds
+200% Turn Rate for 6 seconds
Regenerate 2% of Max Hull per second for 6 seconds
Can only occur once per 60 seconds.
Prevailing Innervated Impulse Engines icon.png
Very rare icon.png

Prevailing Innervated
Standard +12 +4.8   Yes [Spd] Prevailing Engine - Overcharge

Upon activating Firing Mode Bridge Officer abilities:

  • +350% Flight Speed for 5 sec
  • +350% Turn Rate for 5 sec
  • +15 Defense Rating for 5 sec
  • +10% increased recharge speed on Tactical Bridge Officer abilities for 10 secs
Prevailing Innervated Impulse Engines icon.png
Very rare icon.png

Prevailing Bolstered
Standard +12 +4.8   Yes [Spd] Prevailing Engine - Overcharge

Upon activating Control or Drain Bridge Officer abilities:

  • +350% Flight Speed for 5 sec
  • +350% Turn Rate for 5 sec
  • +15 Defense Rating for 5 sec
  • +10% increased recharge speed on Science Bridge Officer abilities for 10 secs
Prevailing Innervated Impulse Engines icon.png
Very rare icon.png

Prevailing Fortified
Standard +12 +4.8   Yes [Spd] Prevailing Engine - Overcharge

Upon activating Hull Heal or Shield Heal Bridge Officer abilities:

  • +350% Flight Speed for 5 sec
  • +350% Turn Rate for 5 sec
  • +15 Defense Rating for 5 sec
  • +10% increased recharge speed on Engineering Bridge Officer abilities for 10 secs

Mission and Crafted Engines[edit | edit source]

Stats given for Mk XII items, as above.

Impulse Engine Type Flight Speed Turn Rate Full Impulse Aux Thrusters Ultra Rare Mod Additional Bonus Obtaining
Aegis Hyper-Impulse Engines icon.png
Very rare icon.png

Aegis
Hyper +12.8 +4.8 [Full] +5% Defense
When moving: +5% bonus defense
R&D
Engineering School
Braydon Reconnaissance Hyper-Impulse Engines icon.png
Very rare icon.png

Braydon
Hyper  ?  ? [Spd] +X×2 Starship Impulse Expertise title=FedRomKDF “Of Signs and Portents”
Supercooled Combat Impulse Engine icon.png
Very rare icon.png

Breen
Combat +13.8 +4.8 Yes [Full] +7.5 Engine Power Setting title=FedRomKDF “Cold Case”
Combat Impulse Engines icon.png
Rare icon.png

Combat-Hyper
Hybrid +15 +4.5 Random Efficient at both low and high power levels Faction FED25.png “Desperate Measures”
Faction KDF.png “Destiny”
Impulse Engines Mk XI icon.png
Rare icon.png

Dynamic Rrt.
Standard +14 +4.5 n/a +20% Flight Speed when environmental hazards prevent use of Full Impulse
Stats given for Mk XI, so its Mk XII flight speed would be be higher, however, this item cannot be upgraded at this time.
Faction Romulan Republic.png “Revelation”
Impulse Engines icon.png
Rare icon.png

Efficient
Standard +12 +4.5  ? +3.8 Weapon Power Setting
+3.8 Shield Power Setting
+3.8 Auxiliary Power Setting
Faction FED25.png “Past Imperfect”
Faction KDF.png “Second Star to the Right, Straight on 'til Morning”
Faction Romulan Republic.png “Smash and Grab”
Impulse Engines icon.png
Very rare icon.png

Gravitic
Standard +13.2 +4.8 +16.5 Random   Faction FED25.png “Desperate Measures”
Faction KDF.png “Destiny”
Jem'Hadar Combat Impulse Engines icon.png
Very rare icon.png

Jem'Hadar
Combat +13.8 +5.1 [Rrt] +5 Weapon Power
+7.5 additional Weapon Power (Bonus increases at low Weapon Power)
title=FedRomKDF “Operation Gamma”
Kobali Hyper-Impulse Engines Mk XII icon.png
Very rare icon.png

Kobali
Hyper +12.8 +5.1 +16.5 [Turn] Self: 3% to 10.5% Recharge Time reduction on Hull and Shield Healing Bridge Officer abilities.
(Recharge time reduction scales with Engine power level)
title=FedRomKDF “Dust to Dust”
Preeminent Hyper-Impulse Engines icon.png
Very rare icon.png

Preeminent
Hyper +14 +4.8 None +7 Shield Power Setting
+6.6% Flight Turn Rate
title=FedRomKDF “Melting Pot”
Quantum Phase Combat Impulse Engines icon.png
Very rare icon.png

Quantum Phase
Combat +13.8 +5.1 [Spd] +5 Auxiliary Power Setting
While Full Impulse is active and for 15 sec after:
*+X×3 Starship Drain Expertise
*+X×3 Starship Exotic Particle Generator
*+X×3 Starship Electro-Plasma System Flow
title=FedRomKDF “Stormbound”
Sol Defense Impulse Engines icon.png
Very rare icon.png

Sol Defense
Standard +13.2 +4.5 +16.5 [+CRes] +5 Shield Power Setting
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.
title=FedRomKDF “Midnight”
Solanae Hyper-Efficient Impulse Engines icon.png
Very rare icon.png

Solanae
Hyper +13.2 +4.5 Yes [Full] +3.8 Weapon Power Setting
+3.8 Auxiliary Power Setting
* Power bonuses increase at lower power
When hit by Directed Energy attacks, 25% chance to gain +3.5% Turn Rate and +0.52 Flight Speed for 15 sec. This effect can stack up to 5 times.
title=FedRomKDF “A Step Between Stars”
Space Item Tetryonimpulseengine Leveless.png
Very rare icon.png

Tet-Pla-S
Standard +12.3 +4.5 n/a +X×4 Starship Warp Core Potential
Eject Tetryon Plasma
Small craft item. Scales with the player and cannot be upgraded.
Zen small icon.pngYellowstone Class Runabout

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
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