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Romulan Singularity Harness

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The Romulan Singularity Harness item set comprises three items - console, beam array and torpedo launcher. It was introduced as part of Season Seven: New Romulus in November 2012.

All items in this set are obtained via the New Romulus branch of the Reputation System at the following tiers:

Set items, unlocked with the New Romulus reputation tiers. Cost per item
 • 500 Romulan Marks Romulan Marks
 • 15,000 Refined Dilithium Refined dilithium icon.png
 • 30,000 Energy Credits Energy credit icon.png

Console - Zero-Point Energy Conduit[edit | edit source]

Console - Zero-Point Energy Conduit Mk XII
Very Rare Universal Console
Character Bind On Pickup
Cannot Equip more than 1 of this Item
 
Values do not reflect skills or other modifiers

+1.8 Power to all subsystems

+1.8% Critical Chance

Value: __ Energy credit icon.png
Console - Universal - Zero Point Energy Conduit icon.png
Very rare icon.png

The Zero-Point Energy Conduit is available via the New Romulus branch of the Reputation System after gaining Tier I status - (See the price table at the top).

Note: Item has no EC value listed on it and it does not show up in the sell tab of store. Can only be discarded.

Game description[edit | edit source]

The warp cores found on Romulan Starships are based around the power of microscopic singularities. Although incredibly different at the fundamental level in terms of power generation, much of the starship systems that rely upon this exotic power source are similar to the technology found in both Starfleet and Klingon technology, and can be integrated into other ships quite easily. Although this Zero-Point Energy Conduit console is custom tailored to converting the energy of singularities into EPS grids, it has also been found to be remarkably efficient at performing similar duties aboard non-Romulan starships.

Connecting this console to your ship will cause an increase in all subsystems power generation, as well as an additional resistance to energy and shield draining attacks. It also increases your chance to land a Critical Hit.

Upgrades[edit | edit source]

This Universal Console can be upgraded using the r&d school Tech Upgrades: Beam Weapons, Cannon Weapons, Engineering, Projectile Weapons, Science, or Universal Tech Upgrades. Following table shows console stats with upgraded Mk value and quality.

Very Rare Mk XIII Very Rare Mk XIV; Ultra Rare Mk XIII Ultra Rare Mk XIV Epic Mk XIV
+1.9 Power to all subsystems
+21 Starship Drain Expertise
+1.9% Critical Chance
+2 Power to all subsystems
+22.2 Starship Drain Expertise
+2% Critical Chance
+2.1 Power to all subsystems
+23.4 Starship Drain Expertise
+2.1% Critical Chance
+2.2 Power to all subsystems
+24.6 Starship Drain Expertise
+2.2% Critical Chance


Romulan Hyper-Plasma Torpedo Launcher[edit | edit source]

Romulan Hyper-Plasma Torpedo Launcher Mk XII
Very Rare Ship Weapon
Character Bind On Pickup
Cannot Equip more than 1 of this Item
 
Values do not reflect skills or other modifiers

Plasma Torpedo

Destructible projectile - AOE damage

90' targeting arc
0.5 sec activate
Creates 3 level 60 Plasma Torpedoes
__ Kinetic Damage
_ Plasma Damage every 1 sec for 15 sec
+2% Critical Chance
8 sec recharge
Value: 23,784 Energy credit icon.png
Romulan Hyper-Plasma Torpedo Launcher icon.png
Very rare icon.png

This torpedo launcher is available via the New Romulus branch of the Reputation System after gaining Tier II status - (See the price table at the top).

Item description[edit | edit source]

This unique torpedo launcher fires salvos of three targetable torpedoes that deal damage to all enemies within their blast radius. High Yield salvos will consist of three heavy plasma torpedoes that move at the same speed and deal even greater damage than normal for high yield plasma torpedoes, while a Torpedo Spread will fire two targetable AoE torpedoes each at as many targets as possible (determined by the ability's rank).

Although the torpedoes fired are all targetable, the torpedo launcher has an extremely fast (roughly 6 second) cooldown, allowing for torpedoes to be fired almost continuously at a target, with the potential damage output far exceeding that of other torpedo launchers provided the target is unable to destroy enough of the projectiles. However, with all torpedoes fired having an area of effect, use of this torpedo launcher at close range can be dangerous to the ship that fires it, though its effects are significantly reduced by shields as normal.

The use of a [Console - Universal - Point Defense System], [Console - Universal - Torpedo Point Defense System] or [Console - Tactical - Automated Defense Turret] can potentially eliminate most or all of the projectiles launched, though the first two have long cooldown periods, and the latter may not prevent all damage. Abilities such as Beam Array: Fire at Will, Cannon: Scatter Volley or Torpedo: Spread can also be used to quickly clear plasma projectiles.

One side effect of the torpedo launcher firing in salvos of three projectiles is that a target only needs to be in the 90 degree forward arc for the launch to be triggered; the other torpedoes in the salvo will continue firing even if the target(s) have moved into another arc. Another beneficial side effect is that the destructible projectiles will usually select new targets if their original target is destroyed. This means that a torpedo spread fired against an enemy group containing fighters, destructible projectiles or weakened enemy ships can result in a larger than normal salvo striking a single target if the weaker ones are destroyed while torpedoes are in transit, or even striking another target entirely. With overlapping blasts a torpedo spread can also cause significant damage to grouped enemies held by Tractor Beams or a Gravity Well.

Another Important side effect of the torpedo launcher firing in salvos of three projectiles is that if a rare quality Projectile Weapons Officer is equipped, each of the three torpedoes has a chance to trigger the 20% chance to recharge the torpedo by 5 seconds leading to an impressive refire rate and massive damage output.

Only 1 can be equipped per ship.

Upgrades[edit | edit source]

Torpedo Launchers can be upgraded using the Projectile Weapons Tech Upgrades or Universal Tech Upgrades. This item will receive an additional modifier on successful quality improvement:

Quality
Modifier
Effect
Ultra Rare [Dmg] +X Damage
Epic [Ac/Dm] +10 Accuracy Rating
+X Damage


Experimental Romulan Plasma Beam Array[edit | edit source]

Experimental Romulan Plasma Beam Array Mk XII
Very Rare Ship Weapon
Character Bind On Pickup
Cannot Equip more than 1 of this Item
 
Values do not reflect skills or other modifiers

Plasma Array

Energy Damage

250' targeting arc
227.9 Plasma Damage (182.3 DPS)
(This weapon does not drain Weapon Power when firing with other weapons)
2.5% 26.8 Plasma Damage every 1 sec for 15 sec (Ignores Shields)
2.5% -10.8 All Damage Reistance for 15 sec
+6% critical chance
Value: 23,784 Energy credit icon.png
Experimental Romulan Plasma Beam Array icon.png
Very rare icon.png

This energy weapon is available via the New Romulus branch of the Reputation System after gaining Tier IV status - (See the price table at the top).

Game description[edit | edit source]

Recent experiments with singularity drives have allowed micro generators to be placed directly into this weapon's subsystem, allowing it to fire with no impact to overall power levels. Using Beam Overload will still drain energy, but not as much as a standard array.

Only 1 can be equipped per ship.

Upgrades[edit | edit source]

Beam weapons can be upgraded using the Beam Weapons Tech Upgrades or Universal Tech Upgrades. This item will receive an additional modifier on successful quality improvement:

Quality
Modifier
Effect
Ultra Rare [CrtH] +2% Critical Chance
Epic [Ac/Dm] +10 Accuracy Rating
+X Damage


Set powers[edit | edit source]

For each item added after the first, an additional power is available.

Set 2:
Plasma Conductive Circuitry icon.png
Common icon.png
Plasma Conductive Circuitry
+10% Plasma Energy Weapon Damage
+20 Starship Electro-Plasma System Flow: (Improves Power Transfer Rate)

Set 3: Plasma Hyperflux icon (Federation).png Plasma Hyperflux

Targets Self
2 min recharge
Enables a special firing mode on your Experimental Romulan Plasma Beam Array
Deals increased direct damage
Applies a high damage Plasma Burn DoT for 10 sec
Decreases damage resistance for 10 sec on target
When activated, It must be fired within 30 sec. When fired:
Romulan Plasma Hull Melt
1,364.5 Plasma damage (1,364.5 DPS)
-35 Physical Damage for 10 Seconds
-35.2 All Damage Resistance for 10 seconds
To Target: 470 Plasma Damage per second for 10 seconds (Ignores shields)
This attack will ALWAYS critically hit

Gallery[edit | edit source]


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See also: EquipmentSetShip Set
Ground Sets
Space Sets