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Starship (Power and Subsystems)
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Starship (Power and Subsystems)
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==Full impulse== When a player enters into full impulse mode (default key: Shift + R), their starship automatically routes all available power to its engines and drastically reduces power to the rest of its subsystems. * '''Weapons:''' 5 * '''Shields:''' 5 * '''Engines:''' 100 * '''Auxiliary:''' 5 Full Impulse also applies a bonus modifier to speed, and running engines at 100% power without full impulse active will still be slower than if the player was at full impulse. The speed at which the power is rerouted, and therefore the time it takes to reach the maximum speed attainable at full impulse, is affected by EPS, which is explained below in the ''Regeneration and EPS'' section of the article. It is highly recommended that players do not use full impulse to enter combat due to how drastically it reduces Weapons and Shields subsystems. If a player enters combat at full impulse, they will only be causing 10% of their energy weapons' base damage (excluding Mine and Torpedo Launchers) and will have little or no shield regeneration or hardness. Until power is rerouted, the player's damage caused at 10% of their original value will be negligible and all enemy ships' shields and hull will be able to out-repair the damage caused by the player. There is a small delay before subsystem power is rerouted back to the original values the player had them set to before entering full impulse. This delay does not appear to be affected by EPS consoles. This effect can be negated by the Simplified Plumbing skill in the [[Captain Specialization/Miracle Worker skills|Miracle Worker specialization tree]].
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