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Star Trek Online

The Duderstadt at your Command

By Ambassador Kael | Tue 23 Jan 2024 07:30:00 AM PST

The Duderstadt has been especially built both to study and to accommodate the various energy-based lifeforms that Starfleet has made peaceful contact with. This version of the ship houses a Calamarain, and while each Duderstadt is subtly different depending on the specifics of the Energy Being Habitat, they all have massively robust power transfer capacities – both to handle the incredible amounts of energy involved and to protect that energy from interference as they are invariably much more sensitive than a typical power flow. The experience has brought about numerous advances in power transfer technology – study becomes much easier when the scientists can simply ask the energy about the subjective qualia involved in the experience. When pressed into combat, the Duderstadt can reveal the enemy captain’s miscalculation in dramatic fashion, deploying the Calamarain and Rerouting Reserves to Weapons in a concerted display of raw energy.

 

Duderstadt Miracle Worker Science Spearhead

This ship contains a Commander Science/Miracle Worker Station and a Lt. Commander Engineering/Pilot Station.

 

Ship Stats

  • Tier: 6
  • Faction: Federation or Federation-Aligned
  • Required Rank: Must Complete Tutorial
  • Hull Modifier:  1.35
  • Shield Modifier:  1.15
  • Fore Weapons: 4
  • Aft Weapons: 3
  • Device Slots: 3
  • Bridge Officer Stations:
    • Commander Science / Miracle Worker
    • Lt Commander Engineering / Pilot
    • Lt Commander Tactical
    • Ensign Universal
    • Lt Universal
  • Consoles: 2 Tactical, 4 Engineering, 5 Science, 1 Universal (scales with level)
  • Base Turn Rate: 13
  • Impulse Modifier: 0.19
  • Inertia: 55
  • +15 Weapon Power, +15 Engine Power
  • Console - Universal - Energy Being Habitat
  • Can Equip Dual Cannons
  • Secondary Deflector Slot
  • Sensor Analysis
  • Subsystem Targeting
  • "Innovation" Ship Mechanic
  • Quantum Slipstream Drive
  • Starship Mastery Package (Science Vessel)
    • Enhanced Particle Generators (+Exotic Damage)
    • Advanced Shield Systems (+Shield HP)
    • Enhanced Restorative Circuitry (+Healing)
    • Reactive Shield Technology (+Shield Regen/Hardness)
    • Active EPS Management (Starship Trait)

 

Admiralty Stats

  • Eng: 40
  • Sci: 50
  • Tac: 36
  • Special: +8 ENG and TAC per SciShip

 

Console - Universal - Energy Being Habitat

Opening the Energy Being Habitat allows the Allied Calamarain to enter combat; as it does, it copies your Power Levels. Its attack deals greater damage based on your total Power Levels (most strongly influenced by Weapon Power). Reactivating the power recalls the Calamarain early.<br><br>

Whenever the Calamarain returns, it restores your Power Levels, adding 30 plus any extra stored to each Power Level over a period of time. For example, if it stored 100 Engine Power and returns after Reroute Reserves to Weapons has drained the ship's Engine Power to 20, it would add a total of 80+30 = 110 additional Engine Power for a period of time.


This Console additionally provides bonuses to Critical Chance and Weapon Power.

 

Starship Trait – Active EPS Management

While this trait is slotted, whenever your power levels are on average below their current settings, you gain a large boost to Electro-Plasma System Flow. Whenever your power levels are on average above their current setting, you gain a large penalty to EPS Flow.

Activating Beams: Overload, Beams: Fire at Will, Cannon: Rapid Fire, Cannon: Scatter Volley, or Reroute Reserves to Weapons triples the effect and adds additional Bonus Damage.

Electro-Plasma System Flow increases the speed at which power changes to match current subsystem settings. If power is low, a high EPS Flow will refill it more quickly. If power is above-normal, a high EPS Flow will empty it more quickly, but a low EPS Flow will allow it to linger longer.

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