Build:Navigational Deflector

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8.8 Navigational Deflector

Cost: 2 x Size EM deflector array (pre-2215), 3 x Size (pre-2271) & 4 x Size (post-2270 main deflector); 1 x Size (auxiliary deflector)
Power Requirement: 5 Power per round of use
Available: 2090

Although most people think of space as empty, in truth it’s full of a lot of debris—stray atoms of hydrogen, micrometeoroid particulates, and the like. To a vessel traveling at warp or impulse speeds, a single, or repeated, collisions with such objects can cause wear and tear, or even significant damage. To avoid these objects, Star Fleet vessels use a device called a navigational deflector or main deflector to “push” them out of a ship’s flight path.

A navigational deflector uses three redundant high-powered graviton polarity source generators to generate two effects: a series of five nested parabolic shields projected two kilometers ahead of the ship, which sweep aside stray hydrogen atoms and submicron particulates; and a deflector beam projected thousands of kilometers ahead of the ship to move larger objects out of the way. These two effects are focused and manipulated with the main deflector dish, a prominent substructure easily visible on the front of most ships. (If the ship wants to collect hydrogen with its Bussard ramscoops, it manipulates the deflector shields to create “holes” which allow collection of the atoms.)

The navigational deflector works in conjunction with the long-range sensors, which locate and track objects in the ship’s projected course. Since the deflector emits a great deal of electromagnetic and subspace radiation, which could interfere with long-range sensors, the long-range sensor array is located behind the deflector dish so that the axis of its scans matches that of the deflector projections.

In addition to the two deflecting effects, a ship can use its navigational deflector to emit a wide variety of electromagnetic and subspace radiation effects. For example, if the ship needs to emit old-style delta radiation to communicate with a strange vessel, or a polaron burst to disable masking circuitry, it uses its navigational deflector to do that. (If it’s necessary to make a Shipboard Systems (Tactical) Test to hit a target with a deflector-emitted effect, the deflector has a range of 10 / 20,000 / 50,000 / 150,000 and an Accuracy of 83 / 72 / 42 / 8.) Running certain systems, such as some weapons, through the deflector can enhance their performance.

At impulse speeds or up to Warp 8 (TNG Scale), only one of the deflector’s generators has to be operational. From Warp 8.1 to 9.1, at least two must function. At Warp 9.2 or higher, all three generators must operate to ensure the safety of the ship. If the deflector does not have enough functioning generators, or is not supplied with sufficient power, the ship may suffer wear and tear (or worse damage); the Narrator determines the exact effects (if any).

A navigational deflector costs 3 x Size or 4 x Size in SUs (depending on the year of construction). Characters operate it with Shipboard Systems (Flight Control) or, for more specialized uses, Shipboard Systems (Deflector).

Additionally, Star Fleet constructs ships with a small auxiliary deflector system. As the design of some ships do not allow for a massive main deflector, the auxiliary deflector may serve as the primary. These smaller deflectors are built into the hull (generally the saucer) and cost 1 x Size in SUs. They require the same amount of power as a main deflector, but since they are less efficient, they impose a -10% penalty on all Tests made using them.

Until the Constitution class general uprating of 2271, TOS-era navigational deflectors were somewhat more fragile than their 24th century counterparts, and not as well protected by the hull of the ship. To simulate this, they cost slightly fewer SUs. Additionally, 23rd century navigational deflectors lack the range and accuracy of later models. They have a range of 8 / 15,000 / 40,000 / 125,000 and an accuracy of 72 / 58 / 28 / 3. Prior even to TOS-era deflectors (before 2215), electromagnetic "shields" were installed to help protect the hull from micrometeroid collisions.


Cardassian: As a supplement to their main tactical systems, Cardassian ships using the Galor-class navigational deflector technology (roughly speaking, any ship of Size 5 or above) incorporate a redundant Cheh’gesh class disruptor beam emitter into the deflector’s technology. This makes the deflector cost 5 x Size in SUs for such ships, instead of the normal 4 x Size. [The 5 x Size cost is for Cardassian vessels Size 5 and up; smaller vessels pay only 4 x Size in SUs.]

In game terms, the deflector-based disruptor uses the rules for “Main Deflector Phaser”. However, using it requires no Tests; the disruptor functions as normal, but at 75% of normal strength (in other words, it does 105 damage, and can fire up to three shots per round with an Accuracy of 83 / 72 / 42 / 8). If the navigational deflector takes 25% or more of its SUs in damage, this disruptor ceases functioning until the crew repairs the deflector.


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