Fleet Secondary Deflectors

 are Secondary Deflectors with special modifiers that are available for requisition through the Fleet Research Lab and Fleet Colony World. They are purchased at quality, but can be upgraded like a standard Deflector.
 * Strategic Secondary Deflector variants are outfitted with a modifier that boost either Accuracy, Defense or Energy Weapon Damage, which are only available from the Fleet Research Lab.
 * The Colony World Secondary Deflector variants are outfitted with a modifier that boost either Hull Capacity, Shield Capacity or Projectile Weapon Damage, which are only available from the Fleet Colony World.

They are otherwise identical to standard Secondary Deflectors.

As with all Fleet Holdings, you can get yourself invited to a different fleet's Research Lab or Colony World that is already upgraded to Tier III if your own fleet is lacking that particular upgrade.

Strategic Secondary Deflectors
Strategic Secondary Deflectors function the same as standard secondary deflectors, but are some of the only ones obtainable already at quality; most other secondary deflectors need to be upgraded to reach that level. The difference lies in their available mods (see below)
 * Strategic Inhibiting Secondary Deflectors are secondary deflectors. Inhibiting Secondary Deflectors cause Science Boff abilities with Control effects, such as, , , ,  and , to cause a burst of Radiation damage after four seconds.
 * Strategic Deteriorating Secondary Deflectors are secondary deflectors. Deteriorating Secondary Deflectors cause Science Boff Debuff abilities, such as, , , , and , and , to cause Radiation damage over time to your target for ten seconds.
 * Strategic Resonating Secondary Deflectors are secondary deflectors. Resonating Secondary Deflectors cause Science Boff abilities that heal or buff yourself or allies, such as, , , ,  and , to slightly increase shield damage resistance and improve hull healing effects on that target.

These secondary deflectors are available from a Fleet Research Lab, with different modifiers available at different tiers (see below). They each cost 10,000 7,300. The Dilithium Store Discounts from the Fleet Dilithium Mine apply to these purchases; with Dilithium Store Discount III, the Dilithium cost is reduced to 6,205.

Modifier combination options

 * Research Lab Research Facilities Tier I is required to purchase the [Def] secondary deflectors.
 * Research Lab Research Facilities Tier II is required to purchase the [Acc] secondary deflectors.
 * Research Lab Research Facilities Tier III is required to purchase the [EnDmg] secondary deflectors.

Each Strategic Secondary Deflector has: Thus there are a total of 396 options: 3 (Inhibiting/Deteriorating/Resonating) &times; 3 ([Acc]/[Def]/[EnDmg]) &times; 44
 * One of [Acc], [Def], or [EnDmg]
 * One of [SA +Dmg], [SA +Heal], or [-Recharge] ([SA -Def] and  [+Chance] are not available)
 * Two standard modifiers (of which [CtrlX] can appear twice, but the others cannot)

Sortable order
In this table, the mods have been reordered by rarity, with the standard mods occupying the first two spots, the mod occupying the third, and the Strategic-only mod occupying the forth. [CtrlX]x2 was split into two separate [CtrlX] for sorting purposes.

Colony World Secondary Deflectors

 * Inhibiting Secondary Deflectors are secondary deflectors. Inhibiting Secondary Deflectors cause Science Boff abilities with Control effects, such as, , , ,  and , to cause a burst of Radiation damage after four seconds.
 * Deteriorating Secondary Deflectors are secondary deflectors. Deteriorating Secondary Deflectors cause Science Boff Debuff abilities, such as, , , , and , and , to cause Radiation damage over time to your target for ten seconds.
 * Resonating Secondary Deflectors are secondary deflectors. Resonating Secondary Deflectors cause Science Boff abilities that heal or buff yourself or allies, such as, , , ,  and , to slightly increase shield damage resistance and improve hull healing effects on that target.

The Colony World Secondary Deflectors follow the same format as the Strategic Secondary Deflectors, but with three different modifiers:
 * [ProjDmg], which boosts Projectile Weapon Damage
 * [HullCap], which boosts
 * [ShCap], which boosts

Each Colony World Secondary Deflector has: Thus there are a total of 36 options: 3 (Inhibiting/Deteriorating/Resonating) &times; 3 ([ProjDmg]/[HullCap]/[ShCap]) &times; 4
 * One of [ProjDmg], [HullCap], or [ShCap]
 * One of [SA +Dmg], [SA +Heal], [SA -Def] or [+Chance] ([-Recharge] is not available) plus two standard modifiers (of which [CtrlX] can appear twice, but the others cannot), in these four possible combinations:
 * [CtrlX]x2 [SA -Def]
 * [CtrlX] [EPG] [SA +Dmg]
 * [HullCap] [ShdHeal] [SA +Heal]
 * [+Chance] [CtrlX] [DrainX]

These secondary deflectors are available from a Fleet Colony World with Renewable Energy at Tier III. They each cost 10,000 7,300. The Dilithium Store Discounts from the Fleet Dilithium Mine apply to these purchases; with Dilithium Store Discount III, the Dilithium cost is reduced to 6,205.

Store options
Note: the second mod combination listed below is listed twice at each interval, making the store appear to have 45 options when it truly only has 36.'
 * † Note: The special mods ([ProjDmg], [HullCap], and [ShCap]) give 40% the amount of boost that Secondary Deflector mods normally give. Thus, if you get eg. a Colony Secondary Deflector with one of the mods being the [HullCap] above (+5.3) and the other mod being the standard [HullCap] mod (+8.8), it will say [HullCap]x2 but you will actually be receiving an amount of Starship Hull Capacity skill that is not double either value, but the sum of those two separate kinds (+14.1). The same applies for [ShCap] should you re-engineer the item.