Overview[ | ]
Mine Launchers don't have a firing arc per se, but are launched and are stationary until an enemy ship comes within a 2km proximity of them (this range can be increased to 4kms), at which time they will pursue and detonate upon impact. Mines are not affected by weapon power.
Mine Launchers share a cooldown, like all cannons and torpedo launchers, preventing the player from laying large minecarpets.
Types[ | ]
There are several types of Mine Launcher available in the game which are listed below. Each type of mine holds a different bonus (often referred to as a proc). The damage done by these weapons is modified by several Captain skills from the skill tables and also by other means such as Tactical Consoles. The baseline damage is dependant on the meta-level of the launcher and its rarity. For more information on the base damage done by mine launcher weapons, see the respective weapon type articles.
- Photon: High DPS, 14.3 second reload
- Quantum: High Damage per mine, 20 second reload
- Plasma: Plasma dot, 15.3 second reload
- Transphasic: +80% Bonus Shield Penetration, 20 second reload
- Chroniton: Significantly reduced Flight Speed and Turn rate for 10 sec per mine, 20 second reload
- Tricobalt: Highest Damage, disables target for 2 sec, repel, 28.6 second reload
Performance[ | ]
Modifiers[ | ]
Skills[ | ]
Skill | Rank | Effects |
---|---|---|
Starship Weapons Training | Ensign | All weapons damage, innate skill increased by leveling. |
Projectile Weapon Training | Lieutenant | Projectile weapon damage. |
Weapon Specialization | Commander | Projectile weapon critical severity. |
Weapon Amplification | Commander | Proijectile weapon critical hit chance. |
BOff Skills[ | ]
Name | Level/Rank | Description |
---|---|---|
Ability: Dispersal Pattern Alpha | II, III, IV | Lays a series of small mine clusters behind your ship. |
Ability: Dispersal Pattern Beta | II, III, IV | Lays a wide net of mines behind your ship. |
Ability: Kinetic Magnet | II, III, IV | Confuses and drags all mines within 5km of the targeted enemy toward that enemy. |
Ability: Relocate Mines | Level 38 | Transports all of your Space Mines to an area around the target enemy ship, minimum distance 2km, maximum 5km. |
Consoles[ | ]
Consoles increasing damage[]
+Mine Damage consoles
| |||
---|---|---|---|
Icon | Console name | Effects | |
Variable Geometry Detonators | Mine damage. | ||
Auto Targeting Module Dyson Joint Task Force Reputation item. |
It can enhance specific damage type or weapon type (+Mine damage). | ||
Vulnerability Exploiter [+Mine] Requires access to Tier II Fleet Spire. |
+__ Mine Damage +__% Critical Severity. | ||
Vulnerability Locator [+Mine] Requires access to Tier II Fleet Spire. |
+__ Mine Damage +__% Critical Chance. | ||
Defense Platform Limited to Command Battlecruisers/Warbirds. |
+25% Mine and Torpedo Damage. | ||
Heavy Phaser Assault Platform Limited to Temporal Battlecruisers. |
+15% Mine and Torpedo Damage. | ||
Microprojectile Barrage Launcher Limited to Pilot Escorts/Raptors/Warbirds. |
+25% Mine and Torpedo Damage. | ||
Multi-Directional Artillery Barrage Not limited to a specific ship. |
+20% All Damage with Projectile Weapons. | ||
Ordnance Accelerator Gamma Task Force Tier 2 Reputation Reward. |
+20% Projectile Weapon Damage. | ||
Parasitic Ice Containment Vessel Discovery: Far From Home Lock Box item. |
+15% Projectile Weapon Damage. | ||
Tricobalt Tear Launcher Not limited to a specific ship. |
+19% Mine and Torpedo Damage. | ||
Rule 62 Multipurpose Combat Console Lobi Store item. |
+11.4% Mine and Torpedo Damage. | ||
Swarmer Matrix Kelvin Divergence Lock Box item. |
+50 Projectile Weapon Training. | ||
Hull Image Refractors Kelvin Divergence Lock Box item. |
+20% All Damage. | ||
Interphasic Instability Time-limited event reward. |
+5% Damage. | ||
Ominous Device Limited to a specific ship. |
+20% All Damage. | ||
Sustained Radiant Field Iconian Resistance Tier 1 Reputation reward. |
+10% All Weapon Damage. | ||
Deconstructive Resonance Emitter Infinity Lock Box item. |
+15% Kinetic Damage. |
Consoles increasing CrtH/CrtD[]
+Critical Chance/Severity consoles
| |||
---|---|---|---|
Category | Icon | Console name | Effects |
Mission | Temporal Disentanglement Suite Part of a set (Krenim Temporal Manipulation). |
+0-2.5% Critical Chance +0-10% Critical Severity based on Auxiliary Power level | |
Reputation system | Assimilated Module Part of a set (Omega Adapted Borg Technology Set). |
+0.92% Critical Chance +9.2% Critical Severity | |
Lorca's Custom Fire Controls Part of a set (Lorca's Ambition). |
+3% Critical Chance | ||
Zero Point Energy Conduit Part of a set (Romulan Singularity Harness). |
+1.8% Critical Chance | ||
Lobi store | Altamid Modified Swarm Processor Part of a set (Altamid Adaptation). |
+3% Critical Chance | |
Bioneural Infusion Circuits Part of a set (Silent Enemy). |
+15.2% Critical Severity | ||
Tachyokinetic Converter Part of a set (Temporal Warfare). |
+0.76% Critical Chance +7.6% Critical Severity | ||
Lock box | Approaching Agony Obtained from the Emperor's Lock Box. |
+1.5% Critical Chance | |
Delphic Tear Generator Stand-alone console. |
+5% Critical Severity | ||
Sensor Burnout Stand-alone console. |
+1.5% Critical Chance | ||
Starship | Enhanced Soliton Wave Generator Part of a set (Exotic Particle Generators). |
+6.3% Critical Severity with Exotic Damage | |
Ambush Gateway Generator Part of a set (Herald Tactics). |
+1% Critical Chance | ||
Battle Module 4000 Part of a set (Expedited Delivery). |
+1% Critical Chance | ||
Bombing Run NOT limited to a any ship. Stand-alone console. |
+2.5% Critical Chance with Projectile Weapons | ||
Chroniton Fragmentation Warhead Launcher Part of a set (Delphic Particle Accelerators). |
+1% Critical Chance | ||
Decentralized Immunity NOT limited to a any ship. Stand-alone console. |
+12% Critical Severity (scales with Exotic Particle Generators skill) | ||
Dominion Defense Screen Part of a set (Dominion Console). |
+1.2% Critical Chance +12.5% Critical Severity | ||
Dominion Targeting Synchronizer NOT limited to a any ship. Part of a set. |
+2.5% Critical Chance with Projectile Weapons | ||
Enhanced Breen Energy Dissipator Part of a set (Hypercooled Technology). |
+1% Critical Chance | ||
Enhanced Dominion Coordination Protocol NOT limited to a any ship. Part of a set. |
+8% Critical Severity | ||
Enhanced Dynamic Tactical System (Federation) Stand-alone console. |
+12% Critical Severity | ||
Harasser Probes Part of a set (Vorgon Weapon Expertise). |
+8% Critical Severity | ||
I.F.F. Manipulator Stand-alone console. |
+10% Critical Severity with Directed Energy Weapons | ||
Incremental Phase Cloaking Device Part of a set (Starfleet Assault Cruiser Technology). |
+1% Critical Chance | ||
Interphasic Rift Generator NOT bound to the Mirror Constitution Warship. |
+15% Critical Severity | ||
Isometric Dispersal Array Part of a set (Alliance Multi-Mission Systems). |
+8% Critical Severity | ||
Linked Command Matrix NOT limited to a any ship. Part of a set. |
+2.5% Critical Chance with Energy Weapons | ||
Miradorn Sensor Baffler Part of a set (Privateer Weapon Modifications). |
+1.5% Critical Chance | ||
Photonic Cannon NOT limited to a any ship. Stand-alone console. |
+15% Critical Severity with Exotic Damage | ||
Plasma Discharge Array Part of a set (Na'kuhl Plasma Technologies). |
+1% Critical Chance | ||
Power Dispersal Channel NOT limited to a any ship. Part of a set. |
+10% Critical Severity | ||
Protomatter Barrage Launcher Part of a set (Shell Shock Set). |
+10% Critical Severity | ||
Sensor Suspension Burst NOT limited to any ship. Stand-alone console. |
+2.9% Critical Chance | ||
Sheshar Assault Craft Part of a set (Improved Crescent Wave Cannon). |
+8% Critical Severity | ||
Temporal Distress Beacon Part of a set (Na'kuhl Plasma Technologies). |
+12% Critical Severity | ||
Timestream Rift Warhead Stand-alone console. |
+8% Critical Severity | ||
Weaponized Helical Torsion NOT limited to a any ship. Stand-alone console. |
+15% Critical Severity | ||
Wing Torpedo Platforms Part of a set (Allied Dogfighters). |
+2.5% Crt Chance with Projectile W. +20% Crt Severity with Projectile W. |
Maximum number of mines[ | ]
For a given type of mine—mines with the same name—you are limited to having a certain amount of mines out at once. This limitation is based on the firing mode:
- When using standard fire without any bridge officer abilities, you are allowed to have four groups out at once, with two exceptions. Launching more will cause the oldest previously fired group to despawn.
- For Photon, Bio-Molecular Photon, Black Ops Photon, Quantum, Modulating Quantum, Thoron Infused Quantum, Plasma, Chroniton, Inhibiting Chroniton, Quick-Arming Inhibiting Chroniton, Transphasic and Concentrated Tachyon mines, which release four per launch, you are limited to 16.
- For Tractor mines, which release three per launch, you are limited to 12.
- For Tethered Quantum mines, which release two per launch, you are limited to 8.
- For Tricobalt devices, which release a single device per launch, you are limited to 4.
- For Nukara Web mines, which release two per launch, you are limited to 4; unlike other mine launchers, you can only have two standard groups of these out at once.
- For Shockwave mines, which release a single mine per launch, you are limited to 5, one more than expected.
- When using a bridge officer ability, you are allowed to have one group out per ability and tier. For example, if you use Dispersal Pattern Alpha I twice, any from the first group will be despawned upon firing it a second time; however, you may use Dispersal Pattern Alpha II and it will not despawn the mines from Dispersal Pattern Alpha I.
- Mines spawned from Cluster Torpedoes are all counted separately and will not despawn each other, even if spawned from the same firing mode on the Cluster Torpedo Launcher.
Thus, the maximum amount of mines you are allowed to have out at once is the sum of the standard fire mines, plus a single set each of Dispersal Pattern Alpha I, Alpha II, Alpha III, Beta I, Beta II, and Beta III per named type of mine, as well as any cluster torpedo-spawned mines. Ability cooldowns and mine expiration permitting, of course. Deep Space Mine is also a separate group of mines, though it only works with the Advanced Inhibiting Chroniton Rapid Mine Launcher, allowing more of those types of mines out at once than any other.
Notes[ | ]
- Advanced and Elite Fleet Mine Launchers, purchased from the Fleet Starbase and Fleet Colony World, respectively, have the same names as the standard versions and share the same limit group.
- Conversely, Thoron Infused Quantum Mines are named "Quantum Mine" but are still counted separately from other Quantum mines.
- The Black Ops Mine Launcher launches two different types of mine--Blackout and Blade--but for limitation purposes they are treated as having the same name, as if both were "Black Ops Mines".
Special Mine Launchers[ | ]
Icon | Name | Effect |
---|---|---|
[Breen Transphasic Cluster Torpedo] | Launches a destructible torpedo that detonates into a spread of transphasic mines. | |
[Vaadwaur Cluster Torpedo] | Launces a destructible torpedo that detonates into a spread of tricobalt mines. | |
[Nukara Web Mine Launcher] | Nukara Web Mines entrap an enemy vessel in a constricting web that deals kinetic damage. | |
[Tractor Beam Mine Launcher] | Tractor Beam Mines deal no damage, instead using tractor beams to slow and hold enemy vessels. | |
[Concentrated Tachyon Mine Launcher] | Tachyon mines damage shields instead of hull and reduce energy damage resistance for a short time. | |
[Tethered Quantum Mine Launcher] | Unlike other mines, Tethered Quantum Mines are not dropped normally, instead being pulled along behind the launching ship until an enemy comes in range. |
Starship Energy weapons
| ||||||
---|---|---|---|---|---|---|
Energy Type | Beam | Cannon | ||||
Array & Omni | Dual Bank | Turret | Single | Dual & Quad | Dual Heavy | |
Standard Energy weapons | ||||||
Phaser | ||||||
Disruptor | ||||||
Plasma | ||||||
Tetryon | ||||||
Polaron | ||||||
Antiproton | ||||||
Proton | ||||||
Other |
Cosmetics Energy Weapons (different visuals) | ||||||
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These weapons are functionally identical to the Standard Energy Weapons above, but are visually different when firing. This includes most 23rd-century weaponry, with the exception of the 23rd century Plasma Torpedo Launcher in the section below and most Discovery-era weapons. | ||||||
Phaser | ||||||
Disruptor | ||||||
Plasma |
Hybrid Energy Weapons (two standard procs) | ||||||
---|---|---|---|---|---|---|
Disruptor -based |
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Plasma -based |
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Tetryon -based |
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Polaron -based |
Elite Fleet Energy Weapons (standard + extra proc) | ||||||
---|---|---|---|---|---|---|
Phaser | ||||||
Disruptor | ||||||
Plasma | ||||||
Tetryon | ||||||
Polaron | ||||||
Antiproton |
Special Energy Weapons (standard + extra proc) | ||||||
---|---|---|---|---|---|---|
Phaser -based |
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Disruptor -based |
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Plasma -based |
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Tetryon -based |
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Antoproton -based |