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Deflectors are a temporary-use additional shield that is manually activated. The Deflector stays active until either its energy pool depletes or it absorbs the maximum damage it can handle. CRITICAL NOTE: Your weapons cannot fire while your Deflector is on, so it is best used when you're anticipating to get hit by a heavy weapon or missile salvo.

TIER NAME DAMAGE CAPACITY DRAIN TIME RECHARGE TIME COST Faction SPECIAL
Mk1 Deflector 225 20s 15s 4,500 None None
Mk2 Deflector 495 22s 14s 22,500 None None
Mk3 Deflector 1,095 24s 13s 67,500 None None
Mk4 Deflector 2,400 25s 12s 202,500 None None
Mk5 Deflector 5,250 28s 11s 607,500 None None
Mk6 Deflector 11,550 30s 10s 1,822,500 None None
Mk1 Rebound Deflector 225 8s 15s 10,000 None Reflects energy projectiles, but not beams.
Mk2 Rebound Deflector 495 9s 14s 50,000 None Reflects energy projectiles, but not beams.
Mk3 Rebound Deflector 1,095 10s 13s 150,000 None Reflects energy projectiles, but not beams.
Mk4 Rebound Deflector 2,400 10s 12s 450,000 None Reflects energy projectiles, but not beams.
Mk5 Rebound Deflector 5,250 12s 11s 1,350,000 None Reflects energy projectiles, but not beams.
Mk6 Rebound Deflector 11,550 12s 10s 4,050,000 None Reflects energy projectiles, but not beams.
Mk1 Ramming Deflector 300 10s 20s 9,000 Mercenary's Guild & Red Devil Cartel Damage to: hull (60), shield (250), deflector (200)
Mk2 Ramming Deflector 660 11s 18s 45,000 Mercenary's Guild & Red Devil Cartel Damage to: hull (90), shield (375), deflector (300)
Mk3 Ramming Deflector 1,455 12s 17s 135,000 Mercenary's Guild & Red Devil Cartel Damage to: hull (135), shield (565), deflector (450)
Mk4 Ramming Deflector 3,195 13s 15s 405,000 Mercenary's Guild & Red Devil Cartel Damage to: hull (200), shield (850), deflector (675)
Mk5 Ramming Deflector 7,050 14s 14s 1,215,000 Mercenary's Guild & Red Devil Cartel Damage to: hull (300), shield (1275), deflector (1000)
Mk6 Ramming Deflector 15,450 15s 13s 3,645,000 Mercenary's Guild & Red Devil Cartel Damage to: hull (450), shield (1900), deflector (1500)
Mk1 Shock Deflector 450 15s 60s 5,500 Merchant Shock deflectors absorb twice the damage but recharge much slower
Mk2 Shock Deflector 990 16s 56s 27,500 Merchant Shock deflectors absorb twice the damage but recharge much slower
Mk3 Shock Deflector 2,175 17s 51s 82,500 Merchant Shock deflectors absorb twice the damage but recharge much slower
Mk4 Shock Deflector 4,785 18s 47s 247,500 Merchant Shock deflectors absorb twice the damage but recharge much slower
Mk5 Shock Deflector 10,500 18s 44s 742,500 Merchant Shock deflectors absorb twice the damage but recharge much slower
Mk6 Shock Deflector 23,250 20s 40s 2,227,500 Merchant Shock deflectors absorb twice the damage but recharge much slower
Mk4 Greel Deflector 2,400 25s 10s 202,500 (sell price only) Greel Syndicate This captured Greel Deflector recharges 20% faster than standard deflectors
Mk5 Greel Deflector 5,250 28s 9s 607,500
(sell price only)
Greel Syndicate This captured Greel Deflector recharges 20% faster than standard deflectors
Mk6 Greel Deflector 11,550 30s 8s 1,822,500 (sell price only) Greel Syndicate This captured Greel Deflector recharges 20% faster than standard deflectors
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